sh00g

joined 1 year ago
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[–] sh00g@lemmy.zip 55 points 2 weeks ago (12 children)

A tie in the Electoral College is an extremely remote chance, less than 1%. Widespread interference in our electoral process as part of a broader scheme to put enough doubt in the vote totals to force the issue to SCOTUS or Congress is literally the plan being executed by Trump and the GOP right now. The best chance we have is overwhelming voter turnout to make those "close" states as decisive as possible.

[–] sh00g@lemmy.zip 7 points 3 weeks ago (7 children)

Yeah one of the biggest issues is the fact that nobody teaches how to properly "hit" and, equally problematic, how to properly "be hit." Contact sports don't have to be as violent as they are now.

[–] sh00g@lemmy.zip 8 points 3 weeks ago (3 children)

We should do both! A human being can do more science in a handful of days than all of our robots we've ever sent to Mars have done in the years they have been there.

[–] sh00g@lemmy.zip 45 points 3 weeks ago (11 children)

Right so let's allow the serial adulterer, racist, sexist, convicted felon who has no respect for rule of law or democracy win. And then when he proves too senile to serve (or dies) we'll be treated with a President Vance who is ready to open the portcullis for Heritage Foundation and Project 2025 fascist goons into the castle.

Harris might not be your favorite candidate. She may not currently be campaigning on issues that are the most important for you. But the alternative is unconscionable.

[–] sh00g@lemmy.zip 13 points 1 month ago (6 children)

Your suggestion is wrong. Eliminating the Electoral College is advocated for by everyone who supports Democracy. It is also not a coincidence that the Electoral College disproportionately benefits one party over the other. And to cement that advantage they employ anti-Democratic measures in an attempt at voter suppression.

[–] sh00g@lemmy.zip 11 points 1 month ago (1 children)

https://lemmy.world/c/upliftingnews is a good community to add to your subscriptions if you'd like a regular dose of good news! Good news is out there, it's just much harder to find than bad news these days.

[–] sh00g@lemmy.zip 2 points 1 month ago

I still cannot fathom how anyone thinks it is a good idea not to do these things with another person before marrying them. My wife and I were both adamant that we live together and go on trips together and do "married" things long before we made that decision. I like to think we ironed out many of the early kinks without the pressure of "we're married so this absolutely has to work" lingering over us.

[–] sh00g@lemmy.zip 2 points 2 months ago

I have been on the hunt for more children's books written in Ukrainian since I'm learning the language currently. It's a far lower barrier to entry than full length stories!

 
[–] sh00g@lemmy.zip 29 points 2 months ago (2 children)

This is the first time we have seen moderators actually fact check Trump live. I'll take that in spite of the interruptions.

[–] sh00g@lemmy.zip 118 points 2 months ago (8 children)

I have been disappointed by that as well but this has been astoundingly good as far as debates have gone. The immediate fact checking is long overdue. And frankly I look forward to pointing at Trump's extra speaking time as a bulwark against the "iT wAs BiAsEd By ThE lIbErAL mOdErAtOrS" complaints.

 
[–] sh00g@lemmy.zip 5 points 2 months ago

I like Sportsurge as it usually points to high quality sources. StreamEast is usually my pick. Just make sure you have ublock and a VPN and you're golden.

[–] sh00g@lemmy.zip 1 points 2 months ago

I have a strange relationship with masking these days. I had no idea I had autistic tendencies until I married my wife who has been diagnosed with autism. Since then it has been very rewarding having conversations about how our two flavors of autism differ. One of the things we differ tremendously on is our abilities to mask effectively. My wife has struggled with it, especially as a kid, but it always came naturally to me such that it is now my "default mode" when I am in public. Instead of missing social queues like many people, I find I have the opposite problem where I over-analyze social situations to the extent that I read too much into them and it drives me crazy. So masking has actually been very useful for me in that regard because I feel like when I am masking in public I am less "aware" of how I am acting because I feel like I am mostly coming off "normal" relative to the social expectation.

