Careercow Darrick Dishaw / Venger Satanis / Kort'thalis Publishing - Incompetent TTRPG Creator, Filthy Coomer, Chronic Stoner, and Lovecraftian Cult Leader with a Cult of Grognards

I get what he's doing. I've seen this before in other systems, and its a reworking of 2e AD&D's multi-attack resolution rules (combat rounds there are also 1 minute long) lest anyone start to think he had an original idea.
Under Darrick's proposed initiative system, if you roll a 2 and the monsters rolls a 2, your actions and the monster's actions resolve simultaneously. That is, if you kill the zombie and zombie goes to eat your face and both attacks hit, you stab the monster at the same time as it eats your face. You kill the zombie, you still take the zombie's damage, it just dies at the end of that phase of combat.
This is fine for 90% of combat; it can rapidly get fucky if you're using attacks/spells that trigger on conditions, and he does not give resolution mechanics but implies that the triggered thing happens at the end of the 10 block but before the next 10 second block starts.

You are probably right, but yeah, here is the thing, he assumed you as a player knew that and that you could read his mind. He doesn't write it out at all or explain what happens. If that was the case, he should have written it in the rules for the system because there are people who might want to get into the game and use those rules and might only be super familiar about 3.5 or 5th edition, but not so much 2e

Also yeah, I agree that the fact that you want to roll low on initiative, but high on everything else like attack rolls is just really inconsistent
 
Since we're putting way more thought into this than Darrick ever did:

So he's stealing the 1 minute round thing from 2e. Fair enough, I've stated that I get the reason why since tonally the fights last longer, even if they mechanically don't. My issue is that he then tries to subdivide them, which is stupid because my first reaction, and it'd likely be a semi-common one, would be confusion. What would be the point of splitting the round apart, since the round consists of your turn and the others anyway? It's what literally most any other game fucking does. Note that the best I could come up with, since I do know of other ways turns could be split, would've been phases akin to the Warhammer games. And that's still not quite the level of dumb needed.

So then it becomes initiative slots, where 1-6 means you act. Well then that's fucking stupid there chief, especially since he uses up to d8s, meaning you have to double calculate what you do in a turn, especially if you're a caster. On top of that, it leads to the retarded situation where a caster can fling three spells in a row on rounds since it isn't out of possibility for the nerd to get 7, 1, 1 in that initiative order. And on top of that, you have to constantly roll for it, which...

Look. People already struggle just to remember what their fucking turns are in the beginning when people play. This guarantees that no one will remember who does what. Such a fucking lie of an idea.

Oh, and because of the way his stupid game works; it's blatantly obvious Darrick tended to play Dick Ass Thief or Rape Thief given he really gives them the best shit out of all of them. Not only does backstabs do the most damage, but they can literally keep ambushing and surprising due to their 25% chance.

In short, Darrick is a mongo.
 
You are probably right, but yeah, here is the thing, he assumed you as a player knew that and that you could read his mind. He doesn't write it out at all or explain what happens. If that was the case, he should have written it in the rules for the system because there are people who might want to get into the game and use those rules and might only be super familiar about 3.5 or 5th edition, but not so much 2e

Since we're putting way more thought into this than Darrick ever did:

So he's stealing the 1 minute round thing from 2e. Fair enough, I've stated that I get the reason why since tonally the fights last longer, even if they mechanically don't. My issue is that he then tries to subdivide them, which is stupid because my first reaction, and it'd likely be a semi-common one, would be confusion. What would be the point of splitting the round apart, since the round consists of your turn and the others anyway? It's what literally most any other game fucking does. Note that the best I could come up with, since I do know of other ways turns could be split, would've been phases akin to the Warhammer games. And that's still not quite the level of dumb needed.

This is a bit more at key point of where he fails. The system he proposes is a functioning initiative system because other games use it (both roll 1dX where X gives better results for speedy classes, and 'classes act in this order'; though I've never seen one where Monsters are one mono-group and usually the rules tell the GM where monsters should be slotted, or the bestiary does. I've also never seen where if a die roll is involved there wasn't some mechanism to adust the roll up or down. Lazy stoner, etc).

