Re: Activision-Blizzard.
Guess what? As people, we don't need to presume innocence. We can look at the women speaking out, and go 'okay, yes' and believe them. We don't need to go 'let's wait until the trial is over'.
Know what the trial is for? To see if there's enough evidence to formally prosecute. To assign a penalty that's enforced by law. We, as people, do not have to wait and see. We can take the accusations on faith because there's so many of them, and they're believable.
Have you seen how women are treated in the video game industry? In the roleplaying game industry? In the wargame industry? ("Warhammer 40K is not for women" was something we saw just yesterday.)
So, how can there be any doubt? Yes, the courts will deal with the formalities. We don't need to. We can speak out now. We can demand change now. We can hold them accountable NOW.
Let the courts deal with fines and penalties and so forth. We, as people, as consumers can act without them.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
#ttrpg - Threat and Momentum.
From the Homeworld RPG, two mechanics have shown up: momentum, which the players gain and spend for benefits, and threat, which the game master gains and spends to complicate matters.
This is what we talk about when we talk about having 'fudging' coded into the game mechanics. We approve of this - rather than just having the GM cheat at dice rolls. Because check this out:
The player wants to do better on a critical roll? Momentum is spent on extra dice. They want to get off another action immediately? Momentum allows this. Do they want an advantage? Spend Momentum. Keep the Initiative? Spend Momentum. The player chooses when to gain a benefit.
#ttrpg:
As a GM, do you build encounters to the PC's strengths and weaknesses, or do you build to the setting and region? Do you go for suspension of disbelief and verisimilitude, or to create awesome scenes?
None of these ways are wrong, but each table, we think, has a preference. We go for trying to paint scenes which are accurate to the region, add verisimilitude, and then see how the players run with what's been provided.
Mostly, because we believe that being a hero is earned, one isn't 'just a hero', one strives to do right, and in so doing, faces tests, and overcoming them (or failing and pressing on), becomes a hero.
Our view on Satan / Evil.
To us, Satan is the breaker-of-chains, the one who refuses to follow blindly, the one who accepts that knowledge is a good thing, and that it is good to question authority.
Good and evil are human things. There is no force outside of humanity tempting us - we provide our own temptation. It is our choice whether or not to give in to temptation - the gods have no interest in our struggles of good and evil. The universe doesn't care.
Heaven and Hell are here on Earth. We are responsible for whether the world is our personal heaven or our personal hell. The world is what we make of it. Our accomplishments are our own, as is our failings.
How to make a (relatively) new player's day in @PlayWarframe. Do two missions with them, then tell them 'pick a warframe'. When they've picked one, drop a whackload of plat and send it to them as a gift.
The player was overjoyed. :D
It feels nice to do that. And all we asked was they pay it forward sometime. When they're deeper into the game, go help some new player, make them feel special.
We like doing that - just dropping a surprise gift on a newer player. Give them a new frame or two, a few weapons.
We've handed out the 'female frame' bundle, the Gunslinger Mesa bundle, A fully kitted Ivara, depends on our mood, how much plat we're sitting on, and how nice the person seems to be.
#ttrpg#dnd Let's discuss removing supernatural evil from the game. This is going to take a Shintoistic view of the world and what's in it, and compare it to tabletop games. Bear with us.
In Shinto, there is no universal good or evil. The universe doesn't care if you're 'good' or 'bad'. It cares if you're spiritually pure or not - which is an entirely different thing. 'Good' and 'Evil' depends on mortal choice and action, and is dictated by society.
Things which are not 'human' (or 'mortal' in a game) do not have this free will, they do not choose. Instead, they act in accordance to their nature. A spirit of the storm makes storms. A spirit of fire burns things. It isn't done out of malice. It's just nature.