My wife is also very socially aware but she struggles to turn off her over thinking meaning she frequently comes out of social encounters panicked that she said or did something wrong. Whereas I'll be so blended into the situation I won't even remember her saying or doing what she is worried about. We work together well in that regard because I remind her that if I am married to her and I don't notice her say or do something "atypical," then someone who doesn't know either of us well almost certainly either didn't notice either or won't remember it five minutes after the conversation ends.

So it is a mixed bag. It has been rewarding being able to unmask at home around someone I can trust and who I know loves me, but I still find today that I rarely completely unmask unless I am literally home alone in our house. That usually manifests in me walking around the house doing chores and things talking to myself about a thousand different made up scenarios, which even as a kid I always regarded would probably come off as weird to everyone else.

I think the most important thing is striking a balance between masking and being genuine. I know many people struggle feeling like they are not being their true selves while masked and others even view masking as manipulative. But I think everyone has a different relationship with the practice.

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submitted 2 months ago* (last edited 2 months ago) by sh00g@lemmy.zip to c/dungeondialogue@lemmy.zip
 

Campaign 01 | Session 01

"Welcome to Galrok"

Previous Session / Next Session


  • System: Ironsworn
  • Setting: Amiel (Galrok)
  • Protagnoist: Kynan Pendry

Overview

Join me on the first recorded episode of Dungeon Dialogue! I hope you enjoy―please let me know what you liked and what you didn't like by leaving a reply below!

 

Hello everyone! I have created a community to documen—in blog style—after-action reports for my solo TTRPG experiences. If you like TTRPGs or have an interest in solo play, please stop by and drop a line! If this catches on I may also include audio/video options through my new PeerTube channel of each recorded session.

!dungeondialogue@lemmy.zip

1
submitted 3 months ago* (last edited 2 months ago) by sh00g@lemmy.zip to c/dungeondialogue@lemmy.zip
 

Campaign 01 | Session 0B

Previous Session/Next Session


Name to be determined!

  • System: Ironsworn
  • Setting: Amiel (Galrok)
  • Protagonist: To be determined!

Overview

Welcome to Session 0B of Campaign 01 of Dungeon Dialogue! Last time I walked through the Ironsworn Rulebook to establish the truths about the continent of Galrok where the campaign will take place. In this session I will document the creation of the protagonist of the story, using various supplements to assist me along the way. Let's get into it!

A Note on Formatting

Anywhere you see an indented text block like this, I am quoting directly from either the Ironsworn rulebook or another supplement. Reference information, including page numbers, will be provided. For example:

"In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands." —Ironsworn Rules (p. 1).

Anywhere you see a code block, I am reporting the result of a dice roll. For example:

Roll +heart (1d6) = 3

Where appropriate, spoiler blocks will be used to prevent revealing information before you are ready to ready it. For example:

!spoiler Our Protagonist learns that they are awesome!!<


Building A Hero

Truths

To begin, I'd like to establish some truths about the protagonist.

  1. The protagonist is a human.
  2. The protagonist is not native to Galrok.
  3. The protagonist is a researcher (anthropologist, archaeologist, or similar).

Basic Details

Other than these few facts, I know nothing about who this person is. I'll use some supplements to assist with fleshing out the details.First, I'll use the UNE NPC Emulator to help randomly generate some background information about my character. I'm rolling on Table 1 for "NPC Modifier" and Table 2 for "NPC Noun," both of which are d100 rolls.

Roll NPC Modifier (1d100) = 81 → Jovial

Roll NPC Noun (1d100) = 31 → Officer

I take these results to mean that our hero is in the military and they have an optimistic, positive demeanor. To align this with the prior established truths, I am imagining the character is an Ensign who is in charge of leading a small research team exploring Galrok. Given we know from last time that Galrok is dotted with strange iron pillars with unknown purpose and properties, it makes sense to me that the military minds of the world would be interested in seeing if they can be exploited for warfighting purposes.