The fact you fuckers keep making make these posts defending his shit why are you doing this what did I do to you is highlighting the greatest flaw to Darrick's highdea: For the dice one, it explains like ass, is over complicated, and counters every other initiative system players are likely to have encountered - both in how it gets arbitrated, and the fact low-rolls are needed.

The biggest flaws to the class/role-based initiative is that you remove that Pavlov thrill from players of "Roll Initiative" and his system as proposed gives players no way to adjust their position; no point in the wizard being alert, he's always going last.
The play acceleration is worth it if you're doing a PbP, since that is one less dice roll you've got to wait on (or roll for players which is pretty much the same thing).

Also addressing Adamska's point:
He can't warhams split the Round because each turn contains all the phases for everyone who is going on that Turn, and everything in the same block resolves at the same time.

You sort of have a better idea, except in D&D (which he is ripping off) you can shoot and move, or move and shoot.

So then it becomes initiative slots, where 1-6 means you act. Well then that's fucking stupid there chief, especially since he uses up to d8s, meaning you have to double calculate what you do in a turn, especially if you're a caster. On top of that, it leads to the retarded situation where a caster can fling three spells in a row on rounds since it isn't out of possibility for the nerd to get 7, 1, 1 in that initiative order. And on top of that, you have to constantly roll for it, which...
Look. People already struggle just to remember what their fucking turns are in the beginning when people play. This guarantees that no one will remember who does what. Such a fucking lie of an idea.

This isn't applicable to Darrick's system. You roll initiative once a combat.

Sorry, this one is my fault. I was trying to wax philosophic about initiative in general to highlight my general thoughts about initiative as I looked at his half-baked(ha!) system, and pointing out that what is a great system in your head and/or from a statistics perspective is not always a good/fun system to use at the table, for the same reasons you point out (and more).

I was using "Every turn initiative" as one of those systems where it makes sense from a mechanics perspective and does a lot of things to the statistics table that are good, and really makes combat more realistic where you don't know if next turn the Gnoll will get to pop off before you or not.
All of these positives do not change the fact that every-turn initiative, even if you use a program to instantly roll and reorder, increases the amount of higher brain power required so folks can't play as long before needing a break, and gums up combat to the point its nearly unplayable.

Oh, and because of the way his stupid game works; it's blatantly obvious Darrick tended to play Dick Ass Thief or Rape Thief given he really gives them the best shit out of all of them. Not only does backstabs do the most damage, but they can literally keep ambushing and surprising due to their 25% chance.

Its a little over 6%. You have roll a 1, and then you have to gamble and roll again. Roll 1 again, you get a surprise round. Roll less, and that's the new initiative (I think; again a burnout describing things like ass? Say it ain't so.).
The statistical result is just a tiny better bit better than rolling a natural 20 on a D20. The problem is, as you said... I forget how Sneak Attack works in 2e, but I know in 1e/BX as rogue you can only sneak attack an enemy that is unaware of you, but its an instant kill*. But that's wildly different than 3/5e, or 4e, where you just need a 'distracted' enemy to sneak attack and you just chain up D6 and hopefully kill it.

It is WAY weighted for Rogue but....well, Rogue levels fastest for a reason.

*(unless the creature is immune; if its got more HD then the rouge I usually give the monster a SvD)

In short, Darrick is a mongo.
QFT
 
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Someone named Prince of Nothing wrote a review of an OSR megadungeon called Maze of Blue Medusa (archive) and basically, Darrick got really pissy in the comments because PoN brought up Chaalt and called it pretentious and Darrick didn't like it. Also, apparently he made this guy named Bryce pissed off and he refuses to apologize to him. I don't remember that drama. If any of you remember, refresh my memory.

Comments in question:


darrick blue maze comments.png

He made a video in response to Prince of Nothing




Edit: I think I found the drama with Bryce, basically, Bryce did a negative review on Darrick's one module, Dead God Excavation and Darrick got really pissed (archive)

Read the comments section, it is golden. I will probably screencap it and select a few choice quotes when I have more time.
 
