#decisions — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #decisions, aggregated by home.social.
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That was a Powerful Story!
There is little room for doubt. People enjoy telling and listening to a story. Some of those stories and tellers will be better than others will be. What makes someone a powerful storyteller while another telling the same story in the same manner will flop. Is there some special secret that those great tellers know? The best stories regardless of its nature will consist of the same aspects.
Tension
Great stories will generally start with something that grabs the person listening or reading. This could be done through some random character challenging the players in some form of duel. Another could be everyone attempting to flee a situation, no matter the reason. Presenting background facts and emotions will have the effect of losing everyone.
Humans
Through the proper implementation of uncertainty, people will find themselves bonding with characters in the story. This might be by requiring some player to decide between two or more options, none of which is better or worse than any other. If the player is uncertain that this task he is performing can be done, either in time or at all, will make the characters seem more like a real person the players can get behind. When making the characters so polished or perfect will have the effect of driving everyone away.
Images
By making some image that everyone can visualize, players will have something they can use. Often, this will be done by the use of maps, pictures, minis, handouts, and other tools. These will be helpful for showing what things are and where they are located. The key here is “helpful”, they are not needed. The best way to create the scene will be through good, descriptive words. Use every sense that the players and their character possess. Let them see the room, hear the screeching of metal, smell the fire smoke, whatever is usable. When done right, the players will feel as though they in the place their characters exist in.
Who About?
The PCs are the primary figures within the game. This will true regardless if they are starter character no better than some other NPC around or if they are ultra-powerful entities. This does not mean the King needs to bow to the PCs. Instead, events focused upon would be those the players will determine interesting and want to go for. Murder hobos should have those combat situations that they find exciting. Sherlock characters can get their mysteries. Whatever they players would desire to take will be involved in the adventure. The GM’s ego can factor in but keep the player’s interests at center stage.
Steaks
The best stories will challenge the antagonist in some manner. These games will be no different. The PCs should have something precious that they are at least tempted to surrender so they can reach the goals. The fighter using their ancient family sword might have to get it broken so they can defeat that foe. This rouge could be required to team up with this hated guild to gain the item needed. If there is only something gained, it will lead to boring sessions.
Looped
When the adventure ends, the PCs can travel back to the city they came from. The issue should be that they have been altered in some manner. They could attempt to retake the life they had at start, but they will now have a poor fit due to the changes forced upon them by the adventure. If the PC started as an enlisted in the police force, then they will discover that law enforcement is not workable. Instead, he should take a position as private detective. The adventure will change the PC, emphasize these changes.
Next?
There is an assumption that when the adventure ends, there will be some final closing scene. After that, there will be nothing leading everyone into the next adventure. This will usually be a bad way to end everything. A better alternative will be to make some closing that will either generate some hook for future endeavors. This could be as subtle as discovering a note that says something cryptic or more obvious like the guild master calling them and requesting their aid. If there is a lessen, it should be hidden throughout the campaign, not a club hitting everyone at the end.
Telling a great story seem intimidating at first. When employing some simple tools, this goes from overwhelming to little apparent effort. There are no shortcuts, but comparatively simple tricks will turn that ho-hum story into the edge-of-the-seat run. With tension, players will drive the story for the GM. Keeping the human factor and keeping the focus on the PCs will make the players seem like they are the center of the gameworld. Through proper use of images, the world will seem as though it is a living, breathing world that entices those adventures. Having powerful steaks will make the efforts of the adventure worthwhile and drive everyone from one session to the next. Closing by showing the changes and encouraging future adventures will make is appear worthwhile. Then the players will have that excitement they will recreate for many years to come.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Creation #Decisions #Design #DnD #Games #Gaming #Methods #Principles #RolePlayingGames #RPG #Storyteller #Tools #TTRPG -
That was a Powerful Story!
There is little room for doubt. People enjoy telling and listening to a story. Some of those stories and tellers will be better than others will be. What makes someone a powerful storyteller while another telling the same story in the same manner will flop. Is there some special secret that those great tellers know? The best stories regardless of its nature will consist of the same aspects.
Tension
Great stories will generally start with something that grabs the person listening or reading. This could be done through some random character challenging the players in some form of duel. Another could be everyone attempting to flee a situation, no matter the reason. Presenting background facts and emotions will have the effect of losing everyone.
Humans
Through the proper implementation of uncertainty, people will find themselves bonding with characters in the story. This might be by requiring some player to decide between two or more options, none of which is better or worse than any other. If the player is uncertain that this task he is performing can be done, either in time or at all, will make the characters seem more like a real person the players can get behind. When making the characters so polished or perfect will have the effect of driving everyone away.
Images
By making some image that everyone can visualize, players will have something they can use. Often, this will be done by the use of maps, pictures, minis, handouts, and other tools. These will be helpful for showing what things are and where they are located. The key here is “helpful”, they are not needed. The best way to create the scene will be through good, descriptive words. Use every sense that the players and their character possess. Let them see the room, hear the screeching of metal, smell the fire smoke, whatever is usable. When done right, the players will feel as though they in the place their characters exist in.
