sirblastalot

joined 2 years ago
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[–] sirblastalot@ttrpg.network 5 points 3 days 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 1 week ago

It's the cats you gotta worry about.

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

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

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

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

[–] sirblastalot@ttrpg.network 1 points 4 weeks ago

hissss it burns ussss

[–] sirblastalot@ttrpg.network 1 points 1 month 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 1 month ago* (last edited 1 month 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.

[–] sirblastalot@ttrpg.network 3 points 1 month ago (2 children)

There are ways. You could, for example, set up a bbeg where that's his whole deal. The townsfolk are scared of this guy because he has the supernatural power to just kill you, straight-up. Maybe the questline leading up to their encounter involves the players finding defenses or counters or sabotaging his supply of spell components or whatever, such that, if they DO get power-word-killed, it's because they had ample opportunities to not, and failed to take them.

[–] sirblastalot@ttrpg.network 1 points 1 month ago (2 children)

Not every character moment has to be climactic. You gotta mix in some slow-burn stuff there too. And also remember that early episodes like this had to do a lot of heavy lifting to reform the Ferengi from their disastrous TNG appearance.

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

Except that's the point, they will not be having fun. Nor will you, nor will any of the other players. Because that setup is not fun. And presumably you're hosting a game for your friends with the intention of everyone having fun, so it's best if you find another tact.

[–] sirblastalot@ttrpg.network 4 points 1 month ago (4 children)

To me, it felt like the episode mattered because you got character development. It's the first time we get to see exactly how Odo and Quark's relationship works, and we also get to see Quark's..."unorthodox" problem solving style, in contrast to how federation weenies go about things.

[–] sirblastalot@ttrpg.network 4 points 1 month ago

Nope, no, that’s encouraging their behavior. Now your player thinks you’re giving them a quest to earn enough money to play out their brothel scene.

 

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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