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@Ghostse I'm not defending him or suggesting ideas to make this piece of shit work. I'm still trying to understand what the fuck his horrible idea is supposed to work like based on what he wrote and what you guys added on. If it really is just the one time that you roll in this shitty highdea, then it STILL FUCKING FAILS because the Caster runs OUTSIDE of the 6 phase "turns".

If I play a sorcerer or a wizard, which isn't that uncommon; I don't want to have to skip count through those six blocks to figure out when I'm supposed to do anything.

No matter how we try to rationalize and explain it, it fucking godamn fails.
 
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Okay, I pulled some choice quotes about the Darrick and Bryce drama. Bryce wrote a bad review on Darrick's modules and Darrick got pissed at him and he has had an autistic grudge on him ever since. I posted a link to the review and the archive in my previous post, but I decided to screen cap a few choice quotes from Darrick.



darrick bryce response.png darrick bryce response 2.png

darrick bryce response 4.pngdarrick bryce response 5.png

and finally, a big long post defending himself:
darrick bryce response 3.png

Darrick then sperging on Twitter thinking he "won" the argument when Bryce didn't want to deal with him anymore and being jealous over Bryce liking Blue Medusa (the game PoN reviewed recently) instead of Dead God Excavation:

darrick bryce response 6.png

This is the reason why Darrick is a cow...
 
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My favorite bit in that was Darrick trying to pretend he isn't up his own ass with Prince of Nothing, and then tries to reaffirm his awesomeness in a chimpout against a guy who hates his no-effort highdea laden lolrandumb bullshit disguised as "Gonzo".
 
@Ghostse I'm not defending him or suggesting ideas to make this piece of shit work. I'm still trying to understand what the fuck his horrible idea is supposed to work like based on what he wrote and what you guys added on. If it really is just the one time that you roll in this shitty highdea, then it STILL FUCKING FAILS because the Caster runs OUTSIDE of the 6 phase "turns".

If I play a sorcerer or a wizard, which isn't that uncommon; I don't want to have to skip count through those six blocks to figure out when I'm supposed to do anything.

No matter how we try to rationalize and explain it, it fucking godamn fails.

There's no skip counting except for the first turn. Spell Caster has a 25% chance of giving the enemy a suprise round is what it means.

So roll CRIMSON ESCALATION Initiative. Lets say the Rogue rolls a 1, the fighter rolls a 2, and the monsters roll a 3.

If Magic User rolls a 2
Magic user goes simultaneous with the Fighter, both their actions resolve at the same time.

if Magic User rolls a 3
Magic user goes simultaneous with the monsters. That means your fireball hits at the same time the monsters get their whacks in.

Magic User rolls a 4, 5, or 6
Magic user acts after the monsters, and with anyone else in whatever "turn" they've rolled (like say the cleric got stuck in traffic and gets there in mid combat)

Magic User rolls a 7
On round 1, Magic user does nothing. They are too slow to act and don't get their spell off in the first minute. Round 2 and forward, Magic User acts with the Rogue in "Turn" for 1s.

Magic User rolls an 8
On round 1, Magic User does nothing. They are too slow to act and don't get their spell off in the first minute. Round 2 and forward, Magic User acts with the Fighter in "Turn" for 2s.

I'm not going into the overly complicated Surprise Round shit because that's too much typing, but it only happens when initiative is rolled at the beginning of combat.

Other games use systems similar and they work.
The fact it works with these other games (in short, because they usually don't use anything bigger than a d8.) doesn't change that Darrick's implementation is bad, but its not bad in the way you seem to think it is.
 
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My favorite bit in that was Darrick trying to pretend he isn't up his own ass with Prince of Nothing, and then tries to reaffirm his awesomeness in a chimpout against a guy who hates his no-effort highdea laden lolrandumb bullshit disguised as "Gonzo".
Yeah, that chimpout was three years ago and he still doesn't know to this day what he has did wrong or admit he was acting like a sped to him. His actions do speak louder than words when it comes to his pretentiousness.