Who About?
The PCs are the primary figures within the game. This will true regardless if they are starter character no better than some other NPC around or if they are ultra-powerful entities. This does not mean the King needs to bow to the PCs. Instead, events focused upon would be those the players will determine interesting and want to go for. Murder hobos should have those combat situations that they find exciting. Sherlock characters can get their mysteries. Whatever they players would desire to take will be involved in the adventure. The GM’s ego can factor in but keep the player’s interests at center stage.
Steaks
The best stories will challenge the antagonist in some manner. These games will be no different. The PCs should have something precious that they are at least tempted to surrender so they can reach the goals. The fighter using their ancient family sword might have to get it broken so they can defeat that foe. This rouge could be required to team up with this hated guild to gain the item needed. If there is only something gained, it will lead to boring sessions.
Looped
When the adventure ends, the PCs can travel back to the city they came from. The issue should be that they have been altered in some manner. They could attempt to retake the life they had at start, but they will now have a poor fit due to the changes forced upon them by the adventure. If the PC started as an enlisted in the police force, then they will discover that law enforcement is not workable. Instead, he should take a position as private detective. The adventure will change the PC, emphasize these changes.
Next?
There is an assumption that when the adventure ends, there will be some final closing scene. After that, there will be nothing leading everyone into the next adventure. This will usually be a bad way to end everything. A better alternative will be to make some closing that will either generate some hook for future endeavors. This could be as subtle as discovering a note that says something cryptic or more obvious like the guild master calling them and requesting their aid. If there is a lessen, it should be hidden throughout the campaign, not a club hitting everyone at the end.
Telling a great story seem intimidating at first. When employing some simple tools, this goes from overwhelming to little apparent effort. There are no shortcuts, but comparatively simple tricks will turn that ho-hum story into the edge-of-the-seat run. With tension, players will drive the story for the GM. Keeping the human factor and keeping the focus on the PCs will make the players seem like they are the center of the gameworld. Through proper use of images, the world will seem as though it is a living, breathing world that entices those adventures. Having powerful steaks will make the efforts of the adventure worthwhile and drive everyone from one session to the next. Closing by showing the changes and encouraging future adventures will make is appear worthwhile. Then the players will have that excitement they will recreate for many years to come.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Creation #Decisions #Design #DnD #Games #Gaming #Methods #Principles #RolePlayingGames #RPG #Storyteller #Tools #TTRPG -
When I was a young teen I had that poster with the Lamborghini Contach, The Ferrari 250 GTO and the Porsche 959 and the words "Decisions, Decisions, Decisions"
Now in sensible middle age I no longer want those things. Life's pretty good, but now I can't decide if I want to run away on an adventure with Emily Blunt, Rebecca Ferguson or Rachel Weiss.
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When I was a young teen I had that poster with the Lamborghini Contach, The Ferrari 250 GTO and the Porsche 959 and the words "Decisions, Decisions, Decisions"
Now in sensible middle age I no longer want those things. Life's pretty good, but now I can't decide if I want to run away on an adventure with Emily Blunt, Rebecca Ferguson or Rachel Weiss.
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When power cannot bear uncertainty,
it calls haste leadership.https://www.animoreflectiveintelligence.com
#philosophyofmind #power #leadershiplessons #psychology #decisions
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When power cannot bear uncertainty,
it calls haste leadership.https://www.animoreflectiveintelligence.com
#philosophyofmind #power #leadershiplessons #psychology #decisions
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Stay committed to your decisions, but stay flexible in your approach.
-- Tom Robbins⬆ #Wisdom #Quotes #TomRobbins #Commitment #Decisions #Flexibility
⬇ #Photography #Panorama #ChacoCanyon #Panopainting #NewMexico
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Stay committed to your decisions, but stay flexible in your approach.
-- Tom Robbins⬆ #Wisdom #Quotes #TomRobbins #Commitment #Decisions #Flexibility
⬇ #Photography #Panorama #ChacoCanyon #Panopainting #NewMexico
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Me, Teller of Stories
People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.
Goal?
At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.
Audience?
The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.
Detailed?
As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.
Body Language?
TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.
Clear? Concise?
No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.
Most Important!!
The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.
At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG -
Me, Teller of Stories
People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.
Goal?
At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.
Audience?
The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.
Detailed?
As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.
Body Language?
TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.
Clear? Concise?
No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.
Most Important!!
The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.
