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lobsterqualia · 6 years
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Recommendations
Applied Cryptography, Schneier, second edition
The Bible
The Ghost Map by Stephen Johnson
Lafayette in the Somewhat United States by Sarah Vowell
The Quantum Story
Historians' Fallacies: Toward a Logic of Historical Thought
Rules of the Game by Andrew Gordon
Where Mathematics Comes From
Vehicles, Experiments in Synthetic Psychology
The Tyrannicide Brief by Geoffrey Robertson
Palestine by Joe Sacco
Gordon Burn, Best & Edwards
The Bang Bang Club by Greg Marinovich
Rogue Warrior, Richard Marcinko
William Langewiesche's "American Ground: Unbuilding the World Trade Center"
Clotaire’s culture code
Adam Tooze’s The Wages of Destruction
"Baby Meets World" by Nicholas Day
anything by Ian W. Toll
The Walls of Jericho
The Colossus of New York by Colson Whitehead
The Surgeon of Crowthorne by Simon Winchester
The Brethren: Inside the Supreme Court by Bob Woodward
In the name of the people, by Lara Pawson
Anna Funder's Stasiland
The Box: How the Shipping Container Made the World
Being mortal - Atul Gawande
Belinda Blinked
The Knife Man by Wendy Moore
Freakanomics by Dubner/Levitt
Development as Freedom, Amartya Sen
Architectural Graphic Standards, ed. Ramsey/Sleeper
Bird By Bird by anne lamott
“Auto da Fay” by Fay Weldon
Meetings with Remarkable Men, Gurdjieff
Urban Fortunes: the Political Economy of Place
The Immortal Life of Henrietta Lacks
Resolute: the epic search of the northwest passage
The Dead Hand, David E. Hoffman
The making of the atomic bomb
The Origins of Political Order
Gödel, Escher, Bach: an Eternal Golden Braid
Sustainable Energy Without The Hot Air, by David MacKay
Cultural amnesia
Non-Places - Marc Augé
All the Shas men
A Deadly Wandering
Will this do? by Auberon Waugh
A Problem From Hell by Samantha Power
Strindberg by Sue Prideaux
Team Rodent by Carl Hiaasen
Packing For Mars
Napoleon of Crime
The Hungry Years by William Leith
All I Need to Know About Filmmaking I Learned from the Toxic Avenger by Lloyd Kaufman
A good walk spoiled
Airymouse, by Harald Penrose
Moondust by Andrew Smith
Eric Newby, 'A Short Walk in the Hindu Kush'
Forest Ecosystems (2nd edition with the section on soil), by Perry, Oren, & Hart
White Bicycles: Making Music in the 1960s by Joe Boyd
A Year with Verona by Tim Parks
The Way it Was by Stanley Matthews
Black lamb and grey falcon
Snell’s “Age of Chaucer”
Late Victorian holocausts
Cosmos
Chickenhawk, Robert Mason
The Life of the Bee
Self-selected
Ten Things Video Games Can Teach Us
post truth: how bullshit conquered the world
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lobsterqualia · 6 years
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Answers:
The Paycheck
The Secret History of Hollywood and/or Attaboy Clarence
The Allusionist
Me1 vs Me2 Snooker
3D Muscle Journey
Asstown
The Explorist
The 2000AD Thrill Cast
The Hyacinth Disaster
Who the F**k is Gossip Girl?
Slow Burn
The Bowery Boys
Gravy
The Infinite Bad
Finding Richard Simmons!
Writing Excuses
All Units
Cum Town
A World Apart
Losing answers:
Friends at the Table
This American Life
Double-losing answers, aka self-recommendations:
Skylines, the CityMetric podcast
The Pilgrimage
Chips With Everything
Polling Politics
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lobsterqualia · 7 years
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Destiny 2 hands-on thoughts
I’ve written my pieces for the Guardian (first one here, [second one here](https://www.theguardian.com/technology/2017/may/22/destiny-2-how-a-fresh-start-let-bungie-make-its-biggest-game-yet?CMP=Share_iOSApp_Other)) about the Destiny 2 gameplay preview, but never really found a place to put my own thoughts and observations on the hands-on time I had with the game, so I’m taking it to Tumblr.
On offer was the Homecoming mission, the game’s opener that was shown in its entirety during the stream; one of the (unknown number of) Strikes, the Inverted Spire, which sees the players storming through a Vex area to prevent the Cabal from seizing the initiative; and a new Crucible mode, “Countdown”, that’s best described as “Destiny does Overwatch”.