With that experience he had with Bryce, I am not surprised Darrick hasn't showed up in this thread yet, he seems somewhat aware of it, but he knows deep down, if he posts here, he will be completely slaughtered so he pretends to ignore it even though in that one comment he made on Twitter trying to defend his love of Star Wars and the fact he is baked all the time which is a constant criticism in this thread as well as Demon Lord Null which on its own may be a conicidence, but combined with that tweet, it is very possible he is aware.

Though, what I can say is that Darrick got a lot smarter and doesn't show up to defend himself unless he knows that he can "win" against the person. I will say if this thread was made earlier like before 2018 or so when Darrick was less wise about picking battles, he probably would have defended himself, but I think deep down he knows he can't win against the Kiwis, so he shuts himself in his iron hugbox.
 
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There's no skip counting except for the first turn. Spell Caster has a 25% chance of giving the enemy a suprise round is what it means.

So roll CRIMSON ESCALATION Initiative. Lets say the Rogue rolls a 1, the fighter rolls a 2, and the monsters roll a 3.

If Magic User rolls a 2
Magic user goes simultaneous with the Fighter, both their actions resolve at the same time.

if Magic User rolls a 3
Magic user goes simultaneous with the monsters. That means your fireball hits after the monsters get their whacks in.

Magic User rolls a 4, 5, or 6
Magic user acts after the monsters, and with anyone else in whatever "turn" they've rolled (like say the cleric got stuck in traffic and gets there in mid combat)

Magic User rolls a 7
On round 1, Magic user does nothing. They are too slow to act and don't get their spell off in the first minute. Round 2 and forward, Magic User acts with the Rogue in "Turn" for 1s.

Magic User rolls an 8
On round 1, Magic User does nothing. They are too slow to act and don't get their spell off in the first minute. Round 2 and forward, Magic User acts with the Fighter in "Turn" for 2s.

I'm not going into the overly complicated Surprise Round shit because that's too much typing, but it only happens when initiative is rolled at the beginning of combat.

Other games use systems similar and they work.
The fact it works with these other games (in short, because they usually don't use anything bigger than a d8.) doesn't change that Darrick's implementation is bad, but its not bad in the way you seem to think it is.
Oh, that actually makes sense now.

I'm honestly sorry I couldn't figure it out; this was my first time seeing this particular form of initiative used ever. It's still not as good IMO as just d(n)+stat, but that makes sense and I'd not have any issue with it if a game pulled it out on me and explained it like you just did.

It's honest to god amazing how poorly Darrick explained this. It really shows how he expects you to read his mind and instantly grok how something works intuitively.
 
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Oh, that actually makes sense now.

I'm honestly sorry I couldn't figure it out; this was my first time seeing this particular form of initiative used ever. It's still not as good IMO as just d(n)+stat, but that makes sense and I'd not have any issue with it if a game pulled it out on me and explained it like you just did.

It's honest to god amazing how poorly Darrick explained this. It really shows how he expects you to read his mind and instantly grok how something works intuitively.

Your lack of understanding highlights primary problem with Darrick's system. TBF Weedlord Cha'althit'ler did a really, really bad job explaining it (and doesn't address edge cases) - information is grouped very poorly. I have seen almost this exact initiative system and it took me a 2nd read through of his ramble (especially with the surprise turn shit) to realize "Oh, its turn buckets". But even explained well (unless you go to examples like I did) its still hard to get your brain around especially in the context of D&D - because with a D20 doing the deciding, the odds of people getting the same initiative is low so its just assumed there is an order and no simultaneousness, ever.

It also really undermines the reason 2eADND did the full-minute turns, which was to make the combat more narratively rich. Everyone is going balls-to-the-wall for a minute, everything is happening almost at the same time. When you roll a melee attack you aren't just swinging once, you are thrusting and parrying and that attack roll is just deciding if any of those blows struck home. It also gives you more time to do things like open/close a door, get an item, or disable a trap: it makes more sense you can do something productive with that given a minute vs. 10 or 6 or 3 seconds.
By bucketing everyone into 10-second "turns" you're back to placing some logical restrictions on non-combat actions in combat.