Motivations

Let's see what the character's motivations are using Table 4 for "NPC Motivation Verb" and Table 5 for "NPC Motivation Noun."

Roll NPC Motivation Verb = 7 → Create

Roll NPC Motivation Noun = 48 → Enlightenment

These results mesh nicely with my military researcher idea. But I think they also indicate something deeper about the character—they are doing their work not out of interest of serving their superiors, but out of genuine interest in learning more about the world around them. "Create Enlightenment" will be satisfied whether the iron pillars have a practical military use or not.

This begs the question of why such an individual, other than basic competence, would be trusted with a minor officer rank and given the responsibility of leading a team of their own. I believe the answer is that this character is exceptionally good at connecting with other people. Their jovial attitude goes hand-in-hand with a general eagerness that has made them a prime candidate for promotion. Being easy to work with goes a long way, after all.

I also think the inherent tension between this character's core motivation of enlightenment and their military service indicates they would not be enlisted in the military if they didn't have to be. If they had the means to explore and research the world without being in the military, they would. Therefore, I believe our hero came from nothing—a rough background that necessitated enlisting in the military to meet their basic needs.


Ironsworn Character Creation

With our character concept envisioned per the steps laid out in the Ironsworn Rulebook (p. 31), we can determine the nuts and bolts of our character.

Stats

The five stats in Ironsworn are: Edge, Heart, Iron, Shadow, and Wits. Per the Ironsworn Rules, I need to assign the bonuses 3, 2, 2, 1, and 1 to these five stats in any order I choose (p. 33).

Our character's core motivation is to "Create Enlightenment," but we also now know that they have earned their success up to this point through connecting to others. This indicates to me that their strongest stat should be heart, so I will assign a score of 3.

Their curiosity and desire to learn points to wits and their military service to either edge or iron. I will assign 2 points to wits and 2 points to iron (I'm imagining this character strikes with strength, rather than speed).

That leaves 1 point to be assigned to both edge and shadow. Our character's stats are thus as follows:

  • 1 Edge
  • 3 Heart
  • 2 Iron
  • 1 Shadow
  • 2 Wits

Health, Spirit, Supply, and Momentum

In Ironsworn your character's vitality is measured by three scores: Health, Spirit, and Supply, representing your character's physical state, mental state, and equipment state, respectively. Per the Ironsworn Rules, all three of these scores begin at 5 (pp. 33–34).

Momentum is a special score which accumulates and drains during play based on results of rolls. As our character succeeds, they will usually build momentum. As they fail or suffer hardship, they will lose momentum. Momentum can be spent to replace a die roll to provide a better chance of success in a particularly important moment. Per the Ironsworn Rules, our starting momentum and momentum reset both begin at +2 while our max momentum begins as +10 (p. 34).

Assets

Our character's assets are special abilities that apply situationally during play. Three assets may be chosen among the list of Companions, Paths, Combat Talents, and Rituals. I don't think our character has a companion and I do not believe they know any rituals (for now), so I will narrow down my asset choices between paths and combat talents.

Since I already established this character is a military officer leading a small group, the asset Commander fits nicely.

Commander: "You lead a warband with +4 strength. Roll +strength when you command your warband to Face Danger, Secure an Advantage, Compel, or Battle. When you face the negative outcome of any move, you may suffer -1 strength as the cost. When you Make Camp or Sojourn and score a hit, take +1 strength. While at 0 strength, this asset counts as a debility." — Ironsworn Assets

For the purposes of the fiction, this is less of a "warband" and more of a "research team" consisting of only a few individuals, say three, in addition to our hero. They won't be taking on any enemy armies but they have enough numbers to defend themselves against groups of equal or lesser strength.

Next I'll go with Wayfinder, which should come in handy on many occasions during play.

Wayfinder: "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset." — Ironsworn Assets

Finally, to flesh out our character's martial prowess, I'll select Sunderer.