Homecoming was an incredibly solid mission. In keeping with Luke Smith’s previous stint on the game, The Taken King, it actually manages to instil these otherwise hollow shells with some of the character that they’ve largely been lacking til now. It’s been hard to love Ikora, Zavala or Holiday, or even really feel any strong emotion at all about them, but they each get their moment to shine.
In terms of what you can’t see on the stream, the core gunplay of the game is still there. Shooting Cabal legionaries in the head is still satisfying, the balance between the four main weapon types still works, and your characters specials are still extremely satisfying to use well and in concert with each other.
The biggest change to that whole thing was sort of glossed over, I feel: the reshuffling of “primary, secondary and heavy” to “kinetic, energy and power”. In short, your weapons are no longer divided based on how they shoot, but based on whether they’re elementally infused or not, and on how much damage they do.
In the long game, this should help prevent the sort of Zhalo Supercell situations we saw, where a particular exotic would become a must-have simply for giving that elemental power in the primary slot. But right now, it’s just fun to be able to juggle between a solar hand cannon, a standard scout rifle, and a wayyyyy OP shotgun in your “power” slot. It meant I ended up using all three weapons I had equipped far more frequently than I would in the first game, when I was basically “primary for everything, secondary as an ‘oh shit’ button, and heavy for bosses”.
The other major difference is the introduction of a new, third, ability for every class. For Hunters, this isn’t that new – it’s the shadowstep of Nightstalkers, made universal. As a perk, it’ll either reload your weapon or recharge your melee. Warlocks get an AoE buff, either healing or weapons boosting, essentially copying the Titan light effects but without the bubble. Titans get… something. I didn’t play as a Titan because they wouldn’t let us play as the new Captain America-style Sentinel class, and so really, what’s the point.
The Inverted Spire was a solid strike. The second half was better than the first – which included a lot of that first-person platforming action that Destiny loves and everyone else falls off a lot – but the whole thing had a nice build, some beautiful visuals, and a fun boss fight at the end. I don’t really have a whole lot to say about it, though, and I’m not sure what to take away from that. It didn’t feel, in isolation, like something that couldn’t have been in the first game.
Countdown was more interesting, and less successful. The mode sees teams – 4v4, like all crucible matches from now on – dropped into a small arena with two capture points. The attackers have to place charges and guard them til they explode, the defenders have to prevent that. Both teams also win through a wipe, since respawns are off – revives only.
In practice, the mode felt like it had a serious balancing issue. Defending two points with four players is hard, and attackers can place a charge much faster than defenders can remove it. That means that the attackers won almost every round we ended up playing, largely through the following tactic: sprint to the point, place the charge, then back off and shoot the defenders as they run up and have to stand still for ages to try and remove it.
The only times defenders won (it’s first to six, with teams swapping each round) was by basically ignoring the mode and just going for a wipe.
Like I say, it’s a balancing issue: simply fiddling with the how long it takes to place and remove a charge could change that. But I wonder if Destiny 2 just isn’t built for that sort of intricacy. It’s a twitch shooter where spamming someone in the face with a shotgun before they do the same to you is a pretty good route to victory.
That’s what I saw. What I’m curious about now is what we didn’t see. Thinking back to my previous pre-release experience with Destiny, strikes, crucible and story missions are great, but the core of what makes a successful expansion is in the gameplay loops of the patrol mode, and the raid.
The raid, we won’t see, probably till after release. I trust Smith to do it well, and I’m more curious to find out how the new Guided Games feature does in getting people in to it – the oft-cited stat from yesterday about only 50% of level cap players finishing a raid is fairly damning on Bungie’s ambitions for D1, and if this fixes that, it becomes much easier to recommend the game to others.
Those core loops, though, are the biggest place for reinvention of the game, and the way it could fuck everything up. To be clear, I’m talking about loops on a small scale – how much fun is the game to just pop things in the head, pick up loot, upgrade weapons, and repeat – and also the longer term – will D2 progression repeat some of the errors of D1 in terms of large chasms of light levels that the players need to cross, or is it going to be a smoother ride up to max light?
It’s a tricky one. You want patrolling – or, as it is now, exploring or even, Smith told me “existing in the world” – to matter, which means the chance of good loot and real rewards. But if it matters too much, you repeat the loot cave all over again, with players feeling like just getting a shit ton of loot matters more than playing “high level” experiences.
