Je suis mort de rire sur les comments de la vidéo suivante. Al Jourgensen a toujours été contre l’extrême-droite et les fafs. (Il a fait TROIS albums contrz W Bush, un contre Trump etc.) mais y’a quand même des fans qui disent « mais je comprends pas comment il a pu changer à ce point, ouin ouin ». On dirait les fans dz Ratm qui se plaignent de la politisation récente du groupe et à qui ils répondent : « vous pensiez qu’on rageait contre quoi ? Le lave vaisselle ? »

youtu.be/hTkywyKV-9U

« Masto », pour moi, sera toujours le saxophoniste de Bérurier Noir.

(Cœur avec les doigts)

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RT @DianaJonesAward
The @DianaJonesAward committee is pleased to announce the finalists for this year's Diana Jones Award for Excellence in Gaming. In alphabetical order, they are:

• Across RPGSEA
• Ajit George
• Haunted West
• Mothership

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Combien de robots sont actuellement en activité sur et autour de Mars ?

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@greuh @KcoQuidam Ou plutôt : à quel moment les règles te lâchent-elles la main ?

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I'm finding I really don't like metagamy build-focused #ttrpg systems with heavy tactics any more.

When the rules carefully and completely circumscribe what you can and can't do, situations that end up denying your ability to do much of anything are deeply unfun and very frustrating to me.

Yesterday, for the Grand Finale of my Deadlands campaign, we had to postpone again. The said day, only 2 of the 4 players were available and only one was available for a one shot of « something else ».
Ran the beginning of the magnificent Fortunes Lost for L5R v1 . As excellent as always.

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"Spaghetti carbonara," the ensign said, "overcooked."
"Why?" said his friend. "The replicator could make it perfect."
"I know."
"Do you think it's tastier when it's overcooked?"
"No, not really."
"Then why?"
"It reminds me of home. That's how grandma made it."
#MicroFiction #SmallStories #TootFic

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@greuh @EvlynMoreau I think every succesful RPG system has been hacked to play Starwars

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@e_eric @JasonT

A great and clear expression of what @lumpley has called "cloud" (Jason's "fictional" and I call it "diegetic") and "dice" (Jason's "abstract" and I call it "symbolic").

In case people can't see the image, here's the text:

Three layers of rules

Alight has three layers of rules.

The social layer--the rules of human interaction--is the most important, superseding the others. Many social rules go without saying, like "no biting." Still, it often helps to explicitly state certain expectations as rules, especially when working against problematic or implicit traditions common to RPGs.

Most notably, if anyone feels uncomfortable about the game, the overarching rule is pause play and talk as friends. There's no hard-and-fast rule for how to handle that; different people need different things. But remember this is social interaction first, and a game second.

The fictional layer is the second most important layer of rules in Alight. This refers to the logic of the world we imagine together, apparent even to the characters in the game. Like: To put out a fire, dump water on it. To stop bleeding, apply pressure to the wound. What goes up must come down... unless there's telekinesis or antigravity technology involved.

Alight relies heavily on these kinds of rules, and puts special responsibility on the GM's shoulders to remember them and interpret them logically and consistently in play. If one of these rules seems unclear or unfair, fall back on social rules to resolve the misunderstanding-that is, talk about it openly at the table, as a group. The GM has different duties from other players at the table, but they aren't "in charge."

The abstract layer is the final layer of rules. These are the rules of points and dice--things the players use to describe the game, never spoken of by the characters. This is often the layer described most in RPG "rules" chapters, but this layer is deliberately quite minimal in Alight.

RPGs with a dense layer of abstract rules work best when played regularly, frequently, and deeply. This allows a group to internalize the game's abstract rules and procedures, so those eventually come to participants as intuitively at the table as the rules in the social and fictional layers.

In the absence of that internalization--that eventual promise of "getting it," when the game "sings" -play demands some combination of rules- referencing (which is dull for all involved) and technical communication (because even if somebody memorized the rules, they still need to explain to everyone else). These processes tend to feel more like work than fun.

In contrast, because Alight is written by a parent with chronic health issues, it's designed to be easy to run irregularly and infrequently. It leans heavily on the fictional layer because intuitive "rules" don't need to be memorized, which allows for short sessions where a lot happens. Alight certainly can support in-depth, long-term play, with many options for character builds, setting construction, and rules variants--but you also have the option to not play that way.

When it's unclear how to interpret an abstract rule, always look to the fictional layer for context. If the answer cannot be found in the fictional layer, or if any doubt remains in your mind, look to the social layer.

Example: A player suggests their character should get a bonus to leap over a pit because their character has the "fearless" trait.

The GM considers the situation. There are no useful abstract rules here: being "fearless" doesn't explicitly link to jumping or pits. The GM looks to the fictional context next. "Fearless" might grant a bonus if the character is jumping into obvious danger, but that's not the case here. If you apply a bonus here, is there ever a situation in which a "fearless" character shouldn't get a bonus?

The GM's used to playing games that describe their role as "final arbiter" in such situations, which might encourage them to just say no and keep moving. Prioritizing "the social layer" means establishing a mutual understanding among everyone at the table, though, so the GM shares the reservations just described, and asks what the players think. If someone has a good point explaining why the bonus should stand, they'll go with the bonus. If everybody agrees it doesn't make sense to grant the bonus, play continues without it.

In the rare case where one player insists they deserve a bonus even as everyone disagrees, prioritizing the "social" over the "abstract" means focusing less on how to roll the "right" dice, and more on how to respect everybody's time. If that means giving a difficult player their way, so be it-it's just a game. Someone in the group should follow up with them, though, and talk about what was up. Maybe they were having a rough day, and just needed a win. Or maybe they're competitive and demanding, and the group would be better off without them.
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Best RPG advice I've seen in forever (from @JasonT on birdiesite)

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Pas mal Bernard Arnault. C’est combien de tonnes l’objectif déjà ? Ah oui 166 kgs par mois et par personne.
Bernard est à 176 Tonnes rien qu’avec ses trajets en avion soit 1000 fois plus 🤷
---
RT @AdeleTellez
Du génie : ce compte instagram récapitule au jour le jour, depuis un mois, tous les trajets du jet privé de Bernard Arnault, patron de LVMH.
De quoi donner envie de vomir et de faire la révolution.

instagram.com/lavionde…
twitter.com/AdeleTellez/status

(…) The bearer will want to tap the zeitgeist every short rest and be a little more sad each time. All HP gains that the PC gets during a short rest, whatever the source, is -1d4 (minimum 0) due to the sad news they can’t stop wanting more of.

END

Afficher le fil de discussion

(…) the zeitgeist of where you are. This is true: the PC will get useless trivia about unnamed unknown people in a 100km radius. The item cannot be removed or unattuned (apart from a curse removal). (…)

Afficher le fil de discussion

cursed item
Bluebird of Sadness.
This little amulet is a lapis lazuli stone carved as a small flying bird. It is magical and can be detected as such. Study (spell or other) will tell its user it is a Bird of Knowledge. Attune to it to gain a bird’s view of (…)

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