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Joined 2 years ago
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Cake day: August 31st, 2023

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  • Congratulations! It’s an exciting time and they are such marvellous little creatures. Here are some random thoughts that may be useful

    Pregnancy

    • Everyone’s pregnancy is different, so listen to your wife above all, but here are some things we dealt with that are not terribly uncommon:
      • First trimester: nausea, tastes in food changing, scents being particularly offensive. Which tastes and scents worked and which were offensive changing on a daily basis. Have a “clean room” and some kind of array of candles or air fresheners to rotate through, when the dinner that sounded great in the morning is suddenly stomach turning as it is being prepped
      • Second trimester: the easiest in some respects, but here is when the mental load, in the form of anxiety, stress, and depression really started to set in. Be prepared to shoulder as much of the emotional burden as you can carry. Take care of yourself so you can take care of your family
      • Third trimester: The peak of the physical discomfort. Moving is hard. Breathing is hard. Every day feels like running a marathon. Minimise the amount of moving your wife has to do

    Delivery

    • Most hospitals / maternity wards offer tours. If you are planning a hospital birth, going in the week before to see the place helped reduce a lot of the anxiety when the time finally came. They can’t be scheduled far in advance because it depends on how busy they are, so keep checking

    • Familiarise yourself with the physical details of the birth process. We read through “The Birth Partner” (Simkin and Cheney) together in the preceding months. There is one chapter where they subtly endorse some pseudoscience, but if you can skip over that when you run into it, we found it very informative and helpful about what to expect.

    • The event itself is exciting, but overwhelming. Again, your wife will be entirely consumed by managing the physical demands. You can help by taking care of the logistical and emotional demands. Advocate for her. The staff are on the same team as you, but you are the only one with the brain space to ensure that the decisions your wife wants for the birth are being kept in mind.

    Newborn

    • The first 2-3 weeks are the hardest. You’re adjusting, and the baby is adjusting, and all three of you will have to figure out how to make it work. I hope you are in a place where you can all take time off work. We were lucky in that we were able to breastfeed without too many issues, but regardless if it works the same for you or not, those early days must be a team effort. My wife fed, I did the diapers, and we all woke up together.

    • Early on, we ran into some pretty difficult nights where the baby just would not sleep. It turned out she was not getting enough breast milk. Once we started adding some formula, she went right back to sleep. We did this until my wife’s supply increased, which is a fairly common pattern.

    • I don’t know why I didn’t expect this, but newborns generally dislike the experience of getting their diapers changed. It will be a fight for a little while. I say this because, if they ever stop crying while you are in the middle of one, duck and cover. That means they are about ready for part two. And it can come with some force. Those little changing mats do not cover nearly enough. We had to put down an extra layer of paper towels along the whole “trajectory”. (This does calm down eventually)

    • Babies are demanding. It is rewarding, but there will be exhausting days. Early on, my wife and I devised a system where we each get one day a week that we have “off” from the baby, barring emergencies. I can’t overstate how much of a difference having that one “recharge” day makes in managing the stress, it has been extremely helpful.

    Things we got that have been worth their weight in gold:

    • Convertible car seat / stroller–we are using the Doona brand and it has been incredible
    • Big pack of burp cloths. These need to be within arm’s reach in every room in the house
    • Dedicated diaper changing station with diapers, wipes, hand sanitizer, and a burp cloth in drawers within arm’s reach
    • Bassinet that can swing over the bed for easy feeding
    • A velcro swaddle. Most are too big for newborns, but as soon as they can fit in, it is way easier than trying to do the origami with the blanket. Babies always beat origami

    Things we got that really weren’t as important as we thought they were going to be

    • Two diaper bags, one would have been more than sufficient
    • A diaper caddy for around the house. As opposed to spit-ups, diapers generally are leisurely enough for you to make your way to your diaper changing station, so it was not incredibly helpful to have extras within arm’s reach
    • Postpartum cart with snacks and supplies for my wife. Nice idea, just didn’t end up using it much

    I know that looks like a lot, but it’s really not bad, because most of it is extra, conveniences and nice-to-have things. As long as you have food, diapers, and a safe place for the baby to sleep, all of that other stuff can be figured out on the go, and you will figure it out as you find what works for you. And the love and joy that come with the baby are indescribable. The rewards are there, and they eclipse the challenges.

    You can do this, and it will be wonderful!


  • I think you’ve done well with the concept! Solid history without being too ornate, lots of open room for development and questions answered, and sounds like you’ve already got ideas about how to highlight with mechanics.