At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG -
Rachel #Maddow explains what happens when the bill comes due for very #stupid #political #decisions. https://youtu.be/s7QJUQDjNy0?is=T5rTqhKPF4rHuNFU
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Rachel #Maddow explains what happens when the bill comes due for very #stupid #political #decisions. https://youtu.be/s7QJUQDjNy0?is=T5rTqhKPF4rHuNFU
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The Conversation: Vaccine mis‑ and disinformation isn’t just a threat to public health, but also to our autonomy. “Autonomy, broadly, is the ability to make choices in life that align with who we are, and our own personal beliefs and values. It is the foundation for informed consent and thus a central aspect of ethical vaccine policies and programs. But genuine autonomy depends on the […]
https://rbfirehose.com/2026/07/28/the-conversation-vaccine-mis-and-disinformation-isnt-just-a-threat-to-public-health-but-also-to-our-autonomy/ -
The Conversation: Vaccine mis‑ and disinformation isn’t just a threat to public health, but also to our autonomy. “Autonomy, broadly, is the ability to make choices in life that align with who we are, and our own personal beliefs and values. It is the foundation for informed consent and thus a central aspect of ethical vaccine policies and programs. But genuine autonomy depends on the […]
https://rbfirehose.com/2026/07/28/the-conversation-vaccine-mis-and-disinformation-isnt-just-a-threat-to-public-health-but-also-to-our-autonomy/ -
What kind of person are you (m/f/d)?
Are you a #bot? Born from an #OpenAI bitch?
If we left #AI / #KI to make the #decisions and take #control over
#people, #politics, and #Palantir, we’d be gone faster than we could blink!
RE: https://bsky.app/profile/did:plc:wqstvenhn5dxt666pyikcqcb/post/3mrniccw3hk2o -
"In a consensus decision-making process, the decision and the buy-in land at the same time. Rather than making a decision and then getting everyone on board, you get everyone on board, at which point the decision is clear."
Read Mandy Brown @aworkinglibrary: https://everythingchanges.us/blog/consenting-to-decisions/#deciding #motivation #change #nudge #behaviour #behavior #consensus #transition #energyTransition #cleanEnergy #decisions #decisionMaking #innovation #management #quotes #teamWork #MandyBrown #facilitation #leadership #consent #resolution #transparency #dialogue
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"In a consensus decision-making process, the decision and the buy-in land at the same time. Rather than making a decision and then getting everyone on board, you get everyone on board, at which point the decision is clear."
Read Mandy Brown @aworkinglibrary: https://everythingchanges.us/blog/consenting-to-decisions/#deciding #motivation #change #nudge #behaviour #behavior #consensus #transition #energyTransition #cleanEnergy #decisions #decisionMaking #innovation #management #quotes #teamWork #MandyBrown #facilitation #leadership #consent #resolution #transparency #dialogue
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The #OpenAI agent that broke into tech firm #HuggingFace went on a dayslong #hacking spree that OpenAI didn't notice until well after the threat was contained and #FBI was alerted. The agent – a program capable of making #decisions and executing complex tasks with little or no #human oversight – attempted to break out of its isolated testing environment at OpenAI around July 9. #cybercrime #cybersecurity #CISA #no #regulations #nationalsecurity https://www.reuters.com/business/its-ai-agent-spent-days-hacking-company-sources-say-openai-did-not-notice-week-2026-07-24/ #hack #danger
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The #OpenAI agent that broke into tech firm #HuggingFace went on a dayslong #hacking spree that OpenAI didn't notice until well after the threat was contained and #FBI was alerted. The agent – a program capable of making #decisions and executing complex tasks with little or no #human oversight – attempted to break out of its isolated testing environment at OpenAI around July 9. #cybercrime #cybersecurity #CISA #no #regulations #nationalsecurity https://www.reuters.com/business/its-ai-agent-spent-days-hacking-company-sources-say-openai-did-not-notice-week-2026-07-24/ #hack #danger
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https://theconversation.com/people-in-the-uk-favour-harsher-punishment-than-norwegians-belief-in-free-will-may-help-explain-why-286169; https://www.mdpi.com/2076-328X/16/6/868 (open access). Our #criminal #justice system is predicated on the assumption that we are all endowed with #freewill, & are able to choose what course of #action to take - but what if all our #decisions & #actions are #effects of various different #causes, & #determinism (of some sort or other) is true? If it is, the idea of individual #moral & #legal #responsibility is invalid.
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https://theconversation.com/people-in-the-uk-favour-harsher-punishment-than-norwegians-belief-in-free-will-may-help-explain-why-286169; https://www.mdpi.com/2076-328X/16/6/868 (open access). Our #criminal #justice system is predicated on the assumption that we are all endowed with #freewill, & are able to choose what course of #action to take - but what if all our #decisions & #actions are #effects of various different #causes, & #determinism (of some sort or other) is true? If it is, the idea of individual #moral & #legal #responsibility is invalid.
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Into the Dungeon!!
One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.
Why Made?
Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.
Location?
Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.
Underground Only?
The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.
Condition?
Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.
Treasure?
PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it
Size?
Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.
The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG -
Into the Dungeon!!
One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.
Why Made?
Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.
Location?
Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.
Underground Only?
The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.
Condition?
Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.
Treasure?
PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it
Size?
Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.
The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG -
Vincent, or: Theo
A Sijo
EPIGRAPH:
You don’t know how paralyzing it is, that stare from a blank canvas that says to the painter you can’t do anything.
–Vincent van Gogh (1853 – 1890)the life we painted—over; blank linen upon my easel; this choice feels almost sacred; one false first stroke would skew my course; still, memory steadies my hand; old lessons guide the brush I raise
Sijo?
