Khrux

joined 1 year ago
[–] [email protected] 5 points 16 hours ago

This film won't happen. Skibidi toilet had 15 mins of fame for generation alpha and only had legs from older generations not understanding it because it's toilet humour and absurd.

The kids already don't care about it. If the Minecraft movie went through development hell for 10 years, this movie is not getting made when they realise the kids already don't give a shit.

[–] [email protected] 32 points 2 days ago (7 children)

Yeah the fact it's called a small moon is slightly deceptive to us because our moon is absolutely huge as far as moons go. The natives of the SW universe would be used to much much smaller moons.

For reference, our moon is 3475km across and the death star is 150km across, so it's diameter is 23 smaller. It's also weighed at about 900million tonnes or 9*10^14kg.

If I'm right (which I'm likely not). g=(GM)/r² or g=(6.66710^-119*10^13)/75².

That's a gravity of 1.086x10^-5m/s² or if I round with pure disrespect for physics, 100,000 times weaker than earth's gravity. Essentially it's totally negligible compared to their artificial gravity. Hell, I don't even think a marble on the floor would overcome it's own grip and roll towards the center of the space station.

My maths is almost certainly wrong somewhere here, I failed it badly.

[–] [email protected] 8 points 1 week ago

This is also probably off topic because I can't load the YouTube video.

I was talking about the second Dune film a little while back and saying how much I enjoy a well realised world that doesn't try to convey itself by comparing itself to ours. I get the same feeling watching Dune and Lord of the Rings as I do when I watch a film from a culture I'm not familiar with; a sense of needing to adjust to their way of storytelling.

Pairing this with what you mention which is basically extra subtle show don't tell, and you end up with something I absolutely adore, which is a story in a fully realised culture I know nothing about, that understands that the bare minimum amount of that culture I need to understand to fully enjoy the story can be the best amount to have.

I was going to say how rare this is but thinking about it, it actually isn't. Tolkien's cosmology is fully realised and vast yet I learnt basically no fluff about the world that wasn't necessary to the story. Sometimes I just had to make peace with the fact that I didn't understand the cultural context, I could only measure it's importance in the attitude of the characters.

That's the shit I love.

[–] [email protected] 7 points 1 week ago (1 children)

I was going to say that although Reddit had a reasonably coherent hive mind, Lemmy is far more similar to eachother in our points of view.

But maybe that's made more extreme because I've blocked so many voices that I don't agree with, just because I'm not looking to spend my free time debating anymore.

[–] [email protected] 5 points 1 week ago

I don't even think the back legs look too weird. One of the things I've found when trying to spot AI is that often actual images look weird like this just because of the angle / compression etc.

[–] [email protected] 9 points 1 week ago

It's normally a long image thing. Because this is multiple full resolution images stitched together vertically, the hosting site compresses it's dimensions, even if it's not that large of a file.

[–] [email protected] 35 points 1 week ago (5 children)

If you're like me and this image is too compressed to read, here's the tumblr link.

[–] [email protected] 1 points 1 week ago

This may only be an opinion I have but often I feel that narrative in RPGs is actually two slightly more distinct styles; I'll call them immersive and performative, but I presume somebody else has already named them.

I think 10 candles is one of the few systems that sets it's sights on immersive narrative play. This is, imo, the hardest thing to pull off in any TTRPG and I envy eny player who can reach this style easily. 10 candles may make you actually afraid and feel hopeless in a way few other games can.

Madness in my opinion is a performative narrative mechanic. As a player you don't feel compelled to act mad in their own fear, but are responding to a mechanic to continue to set the tone. Gumshoe in general and F.A.T.E too for that matter are top of the class for narrative TTRPGs, but they target the performative side.