It is, though, another area where Smith’s pedigree earns a degree of trust. Looking at concepts like the Adventure side-quests and the Lost Sectors – very Horizon: Zero Dawn – it’s clear these have come from the same desire for a sense of mystery as groundbreaking experiences like the Sleeper Simulant and Black Spindle quests, and so I do hope and expect “just wandering around the fucking huge zones” to be something that is fun and rewarding.
What else? Moving into bullet points for the wrap-up:
I was told “Eververse trading company will return, but that’s all we’re saying today”. I’m fine with that. People spending real money on dance emotes is basically subsidising the free content patches for the rest of us.
An interesting quirk in the perks page of your character screen: it looks like subclasses have their own subsubclasses now. Gunslinger has “way of the outlaw”, which bundles four perks – exploding throwing knives, a 6-shot golden gun, chain fire and… something else – into an all-or-nothing bundle. The other four perks, including Knife Juggler, were tied together separately, presumably under a name like “Way of the Sheriff” or something. Discrete from that was the movement perk, grenade perk, and circle-button perk.
Basically, there’s less scope for intricately modifying your build. That should help with rapidly changing load outs, which is good, because the one big quality-of-life change that hasn’t come is some sort of ability to rapidly swap between PvE and PvP builds. You’re still going to need to manually change each individual piece of armour, weapon and perk if you regularly move between high level play in both modes. Smith told me that improving that experience wasn’t a high priority, but also that they hoped that changes to the game mean that there’s less need to swap heavily between both modes. We’ll see.
Activision provided travel and access to the Destiny 2 Gameplay Premiere.
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lobsterqualia · 8 years
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before blaming others, think: whats the 1 constant in all your failed relationships? its that cursed egyptian amulet why do u even have that
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lobsterqualia · 8 years
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Immortality, Of A Kind.
The girl in the white suit hid her nerves behind the cigarette.
The curtains opened. A pale man in pressed flannel frowned.
“Who are you,” he said, rubbing sleep from his eyes, “and what the hell are you doing on my window-ledge?”
The girl balanced on her bare heels, rocking back and forth.
“I… am a fan,” she said, “Don’t worry. I’m perfectly safe.”
“I wasn’t worried,” he said, “Lose the cigarette.”
“Sorry,” she said. Her face twisted, as if her muscles used to make apologetic expressions had atrophied through neglect.
“I wanted to ask some advice,” she said as she flicked the cigarette into the void behind her.
The man thought of his breakfast cooling.
“Make it quick,” he sighed.
There was silence, or as close to silence as the rumble of the city far below would ever allow.
“I have so much I want to do, and so little time,” she said, “I want everything. Is that so much to ask? Everyone says so. Everyone says ‘be reasonable’. But then I look at you, and everything you’ve achieved, and know that 'reasonable’ is defeatist. Any one sliver of what you’ve done would be an enviable career. That it takes it all in, is an impossibility. There’s so little time, and so much work I want to do. I’m going to die but I want to be immortal. I’m trying so many things, but I’m afraid of losing myself in a–”
“Enough,” said the man, “I’ve two things for you. Listen carefully.”
“Always finish the album,” said the man, “and get the hell off my window ledge.”
The girl nodded.
“You were my inspiration,” she said, as she stepped backwards, turning to a shower of ash and sulphur, leaving tiny sooty footprints on the ledge.
The man sighed as he turned from the window. A girl dressed in a white suit, smoking, with that hair? And I was apparently inspiration? No shit.
Still – she was far from the first, and she’d be far from the last.
Immortality, of a kind.
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lobsterqualia · 8 years
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lobsterqualia · 9 years
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READ FINDER
So, I want to read Finder but I'm a little confused as to where to start? There's a lot of it and I've gotten different answers from different people. I figured you'd be a good person to ask.
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You figure correctly, Anon!
OKAY, SO:
There are a few ways to do this. You can track down the old trades–now mostly out of print–or you can get the Dark Horse library editions (or digital editions of same). As I list stories, I’ll note which Library volumes they appear in (when applicable), as well as where else you can find them.
There are basically three types of Finder stories: Jaeger stories, Grosvenor stories, and other stories. All of them overlap to some extent. You will probably develop a favorite.