A Korean verse form related to haiku and tanka and comprised of three lines of 14-16 syllables each, for a total of 44-46 syllables. Each line contains a pause near the middle, similar to a caesura, though the break need not be metrical. The first half of the line contains six to nine syllables; the second half should contain no fewer than five. Originally intended as songs, sijo can treat romantic, metaphysical, or spiritual themes. Whatever the subject, the first line introduces an idea or story, the second supplies a “turn,” and the third provides closure. Modern sijo are sometimes printed in six lines.
Let’s write poetry together!
When it comes to partnership, some humans can make their lives alone – it’s possible. But creatively, it’s more like painting: you can’t just use the same colours in every painting. It’s just not an option. You can’t take the same photograph every time and live with art forms with no differences.
–Ben Harper (b. 1969)Would you like to create poetry with me and have a completed poem of yours featured here at the Skeptic’s Kaddish? I am very excited to have launched the ‘Poetry Partners’ initiative and am looking forward to meeting and creating with you… Check it out!
#Anxiety #Beginnings #Decisions #Divorce #Fear #Metaphor #Poem #Poetry #Quote #Sijo #VincentVanGogh -
Vincent, or: Theo
A Sijo
EPIGRAPH:
You don’t know how paralyzing it is, that stare from a blank canvas that says to the painter you can’t do anything.
–Vincent van Gogh (1853 – 1890)the life we painted—over; blank linen upon my easel; this choice feels almost sacred; one false first stroke would skew my course; still, memory steadies my hand; old lessons guide the brush I raise
Sijo?
A Korean verse form related to haiku and tanka and comprised of three lines of 14-16 syllables each, for a total of 44-46 syllables. Each line contains a pause near the middle, similar to a caesura, though the break need not be metrical. The first half of the line contains six to nine syllables; the second half should contain no fewer than five. Originally intended as songs, sijo can treat romantic, metaphysical, or spiritual themes. Whatever the subject, the first line introduces an idea or story, the second supplies a “turn,” and the third provides closure. Modern sijo are sometimes printed in six lines.
Let’s write poetry together!
When it comes to partnership, some humans can make their lives alone – it’s possible. But creatively, it’s more like painting: you can’t just use the same colours in every painting. It’s just not an option. You can’t take the same photograph every time and live with art forms with no differences.
–Ben Harper (b. 1969)Would you like to create poetry with me and have a completed poem of yours featured here at the Skeptic’s Kaddish? I am very excited to have launched the ‘Poetry Partners’ initiative and am looking forward to meeting and creating with you… Check it out!
#Anxiety #Beginnings #Decisions #Divorce #Fear #Metaphor #Poem #Poetry #Quote #Sijo #VincentVanGogh -
#Design #Mindsets
Taste cannot be delegated · The death of design by committee in the age of AI https://ilo.im/16eh9b_____
#AI #Taste #Decisions #Committees #Stakeholders #Leadership #ProductDesign #UxDesign #UiDesign #WebDesign -
#Design #Mindsets
Taste cannot be delegated · The death of design by committee in the age of AI https://ilo.im/16eh9b_____
#AI #Taste #Decisions #Committees #Stakeholders #Leadership #ProductDesign #UxDesign #UiDesign #WebDesign -
💣It's all about your definition of success.
#Artist #Reaction #Success #Music #Decisions -
💣It's all about your definition of success.
#Artist #Reaction #Success #Music #Decisions -
Do I want to buy more plastic potato crates, which are durable and lightweight and never decay?
Or do I want to hope I find the wood and time to nail some wooden potato crates together before harvest time?
:think_bread:
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Do I want to buy more plastic potato crates, which are durable and lightweight and never decay?
Or do I want to hope I find the wood and time to nail some wooden potato crates together before harvest time?
:think_bread:
-
This #aggro #tempo #Hearthstone #meta makes me want to #puke.
For several #expansions now it has been nothing but aggro tempo, over and over. By turn 7 or turn 8 you are already dead, sometimes even turn 6. #Brainless in my eyes.
Every other #CCG out there manages to build a #healthy meta, only the one with the biggest #budget and the most #resources keeps failing at it. #Pathetic. How is a game this #popular and this #funded still stuck in the same boring #curve every single set? Give me #control, give me #combo, give me some actual #decisions.
-
This #aggro #tempo #Hearthstone #meta makes me want to #puke.
For several #expansions now it has been nothing but aggro tempo, over and over. By turn 7 or turn 8 you are already dead, sometimes even turn 6. #Brainless in my eyes.
Every other #CCG out there manages to build a #healthy meta, only the one with the biggest #budget and the most #resources keeps failing at it. #Pathetic. How is a game this #popular and this #funded still stuck in the same boring #curve every single set? Give me #control, give me #combo, give me some actual #decisions.
-
How to get the outcome you want: Practice Consensus-By-Attrition, in which you have to outlast those opposed, and make the process as annoying as possible.
