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Cake day: June 24th, 2023

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  • I’ve had an argument with a CEC about whether brown sauce or demi-glace is the mother sauce. Quote from Escoffier:

    “[Demi-glace] is the base of all the other smaller brown sauces.”

    He also says demi-glace is “Espagnole sauce having reached the limit of perfection.” It’s not crazy to say they’re the same sauce, just that one is actually done.

    Functionally it’s true, you just don’t use brown sauce as an ingredient for much if anything other than demi. Or more commonly just buy the demi to save space and time.





  • Yeah, to be honest my point is there are many good games out there. That said…

    • Pathfinder: Fantasy in the classic D&D style, branched off after 3.5ed. Three action economy is gooooood once you’re used to it. Lots of dice.
    • Blades in the Dark: Steampunk horror fantasy. The most beautifully designed system I’ve played. Dice pool game that’s easy to pick up and master, flavor for days, fantastic narrative control for the players and GM, easy to run. Even people who will never play Blades need to read the book, it has several concepts that can change how any GM or DM runs their games.
    • Call of Cthulhu: d100 horror game about staring into the face of a cold, uncaring universe. The cashmere scarf of tabletop RPGs, just oozes luxury. The way the math on skills works is so perfectly suited to CoC’s style of horror it’s uncanny. Delta Green is a great variant if you want to an SCP or X-Files game.
    • Savage Worlds: Action Movie! The Game. Universal system, can be used for most any genre. When it was written it was considered pretty fast to play, now it’s about average. Swingy combat. I use it when I run a system not covered by other games, for me mostly 1920-1950s era detective stories. The surface level rules are intuitive, but the GM needs better system knowledge.
    • Fate: Very high concept storytelling game. Players and GMs both have the ability to influence the narrative of the scene. The game I had the hardest time learning, not because of the game itself is hard but because I had to change the way I think about TTRPGs.
    • Vampire: Vampires in the modern world. Dice pool system. I like the newest edition a lot, I think it’s pretty elegant. Can get weird.
    • GURPS: The ultimate multipurpose game. Build any character in any setting. ANY setting. Building characters is a horrible slog, but the rules are… surprisingly simple in practice, at the discretion of the GM. A lot of work in prep, but when it’s right, it’s very right. The Film Reroll podcast plays through movies using it, highly recommend listening to a movie run by Paulo (Home Alone, maybe) to get an idea of the system.
    • Shadow of the Demon Lord: Grimdark or horror fantasy. d20 system, very easy for D&D players to learn.
    • Dread: Extreme rules light horror game. Tasks are resolved with a Jenga tower. The GM creates a horror scenario. Anytime the GM wants to increase the tension or the players are in danger trying to do something, a player pulls a block (or two, or three). When the tower falls the player who knocked it over dies. Players can sacrifice their life to accomplish a heroic action by knocking over the tower intentionally. That’s all the rules.
    • Worlds Without Number: Fantasy. Sort of another branch off AD&D. A nicely designed mix of Old School Renaissance and some modern conveniences. Very, very good worldbuilding tools. Free, to some extent.
    • Mothership: d100 sci-fi horror system, more barebones than CoC. Very easy to pick up and build characters fast, which is good, 'cause they’re going to die.
    • Numenera: Weird sort of futuristic/fantasy setting. One of the easiest systems I’ve ever run, super easy to adjust on the fly. Maybe a little too complicated to explain in a few sentences.
    • Mork Borg: Old school, original D&D turned emo. Can be played straight or as satire.
    • Everyone is John: A comedy game, very rules light, where the players take turns controlling the same character, John. They try to accomplish hilarious tasks. Gets weird. My John flew the USS Enterprise-D into a sun once. Free.

    For people who want high fantasy but not D&D, I’d recommend Pathfinder 2e. For people who want something a little more dangerous and stripped down and are coming from D&D, Worlds Without Number. For anyone I recommend Call of Cthulhu and Dread. Everyone should read Blades in the Dark, even if they don’t want to play in the setting.

    Also, from the other comments below: Traveller: Space Adventures! The Game. The rumor is Firefly was based on Joss Whedon’s Traveller game, and that’s how Traveller plays. Amazing character creation system that lets players control some of their background, but mirrors real life in that not everything goes as planned. The setting is very, very deep. I admit I would probably play Scum and Villainy (Blades in the Dark in Space) or Stars Without Number (the predecessor to WWN) instead, but it’s up there. The One Ring Roleplaying Game: Very much a system to play stories not just in Middle Earth but in the style of LotR. I have not played this and have no intent to do so, but it’s clever in its own little hobbit hole way. I have read it. Cool dice.

    I haven’t read Shadowdark or Pugmire. Shadowdark looks, for my purposes, similar to Worlds Without Number or Shadow of the Demon Lord. As for Pugmire I use Mouseguard for my Redwall adjacent stuff, but I would sit in a few sessions for sure.


  • The variations are usually just named after whoever wrote a book about the move back in the 1850s or whatever. So in a way, yes, random name generator, often done a long time ago. The names were more useful back in Ye Olden Times when people didn’t consistently use the same sorts of chess notation. Now chess notation is standardized world wide.

    The funny thing is this opening is actually very organic. Someone with even basic understanding of opening theory would very possibly play it if they learned the three moves required for the Ruy Lopez.




  • godot@lemmy.worldtoMemes@lemmy.mlOur best days are behind us:
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    6 months ago

    Millennia!

