WillOfTheWest

joined 1 year ago
[–] WillOfTheWest 3 points 1 year ago (1 children)

Baldur’s Gate is part of a setting several decades older than the game franchise of the same name. It was an official setting of D&D a decade before the first game. In the sense of a ROLEPLAYING game, fidelity to the source material is paramount.

The original games were developed at the end of the life cycle of the edition they used for the mechanics. The ruleset got a major revision the same year BG2 was released. There have been several major editions since. Edition warring aside, no one can argue that the Forgotten Realms played in 5th edition isn’t the same Forgotten Realms played in AD&D 2E. The tone and continued narrative of the setting is the key feature in maintaining the soul of a property, not mechanical fidelity.

The game respects the official canon of the Forgotten Realms, including the canonical ending to BG2 where Gorion’s Ward rejected divinity and eventually led to Bhaal’s revival. Characters from the original series return as companions for BG3, with stories acknowledging the Bhaalspawn crisis. One of the origin playthroughs is the exact same story as the first Baldur’s Gate.

If your only complaint is lack of real time with pause then I reckon it’s you who isn’t the real Baldur’s Gate fan.

[–] WillOfTheWest 3 points 1 year ago (4 children)

Yes because mechanical fidelity is the lowest priority in continuing the series. Continuation of the story and tonal fidelity matter a lot more. The Fallout series went from a turn based 2.5D isometric RPG to a real time action RPG, and one of the best instalments in the series follows the latter formula.

[–] WillOfTheWest 9 points 1 year ago (6 children)

Same IP; returning characters from the original series; revisiting important locations from the original series; uses a D&D ruleset for resolution; expands upon the story of the Bhaalspawn crisis over a century after the incident, especially via the

spoilerDark Urge storyline.

All of this is apparent through playing the game.

[–] WillOfTheWest 1 points 1 year ago* (last edited 1 year ago)

I definitely get the fever dream vibes. Especially early in his career, Lovecraft reported that some of his short stories were transcripts of his own dreams, written while not yet fully awake in order to keep the dream in his mind. I think perhaps this combined with his relative inexperience in writing contributed to his earlier stories being much shorter and often less coherent. I've often had amazing dreams that don't hold up against reflection in the cold light of day.

[–] WillOfTheWest 4 points 1 year ago* (last edited 1 year ago)

A common theme shared by this week's stories are vengeance; a cruel adversary who finds their comeuppance via disturbing and poetic means. I've looked up the background to these stories in preparation for this post and I notice that by 1919, Lovecraft had introduced himself to the works of Lord Dunsany. The text in these tales which have been referred to as Lovecraft's "dunsanian tales" is filled with references and nods to the fiction of Dunsany, who also wrote short stories based on the world of dreams.

In The Doom that Came to Sarnath we see another departure from a common trope of Lovecraft's stories, of disconnected gods mostly unaware or uncaring of the affairs of humans and other mere mortals. Though we are left with some questions unanswered, it is my interpretation that Bokrug, the patron god of the moon folk who dwelt in Ib, is the one who enacts vengeance on the people of Sarnath, on the 1000th anniversary of the razing of Ib.

At the time of the vengeance, the lore of the razing the city of Ib is long lost to all but the priesthood, and the annual celebration is little more than a ritual. Importantly, none of the noted deaths of the people of Sarnath are a consequence of violence; every single person was scared to death. This paints a picture of a patient and powerful entity, and an understanding of human psychology. Bokrug does not immediately stage a counter-assault and it does not use violence. Instead it secures the future of its followers by ensuring that the razing of Sarnath is never forgotten.

In The Cats of Ulthar we see plenty of ancient Egyptian imagery. The caravan paints humans with animal heads on the sides of their carts; the imagery of a disc in the space between horns is repeatedly used; and cats are referred to as the cousin of the Sphinx, "and he speaks her language, but he is more ancient that the Sphinx, and remembers that which she hath forgotten".

Upon his kitten being slaughtered, a little boy in the caravan utters a prayer and the caravan leaves. The following night, all of the cats of Ulthar have gone missing. There are dubious and contradicting reports that the caravaneers stole the cats, and that the cats were seen oddly encircling the house of the cat slayers, with one suggesting that the cat killers have somehow hypnotised the cats. In the morning the cats have miraculously returned, and all look fatter. Indeed, for many days the cats refuse food.

After a week with no news from the house of the cat killers, an investigating party wanders over only to find the clean picked bones of its two residents. The discovery is so chilling that the villagers pass a law that in Ulthar no man may kill a cat.

There is little ambiguity in what occurred here: the cats, bolstered by the power to which the boy prayed, are responsible for killing and consuming the two cat killers. Again this is evidence of the existence of patient patron deities who will enact brutal and unusual vengeance in order to ensure the survival of their favoured species. Considering also the reverent description of cats given in the first paragraph, this hints at mysteries in our world to which we as a whole remain clueless. This is actually a very common motif in Lovecraft's writing; that there are many secrets in our world to which mankind are ignorant. In other works he writes on how we are in fact blissfully ignorant, for the revelation of our position in reality will either cause us to go mad or regress to the ignorant safety of another dark age. Brilliant and chilling stuff.