    The only piece of advice I would give is, in addition to thinking about leaving hooks open for the DM to work into the story, also consider the other direction: how is your character going to be moved, compelled, and changed by the broad strokes of the adventure they are going to get into and the companions they are going to be adventuring with? How can this character help set up other characters to do “their thing”? I’ve found the games I’ve played in to only be improved by having those dialogues with the DM and other players up front


  • It’s an excellent game, hope you get to try it out even if you don’t pick it for this particular venture.

    Forgive some unsolicited advice, but if you ever do get around to it, the bit that was trickiest for us to wrap our heads around was the Touchstone role. They don’t have quite as many mechanics to interact with as Power and Perspective, so it can be easy for them to feel a bit sidelined.

    The truth is, though, Touchstone wields an enormous amount of power. Played right, they decide if the Kingdom lives or dies. Power and Perspective should absolutely be trying as hard as they can to court/persuade/win over/cater to Touchstone at every turn, because that is the only way to get the people on your side. Perspective could be throwing out softball predictions with a clear right and wrong answer, but all Touchstone has to do is throw their weight behind the “wrong” choice and it still turns into an agonising dilemma for Power. Can’t rule over ashes.


  • I love Fate. I am using it to run what I’m calling my “sedition sandbox” campaign (there’s an evil empire, you’ve been sent to its capital as spies and saboteurs, now tell me how you bring it down from the inside).

    It’s been working great. On our best nights, we hit a tone reminiscent of Andor as my players hit key targets, turn their enemies against each other, and grapple with just how far they are willing to go in the name of the cause.


  • Check out Kingdom! It’s a less traditional game, but it strips away just about everything except for the power, politics, and intrigue, and does it rather well, in my mind. It can handle scopes as broad as a galaxy spanning empire or as narrow as an after school fan club.

    Do note that it focuses primarily on internal politics, in that all the players are expected to be members of the same organisation and want it to succeed. But they should have very different ideas about how to accomplish that or what success looks like, which drives the ebbs and flows of power



  • I use LogSeq to organise all my notes. My group meets in-person, but I use Foundry to put background art, NPC portraits, etc. up on a screen, as well as to manage any NPC character sheets.

    It may stretch the definition of ‘tool’ a bit, but the other thing I do is set up my laptop with four desktops/workspaces (notes, Foundry, music, rules) so I can switch between them with Ctrl+Windows+Left/Right. It’s a minor thing, but I am constantly surprised by how many people I run into who don’t know that you can do it. Switching desktops feels like much less friction to me than Alt+Tabbing between windows for some reason.



  • Seconding Fate, the rules do a good job of supporting the fiction rather than encumbering it. I felt it very much supported that feeling of “I can do anything I can reasonably imagine.”

    To help with the tyranny of the blank page, I’d recommend coming up with a pregenerated character to demo how it all works. Then, encourage her to change or adjust anything she wants to on the sheet. My players initially found it easier to modify something to their liking than to come up with something from scratch.

    Magic can be as simple as “Roll your Lore skill” if you want or you can look up several more detailed add-ons that are out there, like Fate High Fantasy magic.

    The rules are freely available here: https://fate-srd.com/fate-condensed.


  • I have put hundreds of hours into RoR2 on PC, love the game. I recently purchased a Switch copy so I could play with a friend of mine who is console-only. Sadly, the port is still in a pretty bad place when I checked last (2-3 weeks ago).

    I am not expecting the PC and console experience to be identical by any stretch, but I am talking about basic issues like the music on each stage cutting out after playing for only 10-15 seconds, wonky damage (Beetle Queens absolutely massacring us even on Rainstorm if we touched their projectile splash zones), and all the other miscellaneous issues from the patch like logbook being glitches, unlocks being unpredictable, etc.

    I think it could potentially be fixed, but I would give them time to put out a few more bugfix patches before I considered a console purchase


  • I have not yet played Return of the Obra Dinn, but it is always high up on the list when I look for games like Outer Wilds. I’m a huge fan of Outer Wilds, so maybe the recommendation can work in reverse

    From what I have heard, the deduction is not as intense as in Obra Dinn, but there is very little hand holding, and the whole game has been brilliantly designed so that it is driven entirely by your natural human curiosity. Once you get through the initial “tutorial” section (probably the roughest part of the game, push through!) the whole game is wide open. See something weird orbiting a distant planet? You can go straight there and start poking around. If you follow the leads that turn up there, you will eventually even figure out what it is, and why it is there. Do that enough and you’ll eventually figure out the strange mystery of your home solar system.

    Can’t recommend it highly enough, but you only get to play it without knowing the secrets once, so go in as blind as you can. It took me 20-30 hours to “solve” the main game, maybe another 20 for the DLC, which is also well worth it



  • Man, we ended up setting up a wiki for all the ones from my last campaign… it’s down at the moment, but here are a few I have saved on my phone:

    “My companions and I are professional adventurers”

    “Some of us more professional than others…”

    “For no sexy reason, what does the pope look like?”

