KoboldOfArtifice

joined 3 years ago
[–] KoboldOfArtifice@ttrpg.network 9 points 2 months ago

The notion does feel a little cynical. It's not like this is necessarily always the case and, even if such projects will fundamentally always be an attempt at making money in the hands of large studios, they can be well executed regardless.

It's an example of the other way around, but as someone who frankly was immune to the notion of nostalgia from it, I recently watched the first Alien movie for the first time and played Alien Isolation afterwards. That was an amazing example of a game that really represented the ambience, notion and feel of the originals without being a carbon copy of it (even if they did rely overmuch on parallels in some parts and the general structure is surely more than inspired).

Though I suppose I must also give the point that I can't think of an example of the game to movie pipeline that ended well. I'm sure someone will be able to share some positive experience there.

[–] KoboldOfArtifice@ttrpg.network 2 points 2 months ago

AlphaFold does a couple of things. It's capability in predicting how a single protein will be folded tends to be quite nice, but organisms often rely on complex interactions between proteins. It has a feature to calculate the folding of two or more proteins with each other, which is incredibly important to understand more complex interactions in various processes in the human body, as well as drug interactions.

It is also easier to create a database of folding for all normal proteins in the human body. Any change in your DNA, which is somewhat more common than people think, can modify your proteins to one that has not been seen before, since many proteins can have chunks that don't do anything but act as filler. Except, when those changes affect a bit that doesn't act as filler or make the filler suddenly interact with other proteins or structures, like making the protein fold entirely differently or become hydrophobic where it shouldn't be, then you're in trouble.

These modified proteins need to be analyzed as well and when their primary function in your body is to interact with other proteins, then this multimer functionality is critical. And that certainly needs much more research, as it is very, very far from perfect.

[–] KoboldOfArtifice@ttrpg.network 4 points 4 months ago (1 children)

You hit on a point there I really missed out on in my comment. Sims 2 had that perfect unique character of being weird and endearing at every corner. I feel like Sims 3 frankly was losing it already and by the times of Sims 4 it had just felt entirely corporate already.

The games used to have a very delightful degree of strangeness that was only aided in by the eccentric but utterly iconic music it ran with. I was rather young when I played Sims 1, so Sims 2 is my nostalgia home turf, but I love both of their soundtracks. Mark Mothersbaugh's music in particular just puts me into an entire space of it's own when I hear it. Don't think there is music that more embodies the lightness of existence than that.

I miss the times when somehow they juggled making me feel like my Sims achievements are somewhat hard won and meaningful with the silliness of having my Sim dream of nothing but grilled cheese and living next door to plant people and aliens. Incarnations of Strangerville after Sims 2 just never quite hit the note that that game managed to nail.

[–] KoboldOfArtifice@ttrpg.network 9 points 4 months ago (3 children)

I can pitch in that for me at least, Sims 4 was a large improvement in terms of the UI and UX in regards to both CAS and Build Mode. It has a lot of small stuff that makes the experience much more accessible for me, personally.

It also comes with a visual style that I myself quite prefer, but this is controversial itself.

I still find myself getting bored of actual play in Sims 4 rather quickly, since things just don't feel like they require much investment at all anymore. Being a perfect all-rounder of a Sim is utterly trivial in Sims 4 while Sims 3 and 2 back then made me feel like I had to work for it quite a bit. It may just be me being more capable, who knows.

I'll say, I can't say the business model of any of these games has appealed to me. I have purchased the base games for all the titles in the series, but have chosen to experience the DLC in a more budget friendly way. Yar har, et al.

It's a pity we've lost a lot of things that were great that they just didn't feel like building on. The neighbourhoods in Sims 4 feel terrible and I wish we'd have found some way to make Create a Style from Sims 3 work without bogging down the performance quite as much. At the time when Sims 4 rolled around, I was also happy to swap as my PC at the time just couldn't handle the game running smoothly anymore, either.

Sims 4 is not really a development that will do the series good in the long run, but it can't be denied that it has some really great changes that for me at least make building and decorating buildings feel much more fun.

[–] KoboldOfArtifice@ttrpg.network 0 points 1 year ago (1 children)

Heya, I have been looking into Fate and have to say, I am somewhere between intense intrigue and confusion. I have already heard of Fate before since I saw people like adapting it to all kinds of general contexts to supply freestyle roleplay with some degree of structure.

Now, as someone who is a DnD Forever DM trying to explore these options, I am feeling a little unsure in regards to how this ends up feeling in actual play. Do you think you have examples of any actual play series where the setting is a High Fantasy one? I looked it up, but I mainly find things in more modern settings, which is fine, but I feel like I'd have an easier time if I saw someone tackle something closer to my goals.

 

Heya,

I am working on helping my partner approach the concept of TTRPGs. She is curious, but definitely not ready to try it with other players. As such, I am looking for a system which lets me DM for her, while making for a comfortable enough experience for a singular player.

Things I am looking for are: Should include combat that serves to support the narrative, not to slog down the pace There should be a way to include magic abilities to model a character who is a sorcerer or wizard or such. It should be open enough to help encourage her building a sense of "I can do anything as long as I can reasonably imagine it in the situation", rather than just trying to stick to explicit options

I have started watching Me, Myself and Die recently and certainly have been enjoying the pacing, but the system used, at least in the first season, seems to be difficult to make work with a high fantasy character, which is quite important in this case.