 

Welcome back, fellow Lovercaftian scholars. This is the third week of our book club exploring Lovecraft's Dream Cycle. This week's thread is open for discussion of last week's reading: The Doom that Came to Sarnath and The Cats of Ulthar.

For this week's assignment we have two more short stories: Celephaïs and Nyarlathotep.

Celephais and Nyarlathotep were both written in 1920, the same year as The Cats of Ulthar and one of our future reading assignments, Ex Oblivione; evidently this was a very productive year for the Dream Cycle. While 1920 is the year in which Lovecraft wrote the most Dream Cycle stories, in 1927 he wrote two novella-length stories in the cycle: The Dream Quest of Unknown Kadath and The Case of Charles Dexter Ward.

Reading for this week can be found in the trusty PDF here, and individual links for LibriVox recordings follow: Celephaïs and Nyarlathotep.

[–] WillOfTheWest 3 points 1 year ago

I like Assess the Situation/Open Your Brain/Discern realities etc. Ever since playing Disco Elysium I treat those kinds of moves as Shivers from Disco Elysium. It tends to get a really good response.

[–] WillOfTheWest 2 points 1 year ago* (last edited 1 year ago)

Maybe there should be a piece that tells a story beyond "nyah, I'm evil!"

Any manner of wizard should really have a personal ritual site, allowing them to bask and practice at astrologically appropriate times. Sacrifices on the equinoxes to ensure a bountiful summer and a mild winter; Fires on the solstices in appreciation of said summer/winter; charge under the waxing moon in anticipation of a particularly challenging ritual; dampen troublesome magical side effects under the waning moon; clear your mind under the new moon; channel power of the full moon into your key rituals.

[–] WillOfTheWest 5 points 1 year ago

With larger groups I tend to stick to less mechanically complex games.

Most OSR games can be run on the fly with any number of players. I had a fixed group of 9 run through Keep on the Borderlands, with 1 or two extras jumping in for a session here or there.

My absolute favourite is Savage Worlds. It'ss great as the maths isn't tight and "balancing" an encounter is just a matter of throwing in more mooks, throw in a wild card per 2 or 3 players. It can fit to any setting, though I strongly recommend Deadlands.

My close second favourite is Call of Cthulhu, which I've run with 8 players. There's not a combat focus so sessions are unlikely to get bogged down, and even then, most combat actions are a simple contested roll. Investigations tend to resolve as people splitting into pairs and following different leads; two go archiving at the library, two visit a sanitarium patient, two head over to the local paper to see if any stories have been published or even blocked by an editor, two stake out points of interest.

[–] WillOfTheWest 4 points 1 year ago (3 children)

The Crew - Mission Deep Sea - card game with a simple trick taking mechanic. Difficulty is very modular as you decide a difficulty level before each game. Difficulty is decided by the numbers of missions taken and the relative complexity of those missions (this is all explained on the mission cards). Missions are based on which tricks you win, with simple rules like "I win no 1's" or "I win at least 3 9's".

Hanabi - Card playing game where you don't know your own hand. You describe aspects of each others hands (colours of cards, numbers on cards). Your goal is to place a pile of the cards 1,2,3,4,5 in each of 5 colours. Don't play with mathematicians.

[–] WillOfTheWest 3 points 1 year ago* (last edited 1 year ago) (1 children)

I make a deliberate attempt to not sealion,

spoiler"Where is the evidence for that opinion?"

"But doesn’t [x] really mean [y]?"

"What about [other issue]—how do you explain that?"

"What’s wrong with a polite question?"

"I’m just trying to engage in civil debate."

This series of questions may seem like a well-intentioned search for answers. It’s not—it’s a simplified example of a rhetorical strategy called sealioning. Sealioning is an intentional, combative performance of cluelessness. Rhetorically, sealioning fuses persistent questioning—often about basic information, information easily found elsewhere, or unrelated or tangential points—with a loudly-insisted-upon commitment to reasonable debate. It disguises itself as a sincere attempt to learn and communicate. Sealioning thus works both to exhaust a target’s patience, attention, and communicative effort, and to portray the target as unreasonable. While the questions of the “sea lion” may seem innocent, they’re intended maliciously and have harmful consequences.

Amy Johnson, The Multiple Harms of Sea Lions :::

You're sealioning in this very thread; you're just feigning ignorance and exploiting the fact that a term originating from a webcomic isn't well defined. Here you are incessantly replying in multiple comment chains, asking asinine rhetorical questions, insisting you just want an open discussion, and making sure to explicitly mention how civil you have remained. The only point of contention is that you're asking rhetorical questions instead of asking for evidence.