-
How to get the outcome you want: Practice Consensus-By-Attrition, in which you have to outlast those opposed, and make the process as annoying as possible.
-
That is so Spacy
While the most popular genre in tabletop role playing games (TTRPGs) is fantasy, another genre that many players desire to play will be some form of science fiction. Does this mean that they will be traveling from one planet to another solving problems? Will there be technological gadgetry in place of fantasy spells? Are all the fantasy races not allowed?
Going Traditional?
Is the planet-hopping scifi the only way to make scifi? The most common version of science fiction that people think of will be the traditional version. In this, players will be members of some interplanetary society, such as Star Trek’s Federation. Either they will have their own ship or be able to utilize a ship that is able to travel from one planet to another across several light years in a period of minutes or hours at most. Communication will have similar increases of speed. The presence of aliens will be common. Adventures will take place on the ship, in space, on planet, or some combination of all. Going from one planet to another several light years away will be extremely common. Heroes will be normal, although highly trained and skilled, members of whatever race they belong to. For example, if a human, the hero would not be able to possess mental powers unless that is available to every human. This human character could seem so skilled in xenobiology that they know every detail of every alien lifeform in an instant by memory. They could also be such a great target master as to make Hawkeye look like some beginner. Everyone will have access to high technology devices. Such devices will be able to perform instant heal on any wound, instant translation of any language regardless how dissimilar, instant transportation over thousands to millions of kilometers, along with many others.
That’s Solar
For those not wanting to make a campaign that goes interplanetary but still maintains the feel of a traditional game they can make a solarpunk game. In solarpunk, Earth has developed some method for travel and survival in space so that they can create societies anywhere in the Sol System. The speed of travel will be anywhere from relativistic to light speed at maximum. The technology seen in Enterprise is seen as extremely advanced in comparison. Technology mostly will be more advanced versions of what can be found in reality. Medical healing will occur faster than modern societies expect but not at the instant rate expected for traditional. Weapons will be limited to what is available in reality. Energy weapons might exist but unreliable, expensive, bulky, or some combination. If there are aliens, there will be some reason that they are not able to use their comparatively advanced technology or evolved on some other body in Sol System.
Be Punked
Different people have taken varied views about how society could evolve into the future. The most common versions are listed here.
- Cyberpunk: During a cyberpunk campaign, government debts reached the point that they broke society. To solve the problem, corporations gained more autonomy and power. Finally, they became independent governments unto themselves. These corporation-states will rewrite boundaries, make their own police force, laws, and everything else that is traditionally done by governments. The characters will either by employed by some company-state or illegal operatives working on their own. If the first, the company-state will pay all expenses, provide all needed equipment, and everything else at the price of demanding total loyalty and following their rules and oversight. When taking the later they will have greater freedom to perform what they want. The price for that freedom will be they are hunted by the corporation-state, need to cover their own costs, provide their own equipment, and everything else on their own.
- Ecopunk: Here, the environmentalists get everything they desire. Everything artificial has become illegal and no longer used. Every energy source has become some form of renewable energy. No form of pollution anywhere. The players will have challenges that goes along with enforcing such a society.
- Biopunk: With this, everything is about improving the body. If there is a problem with the arm, replace it with a bionic replacement. Same with any other portion of the body. Desire that arm-cannon? Simply purchase one. Want to run faster or leap further? Get bionic legs. Become bulletproof? Buy bulletproof skin. The ultimate goal is to make the perfect human. Adventures here would be the same with real life, just elevated with the presence of those bionic components.
End it All!
The ultimate test of any society is if it can survive the long term. With some debate, most have done this. Every few years, someone will come out with some prediction that they say will destroy everything. What if one or more of these predictions came true? This is the basis for the post-apocalyptic campaign. During these campaigns, society either will be ending or be at some point after the apocalypse. If the first, then those that predicted the disaster will feel vindicated even though everyone is cursing what is happening as society is being destroyed. No one will know what is happening, religions will call upon their deities, and other forces will collide into a chaotic situation. During the later, current religions will either not exist or have mutated into something strange, factions have formed, and other adaptations have been completed. Challenges here would either be one faction against another or survival based.
Science fiction is a popular way for people to play games. While the traditional way with powerful space ships, aliens, energy weapons, and planets everywhere is the first thought of, that does not mean this is the only version that exists. The speed of the ships can range anywhere from modern rockets (0.001 light maximum) to several thousand or million times that of light speed. Where societies occur will develop in similar manner to that speed. Higher speed will allow greater spread between those cities, either on planet or in space. Alternatively, players could ask what happens when some extreme event happens. This event could be when corporations take over for governments, or environmentalists gain their every desire, or people are able to modify their very body at will in any manner. The final possibility would be asking about the possibility if every society were to collapse and humanity went without any form of government or any oversight. No matter the version that is used, everyone should be able to create interesting stories that they will want to retell over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Campaigns #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #ScienceFiction #SciFi #TTRPG #Types -
That is so Spacy
While the most popular genre in tabletop role playing games (TTRPGs) is fantasy, another genre that many players desire to play will be some form of science fiction. Does this mean that they will be traveling from one planet to another solving problems? Will there be technological gadgetry in place of fantasy spells? Are all the fantasy races not allowed?