It’s worth noting that Finder is incredibly visually and narratively dense, as well as heavily annotated. If you have the time and volition, I highly recommend reading everything at least twice–once for the story, once cross-referencing with the endnotes.
That said: This is my favorite comic. I edited it for years. I have the tattoos. Obviously I am deeply biased, and your mileage will inevitably vary. You do you, &c.
LET’S READ SOME FINDER:
1. You’re gonna start with Talisman. Talisman is technically vol. 4. It’s tonally a little different from the rest of Finder, but it’s a) fucking amazing, and b) a very good crash course in reading what can be a pretty involved and complex book. It’s the last story collected in Finder Library vol. 1. You can also find Talisman as a stand-alone oversized hardcover. (Grosvenor)
2. From here, we’re going back to the beginning and taking ‘em in order. That means Sin-Eater, where you’ll finally get to dig deep into the background of Jaeger, the eponymous Finder and the closest thing the series has to an ongoing protagonist; as well as the Grosvenor family, whom you met in Talisman. (Actually, you met Jaeger very briefly in Talisman, too; but really only in passing.) Sin-Eater is first two volumes of the original series; it’s also been collected in a small single-volume hardcover. Sin-Eater makes up the first half of of Finder Library vol. 1. (Jaeger)
3. King of the Cats. Vol. 3 on its own; or the second story in Finder Library vol. 1. (Jaeger)
4. Talisman. Yes, again. Now that you’ve read Sin-Eater, you have some new and very different context and backstory for the Grosvenor family. Anyway, it’s a great story.
5. Dream Sequence. Vol. 5 as a stand-alone, or the first story in Finder Library vol. 2. (Other, although Marcie cameos and Jaeger sort of does.)
6. Mystery Date. Vol. 6 on its own, or the second story in Finder Library vol. 2. (Other, with a Jaeger cameo.)
7. The Rescuers. Vol. 7 on its own, or the third story in Finder Library vol. 2. While there are very few stories to which size matters significantly, this is one of them: scaling it down always costs detail. Read it digitally or track down the original TPB. (Jaeger)
8. Five Crazy Women. Vol. 8 on its own, or the final story in Finder Library vol. 2. (Jaeger)
AND THAT’S THE END OF THE LIBRARY EDITIONS! We’re on to the more recent stuff:
9. Voice. First volume of what’s eventually going to be a connected trilogy; also a fairly good stand-alone even without the context of previous volumes. You can get Voice digitally or as a TPB. It is so fucking good. (Grosvenor)
10. Third World. HOLY SHIT IT’S FINDER IN COLOR! (Maybe hold off on this one until you’ve read the other Jaeger stories.) (Jaeger)
11. Chase the Lady. More Finder in color! Currently being serialized in Dark Horse Presents. If this is the story I think it is (the first installment is out today, and I haven’t gotten comics yet), it’s a direct sequel to Voice, so make sure you’ve read that first. (Grosvenor)
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lobsterqualia · 9 years
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these are my predictions for how the right wing will evolve in 2014
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lobsterqualia · 9 years
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why does everyone keep saying Jeremy Corbyn is unelectable when he’s won parliamentary beard of the year five times, he seems like a winner to me
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lobsterqualia · 9 years
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lobsterqualia · 9 years
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it me
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lobsterqualia · 9 years
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I didn't realise I'd reached the heady heights of the Real Guardian Headlines tumblr
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lobsterqualia · 9 years
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We played D&D and ended up feeding a goblin to wolves
I DMed my first game of D&D today. It went well! I'm jotting down, for myself as much as anyone else, what happened, what worked, what didn't, and what I've learned.
(If you're planning on playing the starter set of D&D5e, spoilers ahead)
What happened:
Our adventure begins with the party on a wagon, escorting some goods to Phandalin. They are the halfing rogue Finnan, dwarven cleric Ilde and human fighter Jost.
The party is encouraged to introduce themselves to each other, having been thrown together by their employer.
Shortly, they stumble across the dead horses of Gundren, the dwarf who hired them, as well as his bodyguard Silden, and are promptly set upon by four goblins.
Slaying the goblins, they find a trail, and follow it to the goblin's hideout, Cragmaw Den.
They spotted two goblin guards hiding by the entrance, which were swiftly slain by an arrow and a javelin to the face, and then snuck their way in – past a kennel where three wolves were chained up.