    And when he had made a scourge of small cords, he drove them all out of the temple, and the sheep, and the oxen; and poured out the changers’ money, and overthrew the tables; And said unto them that sold doves, Take these things hence; make not my Father’s house a house of merchandise.

    John 2:15-16


  • Definitely. The texture of the canvas, the light and shadow in the room, the variations between the paints or other media, and of course the size matter a lot. All good painters reinforce their work with some of those, all great painters optimize their work using all of them.

    Woman with a Parasol has particularly magnificent brushwork. It’s clear Monet was a master of blending color from the digital image, but how he blended color and texture is breathtaking, fantastically delicate and consistent.

    I highly recommend checking out whatever art museums are around you. Even if they don’t have a lot of work from old masters, there are thousands, maybe even millions of paintings worth seeing in person. If it has to be Monet, entrance to the National Gallery in DC is free and the couch in front of this painting is a good place to spend fifteen minutes. Dozens of other marquee Impressionist works, too, and several Van Goghs with even more extreme brushwork just down the hall.




  • Now you may find it inconceivable or at the very least a bit unlikely that the relative position of the planets and the stars could have a special, deep significance or meaning that exclusively applies to only you.

    But let me give you my assurance that these forecasts and predictions are all based on solid, scientific, documented evidence, so you would have to be some kind of moron not to realize that every single one of them is absolutely true.


  • Pathfinder was to get around WotC dropping D&D 3.5. Paizo was started by veteran D&D writers to sell adventures, which they still do as adventure paths, rather than a system. When WotC updated to 4e, meaning no more print books that Paizo could reference in their adventures, Pathfinder was a way to print new 3.5e PHBs and Monster Manuals.

    Paizo didn’t initially change much in PF1e. There were a few balance tweaks. The books were better laid out than 3.5. The players did the math on things like combat maneuvers in advance. In practice the game played pretty much the same, my groups jumped over seamlessly.

    Having run and played both, I do think Pathfinder 2e is counterintuitively simpler in play than 5e D&D. 5e plays fluidly almost immediately, move and act. PF2e is pretty demanding for the first hour or three, the three action economy and Conditions ™ are an armful, and many players need to unlearn some D&D habits. Once a player has below average system mastery PF2e is as fluid as 5e. Beyond that PF2e shines. The rules scale better to complex scenarios, giving players more clear options of how they could act and giving the GM a better framework to figure out exactly what someone needs to roll. I also think it’s easier for players to go from average to good system mastery in Pathfinder, it’s mostly just learning how to optimize their character and learning more conditions and spells that work in the framework the player already understands.

    For new players in session 1 D&D is simpler, in session 5 Pathfinder pulls even or maybe ahead, and in session 50 Pathfinder still sort of works where D&D falls apart.

    PF2e character customization, though, is much more complicated, which some people like and others do not.


  • This is a valid question, which could also be asked of Alien. It’s as simple as some people like to be scared, whether to explore personal feelings on a specific type of fear or purely to be scared. For some players, that a game addresses a fear they rarely explore is an enormous bonus.

    Your confusion is understandable. Games that directly address the same themes of sexual violence as Alien are a minuscule niche inside an already small niche. But I can tell you as a horror GM that even a whiff of an exotic, earnestly held fear, as long as the player is willing to engage, cuts deeper than hours of classic slasher horror. It doesn’t have to go as far as even Alien, just a little taboo horror as seasoning, but even that needs consent.


  • I don’t often get a chance to talk about it, but Lover in the Ice is a fascinating, well regarded module that dives directly into the sort of sexual horror you’ve correctly pointed out as way off all but the most extreme table.

    I’m certain, to my bones, that I could run a life changing version of Lover in the Ice. It will never happen. Even my few players who have given me the green light on that sort of content would I suspect tap out pretty fast, and I don’t blame them. I don’t think most people who just play realize how far TTRPGs can go.

    I’m okay with never running that story. I get a lot reading modules like that for perspective; when GMs recoil at the thought of running that content it shows them how much more vulnerable they, and their players, are to that sort of horror relative to a shoggoth in the basement. That should prompt them toward creativity in looking for or writing other scenarios.

    I do wonder what proportion of people who buy modules like that play them.


  • I know this is a Reddit community, and I get the anger about Reddit going to shit, but I don’t think this sort of thing is healthy. A typewritten postcard might work people on the internet into a froth, but that’s the end. At best the person who gets Reddit’s mail is going to throw it out. At worst people will read it and mock its performative, passive aggressive outrage.

    The earnest form of protest is avoiding Reddit, cataloguing its failings, and advocating for alternatives. They’re not worth this sort of mental space.



  • godot@lemmy.worldtoGames@sh.itjust.worksGame prices are too low, says Capcom exec
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    9 months ago

    Online sale have reduced distribution costs and unlimited scaling compared to physical media, so successful games are far more lucrative now than they were and unsuccessful games don’t have losses from overproduction and returns from stores.

    Certainly a factor that should be included in determining what a game costs, as is the 30% off the top taken by Steam, Microsoft, and Sony for most digital sales. Distribution in 2023 was not a factor in determining the current max price for a standard edition non-sports game, which was set in the early 00s.

    I’m also comfortable seeing games that cost less to produce carrying lower price tags, as in many cases they do, Hades and Hi-Fi Rush coming to mind.

    If selling at the current rate wasn’t profitable, gaming companies would have stopped making games by now.

    They continue to make $60 games, yes. No one can say whether some company would have made the greatest game of all time last year if they’d been able to sell it for $70, or $80 or $100. Maybe they’re making it now as GTA6.