Going Traditional?
Is the planet-hopping scifi the only way to make scifi? The most common version of science fiction that people think of will be the traditional version. In this, players will be members of some interplanetary society, such as Star Trek’s Federation. Either they will have their own ship or be able to utilize a ship that is able to travel from one planet to another across several light years in a period of minutes or hours at most. Communication will have similar increases of speed. The presence of aliens will be common. Adventures will take place on the ship, in space, on planet, or some combination of all. Going from one planet to another several light years away will be extremely common. Heroes will be normal, although highly trained and skilled, members of whatever race they belong to. For example, if a human, the hero would not be able to possess mental powers unless that is available to every human. This human character could seem so skilled in xenobiology that they know every detail of every alien lifeform in an instant by memory. They could also be such a great target master as to make Hawkeye look like some beginner. Everyone will have access to high technology devices. Such devices will be able to perform instant heal on any wound, instant translation of any language regardless how dissimilar, instant transportation over thousands to millions of kilometers, along with many others.
That’s Solar
For those not wanting to make a campaign that goes interplanetary but still maintains the feel of a traditional game they can make a solarpunk game. In solarpunk, Earth has developed some method for travel and survival in space so that they can create societies anywhere in the Sol System. The speed of travel will be anywhere from relativistic to light speed at maximum. The technology seen in Enterprise is seen as extremely advanced in comparison. Technology mostly will be more advanced versions of what can be found in reality. Medical healing will occur faster than modern societies expect but not at the instant rate expected for traditional. Weapons will be limited to what is available in reality. Energy weapons might exist but unreliable, expensive, bulky, or some combination. If there are aliens, there will be some reason that they are not able to use their comparatively advanced technology or evolved on some other body in Sol System.
Be Punked
Different people have taken varied views about how society could evolve into the future. The most common versions are listed here.
- Cyberpunk: During a cyberpunk campaign, government debts reached the point that they broke society. To solve the problem, corporations gained more autonomy and power. Finally, they became independent governments unto themselves. These corporation-states will rewrite boundaries, make their own police force, laws, and everything else that is traditionally done by governments. The characters will either by employed by some company-state or illegal operatives working on their own. If the first, the company-state will pay all expenses, provide all needed equipment, and everything else at the price of demanding total loyalty and following their rules and oversight. When taking the later they will have greater freedom to perform what they want. The price for that freedom will be they are hunted by the corporation-state, need to cover their own costs, provide their own equipment, and everything else on their own.
- Ecopunk: Here, the environmentalists get everything they desire. Everything artificial has become illegal and no longer used. Every energy source has become some form of renewable energy. No form of pollution anywhere. The players will have challenges that goes along with enforcing such a society.
- Biopunk: With this, everything is about improving the body. If there is a problem with the arm, replace it with a bionic replacement. Same with any other portion of the body. Desire that arm-cannon? Simply purchase one. Want to run faster or leap further? Get bionic legs. Become bulletproof? Buy bulletproof skin. The ultimate goal is to make the perfect human. Adventures here would be the same with real life, just elevated with the presence of those bionic components.
End it All!
The ultimate test of any society is if it can survive the long term. With some debate, most have done this. Every few years, someone will come out with some prediction that they say will destroy everything. What if one or more of these predictions came true? This is the basis for the post-apocalyptic campaign. During these campaigns, society either will be ending or be at some point after the apocalypse. If the first, then those that predicted the disaster will feel vindicated even though everyone is cursing what is happening as society is being destroyed. No one will know what is happening, religions will call upon their deities, and other forces will collide into a chaotic situation. During the later, current religions will either not exist or have mutated into something strange, factions have formed, and other adaptations have been completed. Challenges here would either be one faction against another or survival based.