Sunderer: "If you wield an axe, when you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling)."

Bonds and Vows

The final steps for creating my character are to select up to three background Bonds and swear an Iron Vow that represents our character's overarching goal.

For bonds, I believe it makes sense for our hero to have a bond with both the nation they serve and the team they lead. This brings up an important question: what sovereign state does our character serve? What military are they a part of?

I'll dip a bit into my background knowledge on the world of Amiel and pick a nation that makes sense. The Taurian Empire is a majority human power that is on the rise and is currently the only remaining state with sovereign holdings on multiple continents. They are hungry for expansion and have the money and means to do so aggressively. This makes them an ideal candidate within the lore of the world to be sending out expeditionary forces to faraway places to harvest military secrets and technology.

Therefore, the protagonist will have bonds with:

  • Taurian Empire (homeland)
  • Expeditionary Team (allies)

I'll mark two ticks on the bond with the Taurian Empire and three ticks on the bond with the Expeditionary Team—I think my character is more attached to the people they work with than the country they come from.

Finally, I will Swear an Iron Vow. In the fiction of Ironsworn, your vow is your word, and your word is your honor. Rebuking a vow is the highest dishonor one can commit. The background vow for our hero (and for this campaign) is the following:

I swear to learn whether the Iron Pillars of Galrok have useful military applications.

What does that mean? I have no idea! We will discover the meaning together as I play.

Character Summary

As a final note, let's finally learn our hero's name! I'll use Oracle 13: Ironlander Names from the Ironsworn Rules (p. 184).

Roll Ironlander Names (1d100) = 27 → Kynan

Roll Ironlander Names (1d100) = 81 → Pendry


Kynan Pendry, Ensign, Galrok Expeditionary Force, Taurian Empire

Basic:

  • Human
  • Male
  • Age 33

Stats:

  • 1 Edge
  • 3 Heart
  • 2 Iron
  • 1 Shadow
  • 2 Wits

Assets:

  • Commander
  • Wayfinder
  • Sunderer

If you made it this far, thank you for reading! Let me know your thoughts in the replies below. The next post will cover the events that occur during Session 01 of the campaign. Until next time on Dungeon Dialogue!

7
submitted 3 months ago* (last edited 2 months ago) by sh00g@lemmy.zip to c/dungeondialogue@lemmy.zip
 

Campaign 01 | Session 0A

Next Session


Name to be determined!

  • System: Ironsworn
  • Setting: Amiel (Galrok)
  • Protagonist: To be determined!

Overview

Welcome to Session 0A of the first campaign documented on Dungeon Dialogue! In this session I will build the setting I will be playing in !

For this campaign I'll be using an excellent system designed from the ground-up for solo play: Ironsworn RPG. This is a Powered by the Apocalypse (PbtA) system. The digital version of this game is available for free from the creator's website or from other sources such as DriveThruRPG.

Formatting

Anywhere you see an indented text block like this, I am quoting directly from either the Ironsworn rulebook or another supplement. Reference information, including page numbers, will be provided. For example:

"In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands." —Ironsworn Rules (p. 1).

Anywhere you see a code block, I am reporting the result of a dice roll. For example:

Roll +heart (1d6) = 3

Where appropriate, spoiler blocks will be used to prevent revealing information before you are ready to ready it. For example:

!spoiler Our Protagonist discovers that they are awesome!!<


Concept

This campaign will take place within my homebrew campaign setting, the planet Amiel. Amiel is a high fantasy setting I have been working on for the past four years and in which I have run two long-form campaigns for a group of friends. It began closely tied to the existing fiction of the "ampersand game," but has since blossomed into something more system-agnostic.

On Amiel you can find all manner of typical fantasy peoples: humans, elves, dwarves, orcs, goblins, and others can be found scattered throughout the lands. 53 nation-states cover the continents of Traco, Galrok, Zemes, and Abaddon. Southern Zemes was the region of interest for my first long-form campaign which took place on Amiel and a zine-style overview of that area of the world is available here!