    “Also, I’m not doing terrible! But I definitely just got stabbed.”

    Bard: “No, this is wholesome [Bard] moment! Anyway, how much money do you have?”

    Sorcerer: “[Ranger], we are about to do some wacky-ass magic”

    Ranger: “In that case, I would like to watch it from over there.”

    Sorcerer: “I will not be doing it. I will be joining you.”

    GM: “Divine and wild magic start pouring into and it’s like… Have you ever licked a battery?”

    GM: “Divine, chaos, and dragon magic flows through you—”

    Bard: “And bardic from the inspiration!”

    Ranger: “Oh I can add some ranger nature!”

    Sorcerer: “And I have one that can help! I cast minor illusion to make a “do not disturb” sign.”

    “If I take one more step, it’ll be the furthest I’ve ever been from home…”

    “You didn’t even have to step.”

    “If I take one more interdimensional vortex…”

    “Your left or my left? You’re an orb.”

    “I am.”

    “Float like a flowerpot, sting like a school bus.”



  • Outer Wilds

    If you’re a naturally curious person, the odds are you will probably enjoy Outer Wilds. No other game I’ve played has ever had quite the same blend of mystery, conquering the unknown, and semi-realistic space exploration.

    Could someone make another game like it? Not impossible, I suppose, but I think you would be hard pressed.

    Should you keep playing the original? You really can’t, one time through is all you get. Once you have discovered all the secrets and uncovered the mysteries, that is your journey through it. Still fun to visit every once in a while, though



  • Ahhh, loads of them!

    D&D adjacent stuff like Pathfinder 2e.

    PBTA and kin like Dungeon World, Monster of the Week, Ironsworn. Blades in the Dark.

    Delta Green.

    I have a whole folder of freeform, GMless stuff like Microscope, Kingdom, Follow, Archipelago, Dawn of Worlds, Dialect, Intrepid, The Quiet Year.

    Gonzo one shot stuff like Paranoia, The Sorcerer Supreme, Ten Candles, peace was never an option (think untitled goose game: the rpg).

    I recently had a test run or two of Fate Condensed and got completely hooked.

    Most of those I’d be content to run or play, but the game I really want to GM myself is a campaign I’ve been dreaming up for about year now that I call the “sedition sandbox”. The scope is focussed to a single city, the capital of a hostile foreign empire. The PCs are an elite team of saboteurs and infiltrators, sent by a nation desperate to turn the tides of a losing war. Their only objective is to bring down the empire from within. Intrigue, plots, rebellions, sabotage, faction politics, assassinations, propaganda, blackmail, anything the players can think of to achieve that goal is fair game. How far will they go to stop the greater evil?

    I think it would be a blast (naturally, I guess), and one or two players in my local network have expressed a little interest, but I’ve yet to rally the kind of commitment I think I’d need to really get off the ground. And the inexorable march of time makes it less likely with every passing day, as my friends either move away or are subjected to all life’s little tyrannies of responsibility ¯\_(ツ)_/¯


  • Seconded! OP, in a similar vein as the world building games you already mentioned, you might find Intrepid interesting. I could see it being used to do world building + history of some of the major players and nations therein.

    I could also imagine the relationship map it uses being hacked a bit to allow for some Disco Elysium style personality skills / thought cabinet shenanigans if you were interested in leaning into that in particular.


  • I think you’ve received lots of great advice here already. One additional thing you may want to keep in mind as you’re weighing your options is how the manner in which this character exits may impact other players.

    Obviously, the needs of this player come first, and making whatever changes they need to ensure they can keep having fun in the game is most important. But I bring it up because, in a similar situation where I was running a game for a player who wanted to switch characters, I executed the change in a bit of a clumsy way that one of my other players found frustrating.

    I had worked together with the player who wanted to change to craft a heroic last stand scenario in which their old character would sacrifice himself to allow the rest of the party to escape. Critically, we didn’t discuss these intentions with anyone else at the table. One of my other players picked up on what was happening the moment we started playing it out, and did everything he could to prevent the loss of a party member. I essentially railroaded right over anything they tried.

    Afterwards, they told me that while they understood why I ran it that way once the other player had a chance to explain their intentions and new character, it still wasn’t very much fun to play through in the moment.

    All this to say, if I had to do it again, I would make sure I have some sort of buy-in from the other players. They wouldn’t need to know all the details, certainly, but I think a little heads-up would have made that experience much smoother for everyone.