Heading further into the cave, they are spotted by a goblin on a shaky bridge 20 feet up, who calls to others in the waterfall room behind him to release a great flood of water out of the mouth of the cave.
The party withstand the deluge, and proceed to hurl axes, javelins and arrows at the goblin, wounding him. He then calls out for a second load of water to be released, which knocks Jost off his feet, He is swept back to the entrance of the cave.
Meanwhile, Ilde uses her Thaumaturgy to create a lound thunderclap immediately behind the gobling, who flees to the west of the bridge in fear. Her and Finnan experiment with ropes, and manage to climb their way up on to the top of the bridge, where they are shortly joined by Jost.
They head down the path the wounded Goblin fled down, and shortly find themselves face to face with him, five other angry allies, and their leader Yeeken. Yeeken is dangling a wounded Silden over a ledge which would almost certainly fatally injure him, and he demands to talk.
He says he'll let Silden go, if the party bring him the head of the Bugbear Klarg, who runs this branch of the Cragmaw gang – and if they give him all the gold in their pockets.
The charming and persuasive Jost talks Yeeken into giving up on the gold, and agrees to kill Klarg. He even convinces Yeeken to let them rest up around the campfire to recuperate, and to assign them a Goblin guide and ally, named Rox.
While recovering, the party interrogate Rox about Klarg, and his plans. Rox happily provides the information, having been told by Yeeken to help, and the party start to get concerned: Klarg sounds quite hard to kill.
Rox helpfully reveals the existence of a back way into Klarg's den, which the party likes the sound of – but then they come up with an even better plan: leave with Rox, kill him, wait for Yeeken and his group to fall asleep, return, and sneak Sildren out that way.
SPOILERS: The plan is not very good.
Even better, the first half of the plan is discussed in front of Rox. Realising their mistake, they switch to Dwarvish to discuss further, but that just causes Rox to call Yeeken over, who accuses them of plotting to betray them.
Jost – charming, lovely Jost – manages to convince Yeeken otherwise, explaining that they were only speaking Dwarvish because it's got so many useful words for cave features.
And hour later, recuiperated, the party heads off back to the wolf kennel, which Rox says has a back entrance to Klarg's room. They let him lead the way, with the intention of getting the jump on him, but Rox, who still doesn't trust them – and is, after all, a Goblin – isn't caught unawares when Finnan does eventually try to slip a knife between his shoulderblades.
A swift hammer to the head from Ilde, however, and he's uncounscious, while the wolves in the kennel strain at their chains. Finnan picks him up, and hurles him at the dogs, hoping to calm them. They do calm down – and promptly set upon the not-quite-lifeless Rox.
The party, apparently OK with that, head back to the bridge, where they set up camp and wait for Yeeken to fall asleep.
Half an hour later, two goblins cross the bridge above them, and spot the lantern. Yeeken, unsurprisingly, hasn't fallen asleep: he wondered where they were, and sent a search party out.
The party kills one of the goblins, but fails to stop the other from running into the waterfall room and alerting two more goblins. The party follow, and kill all three goblins, but the third is only taken out with an arrow shot as he runs into Klarg's chamber.
Worse, Finnan is mortally wounded. Ilde cures his wounds, and the party brace for an attack from Klarg… which never comes.
(The Bugbear is, in fact, hunkering down and hoping to ambush them as they enter. They never do enter, and so his ambush fails)
They debate killing Klarg, but realise that they nearly lost Finnan just to a battle with some Goblins, and doubt they could handle a Bugbear. And realising their foolish plan for Yeeken to fall asleep will never work, they come up with a new one: Finnan will sneak in past the goblins, free Sildan, and they'll both sneak out.
Well, the first part works: the halfling rogue easily hides in the shadows as he passes the goblin group, and he slits the bonds tying the human warrior down.
The second part… not so much. A near-naked, half-dead human is not as stealthy, and is quickly spotted by one of the five goblins around the campfire.
The resulting battle is brutal. By the end of it, Sildan, Finnan and Jost are close to death: Ilde has no choice but to stablise them, then set up camp and rest the long hours it will take them to recover.
At least they aren't ambushed: according to Rox's information, there are now just two goblins, and Klarg, left in the whole den. The bugbear, it seems, has decided to wait them out.
The following morning, the group, recovered, ask Sildar what happened, and find that the whole thing was arranged by one "Black Spider" – who still has Gundren!
SCENE.