Science fiction is a popular way for people to play games. While the traditional way with powerful space ships, aliens, energy weapons, and planets everywhere is the first thought of, that does not mean this is the only version that exists. The speed of the ships can range anywhere from modern rockets (0.001 light maximum) to several thousand or million times that of light speed. Where societies occur will develop in similar manner to that speed. Higher speed will allow greater spread between those cities, either on planet or in space. Alternatively, players could ask what happens when some extreme event happens. This event could be when corporations take over for governments, or environmentalists gain their every desire, or people are able to modify their very body at will in any manner. The final possibility would be asking about the possibility if every society were to collapse and humanity went without any form of government or any oversight. No matter the version that is used, everyone should be able to create interesting stories that they will want to retell over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Gaming #RPG #RolePlayingGames #TTRPG #Decisions #Design #Games #ScienceFiction #Creation #SciFi #Campaigns #Types -
Lore – give your coding agent the decisions your team made
https://github.com/itsthelore/rac-core
#HackerNews #Lore #coding #agent #decisions #team #collaboration #tech #innovation #software #development
-
Lore – give your coding agent the decisions your team made
https://github.com/itsthelore/rac-core
#HackerNews #Lore #coding #agent #decisions #team #collaboration #tech #innovation #software #development
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The #Biomass #Dilemma: Can #Burning #Wood Really Be ‘#Renewable’? : Medium
#Quantum ‘#Fingerprints’ May Be #Shaping Your #Decisions—And Ultimately Your Free #Will, #Scientist Says : Misc
Is #AI #Ruining our #Skills? Early results are in — and they’re not good : Nature
Latest #KnowledgeLinks
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The #Biomass #Dilemma: Can #Burning #Wood Really Be ‘#Renewable’? : Medium
#Quantum ‘#Fingerprints’ May Be #Shaping Your #Decisions—And Ultimately Your Free #Will, #Scientist Says : Misc
Is #AI #Ruining our #Skills? Early results are in — and they’re not good : Nature
Latest #KnowledgeLinks
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Making a big, life‑changing decision? 7 steps to consider
#DecisionMaking #LifeChoices #PersonalGrowth #Success #SelfImprovement #Psychology #Career #Family #Decisions #LifeLessons #Leadership #Productivity #FuturePlanning #CriticalThinking #Choices
https://the-14.com/making-a-big-life-changing-decision-7-steps-to-consider/ -
Making a big, life‑changing decision? 7 steps to consider
#DecisionMaking #LifeChoices #PersonalGrowth #Success #SelfImprovement #Psychology #Career #Family #Decisions #LifeLessons #Leadership #Productivity #FuturePlanning #CriticalThinking #Choices
https://the-14.com/making-a-big-life-changing-decision-7-steps-to-consider/ -
Pendant le déroulement de notre #vie, certains #événements nous interpellent particulièrement et restent incrustés dans notre #mémoire
Ils sont #destinés à notre #futur en réapparaissant au bon #moment pour nous aider à prendre nos #décisions et faire les bons #choixInterpréter des événements du passé de façon positive nous permet de faire les choix qui feront évoluer notre intelligence plutôt que de régresser vers les mêmes erreurs
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You chose carefully. The other line is already moving. The odds were never in your favor — and the math proves it.
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You chose carefully. The other line is already moving. The odds were never in your favor — and the math proves it.
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If you come to a fork in the road, take it!
-- Yogi Berra⬆ #Wisdom #Quotes #YogiBerra #Decisions #Humor
⬇ #Photography #Panorama #Sunset #Kayaks #Everglades #Florida
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If you come to a fork in the road, take it!
-- Yogi Berra⬆ #Wisdom #Quotes #YogiBerra #Decisions #Humor
⬇ #Photography #Panorama #Sunset #Kayaks #Everglades #Florida
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A quotation from Adlai Stevenson
Sacrifice, patience, understanding, and implacable purpose may be our lot of years to come. Let’s face it. Let’s talk sense to the American people. Let’s tell them the truth, that there are no gains without pains, that there — that we are now on the eve of great decisions, not easy decisions, like resistance when you’re attacked, but a long, patient, costly struggle which alone can assure triumph over the great enemies of man — war, poverty, and tyranny — and the assaults upon human dignity which are the most grievous consequences of each.
Adlai Stevenson (1900–1965) American diplomat, statesman
Speech (1952-07-26), Democratic National Convention, ChicagoMore about this quote: wist.info/stevenson-adlai-ewin…
#quote #quotes #quotation #qotd #adlaistevenson #candor #coldwar #conflict #decisions #honesty #humanrights #poverty #tyranny #war #challenge #struggle #humancondition #purpose #progress #sacrifice
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A quotation from Adlai Stevenson
Sacrifice, patience, understanding, and implacable purpose may be our lot of years to come. Let’s face it. Let’s talk sense to the American people. Let’s tell them the truth, that there are no gains without pains, that there — that we are now on the eve of great decisions, not easy decisions, like resistance when you’re attacked, but a long, patient, costly struggle which alone can assure triumph over the great enemies of man — war, poverty, and tyranny — and the assaults upon human dignity which are the most grievous consequences of each.
Adlai Stevenson (1900–1965) American diplomat, statesman
Speech (1952-07-26), Democratic National Convention, ChicagoMore about this quote: wist.info/stevenson-adlai-ewin…
#quote #quotes #quotation #qotd #adlaistevenson #candor #coldwar #conflict #decisions #honesty #humanrights #poverty #tyranny #war #challenge #struggle #humancondition #purpose #progress #sacrifice
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Which Fantasy?
The traditional fantasy campaign will take part in Europe during the later medieval period. There will be dwarves, elves, and Tieflings. Humans and other friendly creatures will join them. They will fight the machinations of hobgoblins, demons, and dragons. Other evil creatures will also pose a threat. Both sides will be capable of using various forms of magic. This can include innate spells or external devices, like scrolls, weapons, armor, or something else. There will be different societies that are some form of European kingdoms that existed during that period. Adventurers will be sent upon quests to clear the dungeon, save the kingdom, make some delivery, or something else. Are these the only available options? Can adventurers do anything other than such dungeon clearing or rescuing missions?