It's abundantly clear what you're doing. I've given my points, you've countered. It's in a public forum that others can access and make their own judgment. My standard for engaging discussion doesn't include chasing comment chains and rebutting throwaway remarks only to have them slightly rephrased or framed in a flimsy example. I will not engage with you after this comment.

[–] WillOfTheWest 2 points 1 year ago (2 children)

That's fine. I stick by my philosophy that stooping to someone else's level makes you no better. I'm not in this to change minds; this isn't some /r/changemyview substitute. I'm offering examples which I find make him a bad choice for mod, and it's up to individuals to assess whether those posted examples are acceptable conduct for a moderator.

Have a good I agree it's too much time; I'm also getting too many notifications while overleaf is open. Have a good one.

[–] WillOfTheWest 6 points 1 year ago* (last edited 1 year ago) (3 children)

My entire argument on burggit...

Your argument was that an unsavoury instance was against hosting your personal flavour of unsavoury content; hence you felt the need to browbeat instead of simply finding a better instance.

This appears to be your main method of "engagement" in discussion: incessantly hammer on your point, making persistent bad-faith invitations to "debate," then when you rile up the user to the point of them flaming you, you claim that you're remaining civil. It's called sealioning, it's a common enough trolling phenomenon that there exists an often cited web-comic about it..

Co-existing in a space isn't an open invitation for you to repeatedly argue the same point past a persons point of comfort, for the sake of your personal definition of "debate". When it's clear the debate has run its course and the person is clearly being emotionally effected, if you persist then you're acting in bad faith.

 

Hello Everyone. This is the second week of our Dream Cycle book club. In this thread we will be discussing the stories read last week: Polaris and The White Ship.

Our reading assignment for this week are two more short stories: The Doom that Came to Sarnath and The Cats of Ulthar.

Our first story, The Doom that Came to Sarnath was written in 1919, the same year as The White Ship. It is available via the Internet Archive here and can be found in audio format via LibriVox here

Our second story, The Cats of Ulthar was written in 1920. It is available via the same link provided above, and in audio format it can be found via LibriVox here

 

I'm registered on sh.itjust.works, which is a general purpose EN/FR language instance. I'm currently learning German as a second language and I would like to create a community for speakers of German as a second language. It seems to me that as a primarily DE language instance, feddit.de would be the most appropriate instance for such a community.

Is there a way of creating community on a different instance than the instance on which I'm registered, or would I need to, say, register to the other instance, create a community, then add moderator privileges to my main account?

 

Greetings fellow seekers of the Unknown and Unnameable. To help kick off this community I propose the formation of a casual book club exploring the works of H.P. Lovecraft.

The Dream Cycle

I have chosen the Dream Cycle as the body of work which we will study. This collection consists of 22 short stories and novellas (discounting the posthumous "The Thing in the Moonlight" based on a letter of Lovecraft). In the Dream Cycle we are introduced to many notable characters in Lovecraft's mythos, Including Nyarlathotep, Yog-Sothoth, Azathoth, and Randolph Carter.

Through the Dream Cycle we will explore the bizarre warped spacetime of the Dreamlands, and its intersections with our own waking world.

Goals of the Book Club

The main goal of the book club is to encourage Lovecraft fans, whether neophytes or seasoned veterans, to read and enjoy the work of H.P. Lovecraft. Our primary method of encouraging engagement with the literature will be by weekly assignment of modest reading goals, followed by a discussion of the material the following week.

While united in our love for Lovecraft, we as readers come from a diverse set of lifestyles and thus have differing amounts of time available for reading. I will begin with the provisional goal of no more than 50 pages per week or 2 short stories, whichever proves shorter. This should provide a manageable goal for someone with only a brief period to read before bed, and allow an avid reader to supplement their regular reading with a sojourn into the Dreamlands.

Reading will be done in writing order, rather than any chronological order devised by Lovecraft scholars.

Reading Lovecraft

The majority of Lovecraft's work is now in the public domain (with the exception of his collaborations with C.M. Eddy). Therefore, the majority of his work can be found via public archives. The Arkham Archivist has done a wonderful job of collating Lovecraft's works and providing them in a variety of formats. Notably, this collection excludes collaborative works and thus does not include the final story in the Cycle, Through the Gates of the Silver Key which can be found via the e-books directory.

For audiobook listeners a variety of options are available. Most works can be found in audio format via the lovely volunteers at LibriVox. Many horror fiction YouTubers provide high quality audio recordings, sometimes including foley, and are a simple search away.

Many iterations of Lovecraft's work have been published in physical and audiobook format under various companies and while I offer no endorsement of individual products, I advise buyers to look for products which contain the complete works of Lovecraft. This will usually be advertised in the title or description of the book.

Reading for this Week

This week we begin our adventure in to the world of dreams with two short stories.

Our first short story is Polaris, written in 1918. The full text is available on the Internet Archive here, and a LibriVox recording is available here.

Our second short story is The White Ship, written in 1919. The full text is available via the same link above, and a librivox recording is available here.

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