Manwithn0n0men
kiwifarms.net
- Joined
- Aug 19, 2019
Yes and their only profitable games are licensed gamesAren't these the retarded literal-faggots who made that awful Sword Lesbian game?
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Yes and their only profitable games are licensed gamesAren't these the retarded literal-faggots who made that awful Sword Lesbian game?
Tabletop gaming has sadly become infested with people like that.Aren't these the retarded literal-faggots who made that awful Sword Lesbian game?
Is there even any money from iHunt for Correia to sue over?Yawn, iHunt. Monster Hunter International (the books, at least) predate that bullshit. Get paid to shoot monsters in the face.
That cunt's lucky Correia hasn't made legal inquiries.
You have to be a brain-dead SJW to take a concept such as "Thirsty Sword Lesbians" and make complete total shit out of it. You have to purposefully run that shit into the ground to make TTRPG guys not want to be Xena and Gabrielle kicking ass.Tabletop gaming has sadly become infested with people like that.
LOL, probably not. Good point.Is there even any money from iHunt for Correia to sue over?
They don't want to be kicking ass though.You have to be a brain-dead SJW to take a concept such as "Thirsty Sword Lesbians" and make complete total shit out of it. You have to purposefully run that shit into the ground to make TTRPG guys not want to be Xena and Gabrielle kicking ass.
LOL, probably not. Good point.
They don't want to be kicking ass though.
SJWs either can't comprehend wonder or they hate it -- I'm not sure which it is -- and as a result, this is why they detest games where adventure, derring-do, and awesomeness are a big part. Since this covers practically all RPGs, it's a continuing struggle for them and why they espouse such brain dead ideas as 'nonviolent conflict resolution in D&D'.
Meanwhile, the rest of us just wanna fight the dragon.
Cloudkill and nocturnal assassinations are also very nonviolent.I love nonviolent conflict resolution. My preferred method to accomplish it is threats of extreme amounts of violence.
The ancient dark sun games are really good if you can get over classic dosbox jank. I liked Shattered Lands more than Wake of the Ravager but had fun with both of them. Wake of the Ravager is eternally on my shitlist because every single playthough, without exception, ends with some game breaking bug that makes it impossible to finish.Are we ever gonna get a CRPG set in a sword and sorcery style world? I'm getting tired of this high fantasy mage cringe.
I love nonviolent conflict resolution myself. After all, I’m gonna need stalwart allies if I want to violate the Geneva Convention.LOL, probably not. Good point.
They don't want to be kicking ass though.
SJWs either can't comprehend wonder or they hate it -- I'm not sure which it is -- and as a result, this is why they detest games where adventure, derring-do, and awesomeness are a big part. Since this covers practically all RPGs, it's a continuing struggle for them and why they espouse such brain dead ideas as 'nonviolent conflict resolution in D&D'.
Meanwhile, the rest of us just wanna fight the dragon.
My kind of diplomacy.I love nonviolent conflict resolution. My preferred method to accomplish it is threats of extreme amounts of violence.
Is it violence if one's enemies have a tendency to fall from high places? Asking for a friend.Cloudkill and nocturnal assassinations are also very nonviolent.
'course not. It's not violence, it's just fall damage. I don't know why these people are so obsessed with violence, really. So what all the monsters' had sudden existential failures? It's just HP.Is it violence if one's enemies have a tendency to fall from high places? Asking for a friend.
Ditto. The problem isn't presenting noncombat options, it's trying to either remove the combat options, or to punish players for choosing them. If the game is about combat, let the players engage in combat. But if it's supposed to be a tense game about politics and/or investigation, make it so combat is extremely risky and/or has severe in-universe consequences. The risk part is key, too: D&D 5e players will throw themselves into encounters with wild abandon, while Cyberpunk or Dark Heresy players will tread much more carefully.Strictly speaking, I don't have a problem with a noncombat option. Plenty of precedent for your bard to talk his way into and out of trouble.
What bothers me is that I'm seeing a lot of insistence that it be the ONLY option. Yeah, try negotiating with a bodak sometime. Let me know how that turns out.
Strictly speaking, I don't have a problem with a noncombat option. Plenty of precedent for your bard to talk his way into and out of trouble.
What bothers me is that I'm seeing a lot of insistence that it be the ONLY option. Yeah, try negotiating with a bodak sometime. Let me know how that turns out.
Hence why I'm more into games like Call of Cthulu and Shadowrun. The investigation is baked right into the game, and the system actively rewards creative players. Actually, I have a story as an example:For 80% of my story events, and almsot every 'side quest' I make sure there is a non-violent (or atleast "non-lethal" violence) option. Bribes, threats, overwhelming force and leaving the door to the back-alley open and unobstructed.
Sometimes a mother fucker has to die, but most of the time you can solve a problem without needing to go full genocide if they want to.
Its good encounter building and ensures players don't get railroaded into a sequence of events.
IF my players would take some time to investigate their enemies, they could walk into fights all but assured of victory. But they never do. And then get disappointed when the Big Bad summons bullshit.
Monsters are just a clump of XP after all. I don't know why anything throws a fuss about them getting terminated.'course not. It's not violence, it's just fall damage. I don't know why these people are so obsessed with violence, really. So what all the monsters' had sudden existential failures? It's just HP.
Player new to CoC: I heard Call of Cthulhu was like, super lethal and shit, but we only lost one party member and that was a freak die roll on that gunshot.IF my players would take some time to investigate their enemies, they could walk into fights all but assured of victory. But they never do. And then get disappointed when the Big Bad summons bullshit
The best part is when someone critically fails, you just say "okay" with no expression at all, then write something in your notes before continuing play. They could make diamonds out of charcoal.It can be really exciting for the GM and the players both for the characters to be moving through an enemy gangs territory, holding onto a kidnapped noble child's hand, with the PC's staring at the NPC's and all it would take is one fucker to blow the whole deal wide open. (Just dropping 'give me a d20 roll' is enough to make the player's assholes clench, even though you're just having them roll to keep them on edge)
Even playing smart might not save you in CoC, but it'll cut down on the random PC fatalities.Player new to CoC: I heard Call of Cthulhu was like, super lethal and shit, but we only lost one party member and that was a freak die roll on that gunshot.
Me: That's because you don't do dumb shit.