Viorian Dekanti

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Ruick wrote:

There are hundreds of games over the years that I have thought were awesome and sank alot of time into but below are the ones that I find myself re-installing or finding the disk/cartrage for over and over.

Final Fantasy 4 SNES version (FF2 in the US): first RPG I ever played.
Mass Effect: entire trilogy awesome story, great characters, lots of re-playability.
Skyrim: took what I loved about oblivion and made in 10x more awesome.
Fallout 3 and New Vegas: took what I loved about oblivion and added guns, mutants, ghouls, and a post apocalyptic earth.
Castlevania SOTN: Timeless gameplay and hidden endings. I completely agree about Diablo II, it's a top game, I play it over and over again. It's a game that grabs you from the first minute and doesn't let go. I also often return to projects like Mass Effect or Skyrim, because they offer not only an amazing plot, but also a huge world that you want to dive into again and again. It reminds me of the gambling games I read about on CasinosFest: when you already know how to play, but every time you experience a new excitement, as if for the first time (especially when new platforms with Google Pay appear). The thing is that these games give many opportunities for repeated games with different results. That's their thrill. For me, Red Dead Redemption 2 is also like that. Father of the Metrovania genre need I say more.
Diablo II: this game ate a few years of my life lol.

I completely agree about Diablo II, it's a top game, I play it over and over again. It's a game that grabs you from the first minute and doesn't let go.


Ravingdork wrote:

Can you use Terrain Stalker without difficult terrain? If there are bushes, snow or rubble, you can use the ability. Even if the terrain is not considered difficult due to other effects, the ability works. The main thing is to be in the selected environment. In any case, I have not played Starfinder for a long time. The interest has disappeared, and the campaigns are over. Lately, I have become interested in other things. I started reading about games and bonuses here and nothing else attracts me. Even the fact that Starfinder continues to be updated, this will not make me start playing again. Even if the game is good, it is difficult to return without a team and inspiration. So for me, Starfinder is a thing of the past.

You only need to select a terrain type from the list. The rule does not require that the terrain you select be actually difficult.


I am ok, I just want to show my position. Yes, the population of a place adds flavor don't need an exact headcount for every nook and cranny. No census presentations for the players.
What I want to conclude on illegal immigration - yeah, there were population movements, but they came with invasions or by invitation. That's how it rolled(
So, it's not about being right or wrong. The GM just needs to know their setting and fill in the players accordingly.


First, I don't think the GM needs to start by figuring out the existing population of the realm. It can add some flavor, sure, but leaving it vague can actually make things more interesting. Gives room for mystery and surprises when the players meet NPCs along the way. Next up, let's talk illegal immigration. While it's a hot topic in the real world, it might fit the fantasy vibe. You gotta click now and consider the setting and lore. Bringing in real-world issues could mess with the immersion. To wrap it up, RPGs are all about freedom and creativity. Your ideas have merit, no doubt, but remember, there's no right or wrong way to do it. And we forget that it's up to the GM and players to decide what makes the game fun and exciting.


Uhmm, I got you, thanks. Anyway, it's not smth like illegal immigration?


In my experience, the concept of a laborer producing 1 silver piece per day, divided across different activities, seems a bit optimistic. But yep, the approach you mentioned, using the Rooms system to determine building costs instead of BP (Building Points), can indeed help in controlling the building speed based on the available workforce.

I just wanna say it's important to strike a balance between realism and gameplay mechanics and it is so crucial to ensure that the game doesn't become too bogged down in complex calculations.
Ultimately, it's your call on how you want to handle the building and labor mechanics in your game. Just keep in mind the overall balance :)