Data scientist, video game analyst, astronomer, and Pathfinder 2e player/GM from Halifax, Nova Scotia.

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Joined 1 year ago
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Cake day: February 28th, 2025

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  • modernangel@sh.itjust.works They shape 100% of the storyline. The campaign is the story of their activities in the world.

    They don’t shape the world, though, unless they do things to intervene in the current world lines of the people and institutions in it. At the start of the campaign, I scaffold the major political players in the world,and sketch out what their goals are, and how they’re trying to achieve them. I estimate how long it takes them to get to places of import for those goals, and track that in a calendar. I leave hooks for the players to pick up and engage with those things from time to time, but if they’re not interested, those entities just continue on unimpeded.

    Meanwhile, everywhere they go, I dig into books of tables to come up with some NPCs with problems that need to be solved, side quests that can be activated, and locations that can be explored. They’re just names on a page until the players pick up the hook, but if they do, then the party does things to encounter and activate new political players who end up on the board. I then do the same thing after the fact, and add them to the calendar.

    Their story is 100% theirs. The opportunities to shape the world’s story are there. There’s no “storyline” for me to bend around their gravity.


  • A lot of the people developing early fantasy RPGs were probably deeply influenced by the American western as a film and TV genre. It was really, really hard to avoid in the 50s and 60s, and it functionally provided the blueprints for other adventure-based genres. The western provided the setting of the frontier, and frontier towns were all too often depicted as being deeply isolated and under siege by the “savage wilderness”.

    Because indigenous people were usually framed more like wild animals than people whose living room you just plopped yourself down and started squatting in.

    So many of the adventure modules seemed to be built around this idea of the frontier, or the hinterland, or of being on the edge of civilization that they didn’t need to have a theory of settlement patterns. They were explicitly showing us what things looked like where the civilization networks wore thin and broke down.

    But they also just sort of acted as one of the blueprints for later modules, and later settings. And when your setting is entirely made up of frontier modules, you end up with a setting where there’s no civilization.



  • jjjalljs@ttrpg.network Yeah, the ideas that “I’m not interested in receiving a message, therefore the things I consume have no message” or “this product was inexpensive, therefore the creator has no message” are pretty wild.

    Sometimes the politics being presented are invisible to the author, and sometimes they’re not. In either case, they’re communicating real messages about the world, what the creator believes is acceptable, and what they believe is not. Not seeing those messages really just means that you thoughtlessly agree with them.

    Which says more about the consumer than it does the producer.














  • One of my favourite parts about Pathfinder 2e is that items – magic or otherwise – are leveled. I can hand out Level 6 weapons to Level 2 characters, and they will feel absolutely legendary.

    Until about Level 5, where they start to feel really good.

    Until Level 8, where they just feel OK.

    This means, yes, I can take the effort to rebalance fights to account for the party’s toys, or I can just let them feel like fucking bosses for a few levels, and the challenges they take on catch up to them.


  • A significant part of the culture that has formed around 5e is about “having it all”. And usually by ignoring the (admittedly weak) rules that do exist, rather than exploiting actual gaps. So, you can frankenstein together a caster that has martial proficiency in armour (or even melee weapons), with the only compromise being your capstone abilities (which often are very expendable). And then you can metagame away your shitty social abilities by “roleplaying”.

    I’m not going to defend 5e – I genuinely think it’s a poorly made game, and place the blame for that entirely on the execuitives – but the reason why so many people refuse to try something else is because they like the exploits that they believe exist, even though they are totally socially constructed.