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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)CR
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11 mo. ago

  • "Strangers meet in a tavern and awkwardly introduce themselves" is just an example of "random group forced to team up". Whether they start in a tavern and are all hired by the same benefactor or were all captives being held on an Ithillid nautilus that crashed landed and discovered they all had brain worms, it's the same thing, effectively.

    I've tried the whole "use McGuffin to literally force the party to work together" and still get roadblocked by that one inevitable player who insists on being the "edgy loner who has to be dragged into everything". Yes, even with the threat of death, they usually just waste time trying to argue how "that's what [their] character would do! [I'm] just punishing [them] for playing [their] character! Reee!"

    Still, on another point, players will still have to do the whole rigamarole of character introductions that always feels like the first day at school unless the characters were made together during session 0 anyway. I just nip all of that in the bud by just eliminating that from my table through the previously stated method: starting in media res with a party that has been pre-established, together with each other to ensure party cohesion, during session 0.

    BG3 works because the cast of characters are all pre-written, specifically designed to work with that story, being that it is a video game. Real players, unfortunately unless you find a unicorn, do not roleplay on the level of professionally hand-crafted characters.

  • Picture a tavern setting where they're arguing about different plot hooks, missions, and tips, and start to switch from the selfish motivations of wanting cool loot to also wanting to uncover the story.

    Yea, this is exactly what I'm purposely trying to avoid with a Session 0. I, as the DM, list the plot hooks of the campaign I have prepared to run and players create characters around them that are guaranteed to be invested in the story as well as be cohesive with each other.

    No arguing needed. If anyone wants to argue, they know where the door is.

  • They have for much longer and more consistently shared the fruits of those trees when they aren't being manipulated by social forces that condition them to compete with each other for readily available resources.

    Humans are a communal species by nature. We only need to encourage that nature instead of continuing to allow a small subsection of the population to abuse it.

  • How would they not? Session 0 we create characters together, anyone who doesn't follow the previously stated rules can leave my table.

    The entire point is to prevent the creation of "rando loner who just sits in a corner and sulks".

  • For me, the tired trope of "strangers meet in a tavern" approach is the inevitable round of introductions that feels like that time at the start of school when everyone had to stand up to say their name and one interesting fact about them. It's just awkward and everyone wants it to be over quickly.

    Much better to just create characters together in session 0. Everyone already knows each other, their motivations, prior relationships established, etc... and just begin the campaign as if everyone is already on mission.

  • Biggest pet peeve with players. This is why, during session 0, I make players pre-establish a reason that they not only go along with the party and the planned campaign but also a reason why they trust at least two other characters.

  • Oooo now you have me interested in Starfield by comparing it to Wing Commander, damn you.

    I loved Outer Worlds. Rough around the edges, sure, but it wasn't much different than playing Fallout 3 in terms of gameplay. Also the setting made for some great satire. My only real complaint was the small maps. High hopes for the sequel.

  • None of our institutions encourage "learning"; they are built to encourage "making the grade". Why they need the grade and what it represents is irrelevant to students. It's just a barrier that society has placed in front of them.

    There needs to be something done about how we, as a society, approach education because whatever we are doing ain't working. It apparently only worked at a very surface level and that was only because A.I. wasn't available yet to be an easy out.

  • Lol you have no clue what you're talking about bud.

    Steam doesn't force any of the games sold on its storefront to be exclusive to their store. Developers are completely within their power to publish their games to other marketplaces and, in fact, many titles are readily available elsewhere, such as GOG, Humble Bundle, Jolt, itch.io, Epic, and soon even Discord will have its own storefront. They are simply a marketplace; they don't have a monopoly just because they are the most popular marketplace. Not their fault developers don't like the non-DRM pushing spaces, which is the only complaint I have with Steam.

    Meanwhile, you're comparing that to Nintendo which develops games in-house and deliberately keeps them exclusive to their proprietary consoles. Last I checked, I can't buy the new Mario Kart or Donkey Kong on my PS5 or PC.

  • If they start any nefarious monetization practices, absolutely pull mods. Until then though, I agree. No reason to pull ones that are already there, but definitely be prudent and start casting a wider net.