sirblastalot

joined 2 years ago
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[–] sirblastalot@ttrpg.network 11 points 1 week ago (1 children)

I want to see a Trek episode shot like one of those Eddie Murphy films where he plays all the characters, using Jeffrey Combs

[–] sirblastalot@ttrpg.network 7 points 3 weeks ago

That's kind of important to the story though.

spoilerV starts off thinking she's dying and her mind is changing and she doesn't know how long she's got, and by the end she's learned that everyone is dying and everyone is changing all the time and no one knows how long they've got. The only real choice is whether you use the time you've got to live, or don't.

[–] sirblastalot@ttrpg.network 1 points 1 month ago

They don't have what we would recognize as an economy, but they do have resources and are on rare occasions willing to trade them with outsiders. (See: Voyager) I can imagine some particularly risk-inclined ferengi trying to strike a deal. Gives me a "goodlife" from Saberhagen's Beserkers kind of vibe.

[–] sirblastalot@ttrpg.network 3 points 1 month ago

Martok is such an ally icon

[–] sirblastalot@ttrpg.network 5 points 1 month ago (1 children)

Oh god, it's time for a meme I made 2 years ago

[–] sirblastalot@ttrpg.network 10 points 1 month ago

I read once that the earliest edition(s?) didn't have Rogue as a separate class, that everyone would be searching for traps and such. And when Rogue was added with the explicit ability to detect traps, it caused a crises because suddenly that implied that no one else had that ability.

[–] sirblastalot@ttrpg.network 7 points 2 months ago

It's the cats you gotta worry about.

[–] sirblastalot@ttrpg.network 5 points 2 months ago

Main quest? Weird tangent? They're the same picture!

[–] sirblastalot@ttrpg.network 11 points 2 months ago

God you just described my prep in a nutshell. This is how they ended up fighting an orchestra

 

Perhaps obvious to everyone else, but I've hit upon a little trick for better coordinating game time. Instead of announcing "Game will be at 1 o'clock" I've been doing something like "Doors open at Noon, Game starts at 1." This way, the people that want to hang out, level their characters, decide what they like on their pizza, etc all show up at noon, and the people that are running late or decide to come at 1 arrive with the expectation that they're going to walk in the door and immediately start playing. It also provides a natural transition point from the arriving/hanging out mode to game time, which otherwise makes me feel kind of uncomfortably teacher-y, calling the whole class together and whatnot. Try it out, maybe it will help you too.

[–] sirblastalot@ttrpg.network 1 points 2 months ago

hissss it burns ussss

[–] sirblastalot@ttrpg.network 1 points 2 months ago

Ok. It was just an example of a way you might make an encounter revolve around a spell, not an exhaustively researched adventure module.

[–] sirblastalot@ttrpg.network 1 points 2 months ago* (last edited 2 months ago)

I don't remember them being reformed at all in TNG, but I admit it's been awhile. I picture them as capering caricatures in TNG. But I'm thinking specifically of that moment where Quark argues with Odo that he can save them a bunch of small dangers by making one big gamble; it shows the Ferengi way of thinking about things as not just allegory, but as an actual culture that succeeds in some ways and fails in others.

Edit: Which I liked since the federation is ostensibly all about interacting with new and different cultures.

Edit edit: Not to say any of that invalidates your own feelings about it. I care about and find meaningful some stuff; you are under no obligation to feel the same way, nor are you wrong for not doing so. I only share because sometimes it's fun to hear other's perspectives, and I appreciate you sharing yours with me.

 

You see something similar in the entranceway to public bathrooms that don't have doors, where it kind of zig-zags for privacy. I'm trying to figure out what this kind of architectural feature is called. Thanks!

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