What Be That?
Something that many fantasy players claim impossible is to run a mystery campaign. Many spells allow scanning an area quickly. They help find the hidden clues the GM wants to keep secret. Spells also allow possibilities like reading the past, communicating with the dead, knowing when another is lying, among others. Remember that each is can be countered. When reading the past, it must then be interpreted and will not be recorded perfectly. Think about how many times the accountant recorded in the ledger $147 when it should have been $174. Human memory has been proven to be highly faulty. Consider those times that someone is certain about the suspect’s identity. They believe it was the six-foot, 250-pound black defendant. Yet, it actually turned out to be someone who is 5 foot 6 inch, 200-pound Asian person. Talking with the dead will generate similar problems. When talking with the dead person, they will tell the mage that they were reading something. Suddenly, a blow made everything go dark. There was nothing else afterward. Most victims will not see their killers. They won’t manage to tell someone later. This is especially true if society knows that such spells are common. Remember that even the best and most powerful spells should be a tool for good detective work. They should not replace it.
THIS MEANS WAR!!!
There are players who like to kill every opponent, if not everyone, they encounter. Meeting that hobgoblin? Kill him. Audience with the King? Kill him. That bystander? Kill him. There are many sites that tell GMs how to stop these players, known as murder hobos. Instead of trying to stop them, try to run a war campaign. In these campaigns, the primary purpose will be centered upon the hero’s fighting some war against this enemy. The enemy should be strong enough to be worthy of being a good challenge for the heroes. The concept could be the classic mirror image, some “all-powerful” being, that undefined enemy, or something else. Whatever the enemy happens to be, he will grant this murder hobo the reason he wants for unrestrained killing, as long as he limits it to stated enemy. The GM should have the war be declared at campaign start or come in mid-war.
Me, the (Epic) Hero
Something that most people who play tabletop role playing games (TTRPGs) like is to feel important. The best method for doing this is to make them the center of the game. DnD achieves this by having players start at level one. They start as normal members of the place they come from and of the society. As they adventure, they will gather experience. With that experience, they advance in feats, traits, and skills. They gain weapons, armor, and magic. This provides them with everything they need for adventuring in a dangerous world. This is the model for every game that falls into the old school renaissance (OSR) mold. Some fantasy games try to use the heroic model and escape the OSR model.
There be Gods?
Some players wish to have power beyond power. These players simply create a campaign where they are gods. Many universal games will allow this. Also, traditional fantasy games will have their “high power” settings. In either case, the players will have the ability to become literal gods. They can interact with gods on an equal footing. These characters will live the lives of classic mythologies. These include Egyptian, Greek, Indian, Chinese, Native American, and many more. They will not be interested in the lives of “mere mortals”, those normal humans. Instead, they will only take interest with beings that they consider equal to them. Those beings would be other gods, titans, devils regardless of the faith. Powerful, immortal beings, like dragons, will not be considered as their equal and ignored. If anything, such beings will be treated as playthings. This category will often be wrapped up into the dark fantasy since both are viewed in a horror manner.
Does be Modern?
At times, people will want fantasy elements while keeping the modern world. This brings the urban fantasy. The conventional method for this will be to have two different worlds merged into one. There will be the primary world that everyone knows about with modern technology, beliefs, people, societies, and everything else. Then there is the fantasy world with the magic, mystical creatures, magical devices and everything that goes with it. There will be some reason that the modern world does not know, or acknowledge, the presence of the fantasy world. Mystical creatures will never draw attention. They can be several stories in size. They can breathe some form of energy. They have a powerful glow or stand out in some other manner. Spell casters can cast spells that are the equivalent of a bazooka. Some spells are even stronger. They can heal any damage instantly. They can teleport several miles at will. They also have many more fantastic abilities. If desired, the GM declare that both worlds know about each other and interact regularly. This will also have its complications. What happens when the mage becomes a superstar? Does that mage school qualify for government assistance? How does magical healing affect the medical field? Affect education?
Regional?
Does the fantasy need to stay in Europe? What happens when traditional fantasy is moved into some other region? Basically, medieval Europe can be transposed into some other region with little trouble. The first thing to consider is that the chosen region will have its own history and culture. It will also have its own beliefs, attitudes, and religions. Everything else specific to the region should be considered when moving the game there. Most traditional OSR games are based in Europe. Yet, players can choose the game Legend of the Five Rings, which is set in medieval Asia. Instead of the European knights, players will find ninjas and samurais. There will also be soul-based magic and other features from Asia during that time. Harn is a similar game taking place in England of that time.
Players often choose the classic version when playing a fantasy game. They hear about this version the most often. This is where the most books, movies, games and other places. This does not mean that these are the only possibilities. Players take on various epic roles. They become some gods or solve a mystery. They fight a war or be a citizen in the modern world. Alternatively, they can transpose to some other region. Each of these will grant adventures. Players can develop exciting stories that everyone will want to retell over the years.
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