The big issue with this implementation is that if you are spell caster, you are always on a 25% chance to grant surprise. This is not a bad 'base' probability, and I think Darrick does make a solid case as to why, but there is no way to adjust that, its just always 25% - fuck your stats, fuck your equipment, fuck your character advancement, fuck your actions, fuck YOU.

But let's be honest here. Darrick isn't thinking long-term because thinking more than 5 minutes into the future is not 'gonzo'. That's the far off distant future for his THC-laced brain, so we might as well be talking about earth after the sun has burnt out. He's thinking of one-shots or at most a megadungeon where there will zero-to-minimal character progression. And system works fine for that, because all the monsters and encounters should be expected to be scaled to caster level so nothing should vary from 'base' numbers.
 
Okay, I pulled some choice quotes about the Darrick and Bryce drama. Bryce wrote a bad review on Darrick's modules and Darrick got pissed at him and he has had an autistic grudge on him ever since. I posted a link to the review and the archive in my previous post, but I decided to screen cap a few choice quotes from Darrick.



View attachment 2794973 View attachment 2794974

View attachment 2794979View attachment 2794980

and finally, a big long post defending himself:
View attachment 2794975
I thought that one of the users here was Edgewise for the longest time.
 
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In other news, thanks to @Shaka Brah , we found out something funny: Darrick's DeviantArt Account. (archive)

It's mostly ho-hum, since he's mostly using it to either look at inspiration for his own works or just getting ideas for maps or people to make them. But, you know, he also uses it to COOOM:
COOOM.png

Also, he uses this place to find and beg for art for his books. In fact, we found this account because of one thing: we found the pregnancy fetish art Darrick used for Alpha Blue, and guess who's in the comments?
Fascinating.PNG


Fascinating indeed. Now I don't know if Darrick is dumb enough to use something like Satanis or one of his other common nomme de plume names to talk about his weird clown fetishes. But he was dumb enough to post it here. So feel free to go on a degenerate hunt. He almost certainly has accounts for that.

And yes. He's still somewhat active on this one too.
 
What a good find! That totally slipped through the cracks, but I am glad you found it.

Also, there is a new blog post from Darrick. This time he had six people and it seems like he was very much overwhelmed oh, and of course Darrick prefer the super rules light version of his initiative system, the one "Crimson Initiative" one that he can't be assed to explain is too hard for his weed-fried brain.

Edit: (archive)
 
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@Ghostse

This is a bit more at key point of where he fails. The system he proposes is a functioning initiative system because other games use it (both roll 1dX where X gives better results for speedy classes, and 'classes act in this order'; though I've never seen one where Monsters are one mono-group and usually the rules tell the GM where monsters should be slotted, or the bestiary does. I've also never seen where if a die roll is involved there wasn't some mechanism to adust the roll up or down. Lazy stoner, etc).
WotC tried that with the 4th Edition alpha and beta tests to try and make the game even faster. It just wasn't fun and quickly scrapped. (I think some of that was turned into Clone Wars mass combat rules) I would have much rather have seen something similar to Ninja Crusade. What I think he wants is an initiative system where people just go in the same order all of the time similar to classic D&D (My group has been using ADDICT FOR 15 years now, makes it simpler than going through all of the books, it's still a 16 or so page reference though otherwise you get some really lazy GM's) or something similar to faction initiative
 
What a good find! That totally slipped through the cracks, but I am glad you found it.

Also, there is a new blog post from Darrick. This time he had six people and it seems like he was very much overwhelmed oh, and of course Darrick prefer the super rules light version of his initiative system, the one "Crimson Initiative" one that he can't be assed to explain is too hard for his weed-fried brain.

Edit: (archive)
I mean, the light version makes a lot more sense since it's so dirt simple, but again one of the beauties of using dice as well is it can cause some interesting shifts and surprises in the order. It's always funny when the zombie or the heavy paladin go first and the rogue trips their feet. It just adds to the plotting.

Also given Darrick had to keep scrolling back up to check the numbers his group had, this means he's didn't even remotely think of writing a turn order, something that my group's done for years just to make things easy.

