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But no, they instead went off on some bullshit about bringing up the idea that some people don't find fat people attractive 'normalising' that kind of behaviour. So they can't even have their delicate sensibilities offended correctly. There's actually something pretty solid to go after the guy for (besides being a simpering, pretentious, arrogant tool) and they ignore it to make censorship and tone arguments instead.

This is generic SJW behavior. There is literally nothing you can do that is good enough. If you're attracted to fat sluts, then you're "fetishizing" them and if you aren't, you're fatphobic or some other bullshit. No matter what you do, you're evil and wrong. It isn't even like bullshit like Christianity where there's a set of rules you can actually follow. This is why you just kill all SJWs.
 
It's all a simple purity spiral, though in this case it's more of a purity/oppression spiral. You ride it as far as you can on your OppressionPoints, then once that's taken you as far as it can go, you have to start on the purity grind. The unfortunate thing about this particular setup is that it encourages people to go over every jot of someone's posts with a fine toothed comb, because both purity and oppression scores go up if you can nail someone to the wall, either because they've transgressed against your oppressed self, or because they've transgressed against the woke stance of the day.

It's a setup perfectly crafted for a community to devour itself, I'm frankly surprised that more than a dozen posters are still left in that shark tank.
 
Stay mad, Zeea.

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We are now to the point where using "misogynistic language" in a quote from someone else is enough to earn a ban.
Also, gotta love the meticulously notated infractions going back to when Obama was president.
 
Ugh, educate xirself, bigot.


SJW'S ruin everything they touch. EVERYTHING.

Examples
Randy taps the X-card when the GM introduces the big bad boss and her name is Catherine. Randy says the name Catherine is a trigger for them and they’d appreciate having the name changed. Randy has no obligation to explain further to the table. The GM should at this point simply change the name and move on.
 
Examples
Randy taps the X-card when the GM introduces the big bad boss and her name is Catherine. Randy says the name Catherine is a trigger for them and they’d appreciate having the name changed. Randy has no obligation to explain further to the table. The GM should at this point simply yeet Randy out into the driveway and move on.
Is how it should have been.
 
It's attempt to have the power of GM, without any of the responsibility that comes with it. Fuck that.
The crazy thing is that I've played and DMed TTRPGs for over a decade and I have never ever seen an x card once. I firmly believe that none of the people who behave this way actually play the games they try to police, they just want to eradicate the last few places where alternative viewpoints reside.
 
The crazy thing is that I've played and DMed TTRPGs for over a decade and I have never ever seen an x card once. I firmly believe that none of the people who behave this way actually play the games they try to police, they just want to eradicate the last few places where alternative viewpoints reside.

Or display to other woke fools just how cool they are.
 
The crazy thing is that I've played and DMed TTRPGs for over a decade and I have never ever seen an x card once. I firmly believe that none of the people who behave this way actually play the games they try to police, they just want to eradicate the last few places where alternative viewpoints reside.
In retrospect, the "Go Play" movement on rpg.net some years ago may have been a reaction to this. Obviously, it didn't work. Even GamerGate was more effective.
 
The Go Play movement? You mean to try and force these people to play in games?
I don't know details, I just know that one day all these people posting on rpg.net were suddenly sporting these little play-symbol icons in their avatars somewhere, and had some slogan like "Go. Play." and it went on for months and months. It seemed to be about encouraging people to actually play RPGs and not just read them and talk about them, but I don't know the specific impetus.
 
Five to ten years ago, the fad was "cooperative" games, where either there was no GM or else the GM's traditional powers were strictly defined, limited, and in part given to players.

This just strikes me as more of the same - there is a subset of people within the community who hate hierarchies where either they are not on top or else everyone is not equal. And they also don't really want the responsibility of running a whole game themselves. By dressing it up as "social justice", or whatever term they want to use, they think it gains legitimacy.
you mean games like Arkham horror and descent? or something else?
 
In retrospect, the "Go Play" movement on rpg.net some years ago may have been a reaction to this. Obviously, it didn't work. Even GamerGate was more effective.
It was probably more successful as a meme than a movement. It really reveals the main problem with RPGNet: a great many of their posters are armchair gamers only, endlessly dissecting and theorizing about games and the gaming hobby without going out to actually play them. It is a lot like the new kind of game journalism, where you have a bunch of purple-hairs bloviating about game characters, game culture, game merchandise and game politics, but then it turns out they either consider games beneath them, or they try one and they are absolute shit at it. That's what a lot of RPGNetters are: kibbitzers. Useless on their own, obnoxious in a group.

At a point, you have to ask yourself how hard it is to play a game (hint: it is not hard at all, kids do it all the time without problems).
 
It was probably more successful as a meme than a movement. It really reveals the main problem with RPGNet: a great many of their posters are armchair gamers only, endlessly dissecting and theorizing about games and the gaming hobby without going out to actually play them. It is a lot like the new kind of game journalism, where you have a bunch of purple-hairs bloviating about game characters, game culture, game merchandise and game politics, but then it turns out they either consider games beneath them, or they try one and they are absolute shit at it. That's what a lot of RPGNetters are: kibbitzers. Useless on their own, obnoxious in a group.

At a point, you have to ask yourself how hard it is to play a game (hint: it is not hard at all, kids do it all the time without problems).
Agreed, and that's why the parallels between this and Resetera ring so true.
Tabletop player will probably do well to look at this video gaming part of that forum to deduce how their hobby will look like in a few years. Because the videogamers are definitely looking at RPGnet and recognizing the patterns being played out.
 
you mean games like Arkham horror and descent? or something else?

No no, no no no, no. I love board games. Arkham Horror is great.

Microscope and Fiasco are the two that I remember being GMless, but you also had games like Apocalypse World, FATE, anything Luke Crane has ever touched, etc, that try to codify very rigid and fixed modes of play - you have to play the game the way the game is wrote, or basically the entire system breaks down, and the way the games work is more abstract and meta... FATE with it's Aspects and declarations that basically let players write the story when they need/want, for example. Basically, games that try to take the freeform nature of storytelling that usually goes on in RPGs and mechanize storytelling, so that everyone has mechanical goals, mechanical methods to advance those goals, mechanical methods to make the story about them, mechanical hooks that let the GM or other players manipulate them, and so on.

Or, to put it another way: Most RPG players I've talked to, when you start talking about things like "flaws and perks" and social skills, tend to have a mild aversion to certain things, like... "Contacts" as a numerical stat, for example, because it turns storytelling into a mechanic you roll against. Games like FATE looked at that, and said "Here, hold my dwarven ale".

I mean, it's not really a "just happened 5 years ago" thing. Whitewolf was doing some of that ages ago. And I don't mind some of it in moderation - heck, I even kinda like FATE, at least the "full FATE" version that more or less stopped with Dresden Files, the "FATE Accelerated" fork is awful. But, oh... Probably just under 10 years ago, you started seeing a lot of people going all in on that style of game. It was the new hotness. And a lot of the attitude seemed to have a lot of "the GM is, at best, a necessary evil" undertone too it. Like... "How DARE the GM think he's got more power or importance than the players, just because he's doing way more work? Fine! We'll take your jobs away and give them to the players!"
 
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