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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/)SI
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2 yr. ago

  • It's called Theatre of the Mind. I've definitely done it, and it has it's advantages (cheap, lower prep time) but I don't favor it nowadays. Especially in my last campaign, a swashbuckling pirate adventure, I tried to always have at least some kind of visual aid, because it's critical to that swashbuckling feel - the players can't swing from the chandelier if they don't know there's a chandelier.

  • Queercoding villains to make them seem dangerous and deviant to the people of the time (and those that are still stuck in that time). Admittedly, the people making that decision probably weren't conscious of that being why they thought eyeliner made him look villainous.

  • Training my players to constantly make perception checks is the last thing I want to do. Nothing bogs down a game faster. If there's no point in rolling the dice, don't make them roll. If you're worried that calling for a roll will make them metagame paranoid, call for an occasional pointless roll, don't make it a constant expectation.

  • You select the level of abstraction for different things based on what is and isn't the most fun to delve into. If your group enjoys poking every surface with a 10 foot pole, it's not wrong to play with that level of granularity. It's just that all the interesting things you can do with a 10 foot pole are pretty mined-out after 50 years so we tend to direct our attention elsewhere.