What worked and what didn't:
Roleplaying
For a group of first-time roleplayers, we were always going to be a bit nervous about actually, you know, role-playing. All of us have great experience of games like Baldur's Gate, but clicking on menu options is very different from actually having a real conversation.
One way to break out of that was to ensure the conversations were real. While most of the players tried to start off in a third-person voice ("I want to ask Rox how many goblins there are"), it didn't take long to force them out of that. If the DM answers that questino in a screechy, weird voice, then the next one will be asked directly ("Will you help us fight Klarg?")
So my group was very happy to work with me when I was in character. Rox, Yeeken and Sildar all had some long and involved conversations with the players. But it never felt like I was speaking to the characters: It was still a conversation between Rox and Caroline, or Yeeken and David.
Similarly, the players interacted with each other mostly in the mode of… well, players trying to solve a collaborative puzzle. Which was great fun, but also something I want to push them out of a bit next time.
(And yes, that means that when they fed Rox to a pack of wolves while he was still alive, they weren't really doing it because they were role-playing. That was just something they wanted to do. Monsters.)
Inventiveness
I'd been told before I started to never expect the plan to survive contact with the players, and that was right. From the very first event, there were reactions I hadn't forseen: after the four goblins were killed, Finnan very sensibly worried about leaving the wagon unattended to go off and rescue Gundren. The whole first adventure was nearly bypassed entirely!
Similarly, Rox's existence was created by an interesting negotiation between Jost and Yeeken. His whole character had to be ad-libbed on the spot, and not knowing D&D lore too well, I'm still not sure I really made him very gobliny.
But one place where there wasn't much lateral thinking was the combat. I'd been expecting a huge amount of invention, with players making the most of the infinite possiblities to ask to do things never described in any rulebook.
Instead, in every fight but one, players and goblins stood still exchanging blows until one was dead, or firing arrows until one was dead. It was only the thaumatalurgical thunderclap that really surprised me in terms of how a fight could progess.
I think part of that is the prescriptiveness of the rules. Where general adventuring is incredibly loose – essentially describing every challenge in some variation of "pick ability, pick difficulty, role D20, pass or fail" – combat is rigid: turn based, with strict actions and surprisingly high barriers to cross to actually damage someone. (A goblin with an AC of 15 mean that more attacks were missing than hitting, since all the characters had modifiers to attack of +4)
As a result, I think the players felt, each time it was their turn to act, that it was a waste of an action to do anything but try and kill the enemy in the most direct way possible.
That was only made worse by the fact that in the very first fight, Ilde asked if she could use her hammer to whirl round and hit two enemies at once, one behind her and one in front. It's the sort of inventiveness I wanted to reward as a DM, but the rules seemed fairly clear that that's two attacks, not one. I don't know what I could have done better, there.
Information
It's often difficult to give players the right amount of information. If they enter a room, I don't want to say "there is a secret passage at the back"; but too many times if I didn't, the players would take my description of the room as though that was all there was to say about the place, and not look further.
But then… if I did manage to encourage them to interrogate me, how much time would be wasted in normal hallways with no secret passages? It's a balance I haven't yet mastered.
Similarly, roleplaying an NPC convincingly while also trying to steer the conversation towards the one thing the PCs need to know: tricky!
A lot of that was made harder by the fact that passive perception works fine against things like traps – which have a fixed difficulty – but not so fine against things like hidden goblins. I got a couple of odd looks when I told the players "you look ahead, and you see", rolls dice "nothing out of the ordinary".
Next time
The players will arrive in the town of Phandelin, meet a lot of villagers, and confront brigands. I'm hoping to do a lot of silly voices, and maybe get some in return!
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lobsterqualia · 9 years
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RUN CHAOS THEORY
THEY'VE FOUND YOU
I wonder how she explained this to her parents?
The canonical use of Big Brother seems to be to make the tag from scoring Breaking News stick around. After all, if you really care about number of tags, you'd be running Midseasons. And if you land a Midseasons, two more tags won't do Al that much.
Maybe that's why I don't see Big Brother around much.
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lobsterqualia · 9 years
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EVENT, 0C: Put this card in HQ, where it becomes an operation reading “0c, put this card in grip. This card cannot be discarded”. This card cannot be discarded.
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lobsterqualia · 9 years
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Cersei is a survivor in the midst of madness. - Lena Headey
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lobsterqualia · 9 years
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rare pic of god communicating with taylor swift thanking her for making 1989
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