It's not even that hard. It's like this:

Geoff, Bob, Monster Group 1, Gina, Monster Group 2, Dave, NPC Red Shirt

Also a group of 6 isn't too much IMO. It can get a bit cluttered, but honestly you've not lived until you had nine players in a campaign like one of my poor fucking DMs had. Great Evil game, but it was probably hell for him to plot combat encounters. He also tries to defend his enforcement of text only DMing for some reason.

Before I leave off, here's some absolute cringe:
Regarding my GM mindset, it felt more like a normal Cha'alt session. Once or twice, I tried to dig a little deeper into my inner darkness, but yeah my tentacles were full. Next time!
He did not feel like god due to not toking hard enough and getting dragged out of his high by all the typing going on.
 
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I mean, the light version makes a lot more sense since it's so dirt simple, but again one of the beauties of using dice as well is it can cause some interesting shifts and surprises in the order. It's always funny when the zombie or the heavy paladin go first and the rogue trips their feet. It just adds to the plotting.
Exactly! It is a bit too oversimplified. I like actually rolling because it makes things less predictable and makes for interesting scenarios. Also, it is more realistic that some monsters will act faster than other monsters based on stuff like their biology and cognitive ability and whatnot.

Also, I find it ironic that he won't even consider using a simple tracker even though he literally made trackers for his little Crimson Escalation rule. What is so wrong with using a tracker for initiative?

As for players, at minimum you need to know who goes before you go so you know when you are up next and MAYBE perhaps also when the enemy goes. That is the bare minimum you need to know I have found.
 
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@Ghostse


WotC tried that with the 4th Edition alpha and beta tests to try and make the game even faster. It just wasn't fun and quickly scrapped. (I think some of that was turned into Clone Wars mass combat rules) I would have much rather have seen something similar to Ninja Crusade. What I think he wants is an initiative system where people just go in the same order all of the time similar to classic D&D (My group has been using ADDICT FOR 15 years now, makes it simpler than going through all of the books, it's still a 16 or so page reference though otherwise you get some really lazy GM's) or something similar to faction initiative

As I posted before, its not a bad idea but sort of like rolling initative every turn its just unworkable in the real world.

When I run a game, for anything with defined action economy, I do what @Adamska 's group does: All monsters with the same initiative score roll initiative together at the start of combat, that's initiative.
For OSR games with less exacting action economy, I go to faction initiative since it lets the players huddle and coordinate.

He also tries to defend his enforcement of text only DMing for some reason.

As someone with a deep nerd voice and the inability to do accents consistently, I will lend some support to text only GMing. It also lets you have subtle, non-obvious communication channels with players for secret discussions. When you take someone outside for individual session, no one knows what's going on but they do know that something is going on. Its also nice to have everything logged (though Darrick never does campaigns, so I don't think that matters for him since he's not going to look up what happened previously). So I get it.
I also use VTT because you can do effects, etc. I get a much more dynamic map that I can do lighting effects on - its great and feels much more rewarding.
One of the best times I had GM'ing was on IRC channels. I had an NPC the party was working with who spoke in a thick "thief's cant accent" which involved phonetically jarbling a vaguely scottish accent until it look like a randomly generated passphrase. I loved it, the players loved it, and it could only work in text because if you read the text slowly you got what he was saying.

All that said:
still nothing beats putting down a battle map on the kitchen table, having drinks and snacks, and putting down minis. It doesn't get any better. Its just a more fun experience even with all the downsides.

The reason Darrick likes Text DM is to make it easier for his (overwhelmingly male) paypigs to coom by imagining its a comely buxom wench and not a bald, stoned, rick & morty fan.
 
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As I posted before, its not a bad idea but sort of like rolling initative every turn its just unworkable in the real world.

When I run a game, I do what @Adamska 's group does: All monsters with the same initiative score roll initiative together.
For OSR games with less exacting action economy, I go to faction initiative.
It can really slow a game down if you don't have the typical four players. The larger games I've been in could take an hour or more per encounter to get through just because of all of the rolling that needed to be done. Worse if someone started holding off their actions.
 
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