For my first documented solo campaign, we will be shifting focus to the continent of Galrok. This large but isolated continent is the ancestral homeland of the orcs, goliath, and other rarer peoples such as the turtle-folk. It is a natural fit for the Ironsworn RPG because of the various Norse and viking influences that inspired the region.

Galrok is also a land ravaged by war and post-colonial influences. The humans who live here came as "liberators" fighting off a different invading army during a prior global-scale war waged by the Dragonborn of the Uldraiss Empire. But these liberators never left, taking the lands and their spoils as reward for their efforts, much to the chagrin who have called the continent home for millennia.

But the best part about Galrok is, other than its basic history, it is a blank slate―I know next to nothing about it! I'll be using Ironsworn and this adventure to create and learn about Galrok as I play. Let's get started!


Building Galrok

"The Ironlands are a harsh, dangerous place. The winters are long and brutal. Harvests are uncertain. Depending on the choices you make as you create your version of the Ironlands, monstrous beasts and dreaded horrors may be a constant threat." — Ironsworn Rules (p. 111)

The Ironsworn RPG provides an excellent default setting in the Ironlands. I'll be adapting this default setting for Galrok by taking inspiration from the existing regions and creating my own truths. The truths of the world are major elements that define the setting and shape the people who inhabit it. I will follow along in the Ironsworn rulebook to determine truths about the following:

  • Iron, how the locals swear Iron Vows.
  • Communities, what civilization is like here.
  • Leaders, who guides the people here.
  • Defense, how the people of Galrok defend themselves.
  • Mysticism, how the locals view magic―divine, arcane, or otherwise.
  • Religion, the gods of Galrok.
  • Firstborn, those who came before.
  • Beasts, the fauna who wander the land.
  • Horrors, the unspeakable things.

Note that I will be omitting truths about The Old World and Legacies since they are not applicable for Amiel. The ancient history of this part of the world is already established. Perhaps one day I'll share those details too!

Iron

"Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them." — Ironsworn Rules (p. 124).

Communities

"We have forged Galrok into a home. Villages within the most populous regions are connected by well-trod roads. Trade caravans travel between settlements. Even so, much of this land is untamed." Ironsworn Rules (p. 125).

Emphasis mine to distinguish where I have altered the quoted text.

Leaders

"Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide." — Ironsworn Rules (p. 125).

Defense

"Our warbands are rallied to strike at our enemies or defend our holdings. Though not nearly as impressive as the armies that once marched across Galrok, these forces are as well-trained and equipped as their communities can manage. The banners of the warbands are adorned with depictions of their history and victories." — Ironsworn Rules (p. 126).

Emphasis mine to distinguish where I have altered the quoted text.

Mysticism

"Magic courses through this land as the rivers flow through the hills. The power is there for those who choose to harness it, and even the common folk often know a helpful ritual or two." — Ironsworn Rules (p. 127).

Religion

"A few locals still make signs or mumble prayers out of habit or tradition, but most believe the gods long ago abandoned us." — Ironsworn Rules (p. 127).

Emphasis mine to distinguish where I have altered the quoted text.

Firstborn

"The firstborn hold sway on Galrok. The orcs of the deep forests and the goliath of the hills tolerate us and even trade with us―for now. Locals fear the day they decide we are no longer welcome here." — Ironsworn Rules (p. 128).

Emphasis mine to distinguish where I have altered the quoted text.

Beasts

"Monstrous beasts stalk the wild areas of Galrok." — Ironsworn Rules (p. 129).

Emphasis mine to distinguish where I have altered the quoted text.

Horrors

"We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes." — Ironsworn Rules (p. 129).

With the truths of Galrok established, I can progress onto character creation. Those details will be documented in the action report for Session 0B, coming your way soon!


If you made it this far, thank you for reading! Let me know your thoughts in the replies below. Until next time on Dungeon Dialogue!

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