• 26 Posts
  • 432 Comments
Joined 2 years ago
cake
Cake day: June 5th, 2023

help-circle
  • Thank you for sharing that

    But that ties you career to a stance. Which for sure often is a boon for many but not necessarily. The fact that one decides that something has to be spoken out does not mean that they for sure want to be from now on “locked” in politically involved jobs. I’m wondering if HR in some “just business” corp would not see such point in CV as a red flag, and if so if that would be majority, minority, 50/50?





  • Re 2

    The GM sets a stress cost when you activate a flashback action.

    0 Stress: An ordinary action for which you had easy opportunity. Consorting with a friend to agree to arrive at the dice game ahead of time, to suddenly spring out as a surprise ally.
    1 Stress: A complex action or unlikely opportunity. Finessing your pistols into a hiding spot near the card table so you could retrieve them after the pat-down at the front door.
    2 (or more) Stress: An elaborate action that involved special opportunities or contingencies. Having already Studied the history of the property and learned of a ghost that is known to haunt its ancient canal dock—a ghost that can be compelled to reveal the location of the hidden vault.
    

    EDIT:

    1. Yes. Also, the way we were playing, I was sometimes offering options

      you can approach it from wreck but then the question is if it won’t make too much noise. lower position and higher effect or do a precision karate chop with finesse which will for sure drop them quitely higher position and lower effect

    2. Any action can lead to stress via resisting consequences, so even if GM decides the flashback is worth 0, it can still happen
      From what I see in that SRD, the only limit to Flashback is supposed to be the narration. As in, it can’t change what has already been said. But it can change it into I bribed him earlier and that’s how he is puling us out of trouble


  • I wonder if Bud Tucker in Double Trouble would still run. Probably would need dosbox

    Anyway, whole adventure genre. Syberias, Mysts, Gabriel Knight

    I’ve found Shadowrun trilogy fun

    Darkest Dungeon, Oxygen not Included, Surviving Mars
    Citizen Sleeper is short but well done, got me hooked to finish it in a single sitting
    Arcanum I still consider one of the best RPGs ever made
    Fallout 1&2

    I don’t know if Commandos style games would not require too fast clicking without a keyboard, but you could try out Shadow Tactics, it has active pause IIRC
    Speaking of Commandos, Jagged Alliance was fun too








  • INeedMana@lemmy.worldtoLinux Gaming@lemmy.worldDiving into daily driving Linux
    link
    fedilink
    English
    arrow-up
    10
    arrow-down
    1
    ·
    edit-2
    12 days ago

    Most of distros use the same projects code-wise, some just add some patches or lag months behind. I mean, it doesn’t really matter, just do it. You’ll either be happy with anything or outgrow whatever you pick up now. And either sooner or later land using one that you will decide is absolutely the best, or just have vague preferences in the end
    But it’s the journey that does it, not a particular distro






    1. yes. Depending on the fiction - hid a thing a year ago vs hid a thing yesterday in a populated area, the possible in-game complications change and initial position change. If GM feels something is not feasible they will either make it the worst position and partial effect or just plainly say “I don’t think that is possible”
    2. I don’t remember that well but I think the amount of stress it costs was tied to the result of the roll
    3. I think this is more “fail forward”
      If you just say “this didn’t pan out”, you’re all back in square one without pushing the narration forward.
      If you say “it worked, it worked so well that now…” and add a complication, that moves the game forward and makes it interesting.
      From my experiences with running Karma in the Dark, IMO complications are one of the most important things in the system. If players just address a challenge, it’s only that. What I’ve been observing, though, is that once a complication gets introduced players tend to “bounce off” it and direct the fiction in a new direction. That way the story is much richer because you didn’t simply use a window because a lockpick broke at the door. Now you are on the run through the city because the mafia that sold you the lockpicks have been tailing you and want a cut of what you stole