

Why do people continually hide the stupid people’s very public IDs on a very public web site?
My Dearest Sinophobes:
Your knee-jerk downvoting of anything that features any hint of Chinese content doesn’t hurt my feelings. It just makes me point an laugh, Nelson Muntz style as you demonstrate time and again just how weak American snowflake culture really is.
Hugs & Kisses, 张殿李
Why do people continually hide the stupid people’s very public IDs on a very public web site?
Pay them the money.
Then ban Tesla sales in Canada.
I wouldn’t pay 肆块两角钱 for a Tesla ever, anymore, regardless of who the CEO is or who holds the stock.
Champions was amazing, but it was also effectively a derivation (and improvement) of the earlier Supergame. (Yes, I know. Stupid title.) Supergame used d% and d6, not just d6, but let’s see if any of this rings a bell: (😁)
Champions’ creators have always said they were inspired by Superhero:2044 and Villains & Vigilantes and have never even mentioned Supergame, but I find that a bit sus myself:
Don’t get me wrong: Champions was the better game. Being inspired by Supergame and making a better game is emphatically not a negative. I just think it’s a bit weird that they refuse to acknowledge the influence.
And in the context of an RPG design essential reading, Supergame needs to be there to show the dramatic change in ideas that were beginning to pop up around that time.
¹ “Prime Statistics, super powers, devices, trainings, and abilities are all purchased using the same character construction points. The points are allocated according to relative effectiveness and usefulness. In other words, one power that costs 20 points is as useful in a variety of situations as any other power, ability, or device that also costs 20 points. Therefore, what is bought with these points is not the how or why of a power, but only the what.”
First I’ll double up on this one:
Amber Diceless Roleplay
Pair it with Theatrix so you can see two completely different approaches to diceless, non-stochastic games. Amber and Theatrix make a fascinating “compare and contrast” study.
To your list I’m going to add (or at points replace with):
The first game designed from the ground up as a social simulation where your character’s place in society is far more important than grubbing through dungeons, killing things, and looting their bodies. (Indeed for some characters that would negatively impact their experience and growth!) I might put it alongside Traveller to show the difference between a game having a setting and a game being the setting. Also the grandfather of later “mega-mechanics” game systems.
To my knowledge the first attempt at making a game (and a pretty CRUNCHY game at that!) that is 100% based on non-human protagonists.
First non-class-and-level game. Second game that came with a detailed, very non-European fantasy setting. Maybe put it alongside 1974 D&D to show how early people started breaking off from the D&D style.
I’d actually replace Apocalypse World with this because it is the very first game, to my knowledge, that broke completely free of even the vestigial wargames roots of RPGs, complete with traditional story structuring being part of the game mechanisms, no fixed attributes (and no numerical ones), scene-level resolution (you roll once for an entire scene, not turn by turn). It’s innovative enough that it’s of interest. It’s good enough that it’s worth studying. And it has enough mis-steps and flaws that it’s worth discussing. Pretty much any “storygame” owes a debt to this game.
Several elections apparently.
Several elections apparently.
Not even slightly surprising to me. Mention China, directly or indirectly, and the fee fees of American neocon thugs get hurt and the downvote brigade comes out to fight as only they know best to fight.
snort
The downvoting brigade is out in force I see.
Terrified, are we, about an alternative to the current broken system?
Oh, I fucking HOPE so! The thought of all those assholes dying horribly of radiation and/or starvation on the trip or on Mars proper just fills me with joy.
Isn’t that what I said? 🤣
There are still people who will claim that this isn’t a Hitler salute.
Hitler disagrees.
Let me prove it:
I give it a week or two.
One of many reasons I don’t trust “EVERYTHING MUST BE COMPUTERIZED!”
Because it’s easier to throw the latest Monster of the Week at players than it is to craft NPCs and relationships such that there is compelling drama. Combat is easy. Drama is hard.
Yeah, like I said I was gone long before the Ketamine Kid took over so I didn’t have to watch that pattern develop.
I just got this creepy “we don’t know what ‘consent’ means” vibe from their continued forcing of accounts I don’t give a shit about on me. I’d open each day by blocking each and every “recommended” account and figured out that I was spending more time doing that than actually using the site.
So I ditched.
I have no autism superpowers and spotted the pattern that Twitter was a toxic shitpile before Kaptain “Ketamine” Kidd took over the helm.
All it took was for me to recognize “you know, every time I use Twitter I feel like shit”.
“Think” is doing some very heavy lifting there.
That’s really weird to me.
If I’m playing a board game (like Xiangqi/Chinese Chess) what’s cool is when I spot an opportunity and exploit it. This is playing according to the rules of the game.
If I’m playing a card game (like Fight the Landlord) what’s cool is when I assemble a good combination of cards that drains my hand with inexorable play. Or when I find just the right timing to interfere with someone else draining their cards. Again this is playing according to the rules of the game.
In sportball, presumably when the audience is going wild at a cool play by some player they’re playing according to the rules of the game. (I can’t attest yeah or nay to this because sportball isn’t my vibe.) Is this not cool? (I’ll let sportball fans answer here.)
So why would RPGs be the exception to this? Why do you have to break the rules of play to do cool things?
That’s really weird to me.
何不两个都选?