I first came across this when I was playing D&D and could recognise that all my players preferred roleplaying to anything else, but when we tried F.A.T.E, it didn't gel with two of them. We'd been falling into a common pattern which was three of us would basically perform to create the immersive experience for the remaining two, in the process all getting what we all wanted. This only worked because the 5e narrative mechanics are basically three skills that are only called for at the DM's discretion, which was then being called for less for the immersed players in favour of actually just weighing their arguements. Then in F.A.T.E and gumshoe, the additional guidance for roleplay actually locks players into performative pkay.

There isn't too much in 10 candles that actually disrupts the immersive style of roleplay. Anything that is properly introduced as "who your character is" rather than "what your character is doing" can support this style of play, and is particularly strong for prompts introduced in the character creation stage. These prompts should also be few and far between, so they never limit natural choices and bring the character out of immersion. I just don't know if madness can do that.

That's all my opinion, I'm not a game designer beyond GMing my own systems, and I may be totally wrong.


All of this said, I do think my biggest issue with ten candles is that when the game is down to one candle, the tone change from "the tragic tale of the hopeless acts of humanity in an inevitably ending world" to "everyone gets killed off one by one", is solved by making the ticking clock madness.

The actual game sort of treats the ticking clock as your resolve to keep going, but that would make the final failure the moment your resolve fails and you simply give in. In reality, people often don't want to go down without a fight, so everyone's resolve flairs up at the end, just to be defeated anyway.

Madness is a more accurate mechanic for ticking towards everything going wrong, because it's expected to end dramatically. The extinguishing of candles feels more like a fuse in this situation, and when it all cumulates at the end of the game, that's the foreshadowed tonal shift being met.

Again my opinions are absolutely that of an amateur and god knows why I wrote so much about this.

[–] [email protected] 1 points 1 week ago

I'd presume they have a few cashiers from the Philippines but at least one person managing the store.

[–] [email protected] 3 points 2 weeks ago* (last edited 2 weeks ago)

I'm a 50/50 toss up between two reasonably different genres.

The first is coming of age films, particularly queer ones. My go to film to call my favourite is Call me By Your Name, I also love Stand By Me, Aftersun and have a huge soft spot for Kiki's delivery service.

The other 'genre' is dramas / thrillers that get pretty fixated on madness, particularly from the protagonist. There will be Blood is my go to second film to say, and I love Apocalypse Now, Perfect Blue, The Witch and The lighthouse.

I'm not as much fan of when the genres overlap however, although that may be because of how small the sample size is. There are quite a few films that have a young protagonist who is finding themselves, who may end up idolising another to the point that the film falls into being a thriller. We had Saltburn last year, which people often compare to The Talented Mr Ripley, and I do enjoy these films but I never get that milestone feeling that I've just experienced a piece of media that has profoundly impacted me. The only thing that exists in this shared space is one of my favourite novels; The Picture of Dorian Gray.

[–] [email protected] 7 points 2 weeks ago

Feign death every time. Most OP spell in the game.

[–] [email protected] 6 points 2 weeks ago

Temporal Shunt already narratively does this I believe, although only for a round.

 

This is for D&D 5e.

I'm currently making a reoccurring antagonist NPC that is a master thief. It's CR 6 and I want it to be capable of making three attacks per round like multiattack but also have their thief subclass's enhanced cunning action with fast hands.

This would normally mean they'd get 3 attacks and a varying options for bonus actions, however I'd want them to be able to trade up to three if these attacks to have more uses of cunning action (this would of course stack the ability to dash 4 times per round but I'd just not do that while running the monster). They also have a special once per day ability that I'd want them to be able to swap a single attack for.

It got me thinking, instead of trying to make an unwieldy combination of multiattack, a special action and cunning action, could I just give them three actions?

The simple way this NPC works that I want them to pick 3 options from:

  • Dagger
  • Crossbow
  • Special action
  • Dash
  • Disengage
  • Hide
  • Make an ability check
  • Use an object
  • Use a set of tools

At this point, what do I actually lose from letting them take 3 actions? They aren't a Spellcaster so I'm not worried about them throwing out three fireballs or the like.

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