Any recommendations? If need be, I am also happy to homebrew some stuff, as long as I feel like the balancing is easy enough to do.

Thanks for reading!

[–] KoboldOfArtifice@ttrpg.network 3 points 1 year ago (2 children)

Where is RTX being forced into? Haven't seen a game where it's not an option you have to toggle on first and it's not like RTX is a lot of additional work for the developer, seeing how it in fact reduces the work necessary to make a scene look the way it should.

Yes, it's stupidly expensive and not every game manages to benefit massively from it, but it can lead to some very pretty environments in games and it seems perfectly valid in those cases.

Also, some people do quite enjoy admiring the way the materials of various things end up looking. Maybe it's not the majority of players, but some people quite like looking at details in the games they play.

Seems like it recognized the mod somehow being installed but, as it didn't go through the normal process, it never set a proper date of installation. Instead it must have defaulted to 0, which in Unix time is the begin of the Epoch, in 1970.

 

I will be DMing a DnD 5e adventure going from levels 1-12 starting this week. I am finishing up the personal quests for each character to help tie them in more into the adventure and give them something to look forward to for themselves. Most of the characters were pretty easy to work with, but I am somewhat stuck on the Armorer Artificer.

They have stated that their character's dream is to create a legendary item. Whether it be an artefact or just some other powerful magic item, doesn't matter too much to them. Handing out a powerful magic item as the final reward for a personal quest is very classical anyways, so I'd love to go with it.

The problem is, I can't think of anything fun to give an Armorer Artificer. They have lots of stuff to work with on their own, so neither a weapon nor an armor is really going to be of interest to them.

Have any of you homebrewed some fun items just for Armorer Artificers or have any idea for existing (be it Wizards stuff or homebrew) stuff to hand out? It should be a considerable reward for someone around level 10.

 

I have been running a DnD campaign which is only getting longer and more complex as time goes on. Keeping track of every bit of lore, every NPC that is relevant to the party and major events that have happened is getting increasingly difficult. I am currently mostly trying to just keep everything in mind while taking notes here and there, but I am finding linear text documents to be hard to maintain and look through.

The thing that has made me especially interested in better tools is that I have been planning to do a homebrew campaign once this one has wrapped up and I would like to start planning it out.

What tools do you use to document info on worldbuilding, story and lore?

1
submitted 3 years ago* (last edited 3 years ago) by KoboldOfArtifice@ttrpg.network to c/askgamemasters@ttrpg.network
 

Combat makes up a decent chunk of most campaigns and the setup can make it either a blip that no one will remember to one of the most memorable parts of the campaign. I've been looking for various ways to make combat more fun in my campaign and was eager to see if people here have any ideas they'd like to share. I'm looking for anything that gives alternate win conditions, gives the players new ways to interact with the environment, forces special behaviour or anything to make a combat encounter unique.

I'll start with some of my favourites.


Battle Complications

Anything that makes combat more complicated than "kill this list of people". Special conditions and anything in that direction.

-- Ritual in Progress Someone is casting a terrifyingly strong ritual and it must be stopped by either destroying conduits, removing sacrificial materials or killing the casters. Typically this is something that allows enemies that wouldn't be very dangerous otherwise to have a far greater effect simply because the party can't focus them down, needing to spend their time on the ritual being stopped. If they fail, the possible punishment should sound quite bad, so that they feel a strong urge to stop what is happening.

-- Ritual-borne Foe Similar to the last one, but this time it's not a time limit but rather something that requires a novel way to defeat. An enemy that is incredibly powerful and dangerous to the party being kept alive or present by as summoner or necromancer of some sort, or alternatively by a contraption. Players must destroy or deactivate the source to defeat the opponent before it defeats them. This may be through directed combat or through a puzzle of sorts in the middle of combat.

-- Constant Reinforcements The BBEG is constantly calling forth fiends from another realm or some device creates more and more small creatures swarming the players. These elements make sure that the players can't just clear out the room, leaving the big bad guy in the middle helplessly overwhelmed by sheer action-economy. Instead, they have to either win quickly or alternatively do their best to disable the sources of enemies.

Environmental Hazards

These are difficult to design but great when they work out. Hazards in this case is taken in a very general sense.

-- Unstable Ground The ground that both the players and enemies are standing on is unstable and may break away easily. May it be as the result of some level being pulled, an attack hitting the ground or maybe just random chance. As long as the players have some chance to react to what is happening, this can include anything that can make ground unsafe to simply stand on. This makes certain types of ground that are stable very favorable and possibly worth fighting over. Bonus if the enemies have ways to contest ground, just like the players can.

-- The Floor is Lava The ground erupts in Flame, flashes of radiant beams hit the combat arena or meteors strike the area. Very similar to unstable ground, but more temporary, are occasional AoEs hitting the ground. Once again, these are best when the players feel like they can really work around them sensibly.

-- Bottomless Pit (Maybe with a bottom) A pit that people can be thrown into. This urges people to finally realize that shove is a thing. Don't make it too easy to fall into though, falling to your death into such a pit with little chance to safe yourself won't feel great. Make sure that they get a chance to save themselves or be saved if they do fall!


These are what comes to mind immediately. What interesting mechanics have you used to change your combat into something the party ended up finding really thrilling or memorable? I myself play DnD 5e, but I would love to hear your stories from other systems that I may implement in my campaign too!