- Location
- Asia
This might be one of the first industrial workshops in the empire.
Second. The first one is in Berlin, producing canons.This might be one of the first industrial workshops in the empire.
No, no, no, no. You don't have a bitch to shank.So, we now have a bitch to shank, neet. Lets get our counter intelligence on.
The joys of relentlessly rolling nat ones. Or twos. Threes, fives, it really doesn't matter.No, no, no, no. You don't have a bitch to shank.
You have all the bitches to shank. Also your counterintelligence is basically down to a semi-good Black Widow expie and some hog-chewed corpses.
QMs run on two things: Booze, and the salt of the players. We break out the booze when you win. The salt is quite self-explanatory.
It's just so fucking absurd! A never-ending series of increasingly moronic asspulls made to justify rolling a d100. It sucks any real meaning from any victory or success because it can all be made pointless next turn. We're tumbling from one stupid disaster to the next without any kind of satisfaction or justification for what's happening. There's no narrative weight to this, no build-up, no way to do anything about it.QMs run on two things: Booze, and the salt of the players. We break out the booze when you win. The salt is quite self-explanatory.
Given both Magoose and I have kinda had full plates with work and school, you'll have to forgive us extracting a bit of extra salt.
I'mma be straight with you since there's a bit of genuine thought behind the rage and emotion: You're upset because you're seeing dicequests for what they are: Dice as an excuse.I think I'm going to give this quest break for a while, because I stopped enjoying it a while ago. I always had these problems with the system and this style of questing, but I persevered because I liked the story. I liked the characters, I liked the setting, but at some point you need to acknowledge the fact that getting invested isn't something that'll lead to anything but anger and frustration. Or as you do eloquently put it, salt.
The omission of the disaster roll as a mechanic would change jack fucking shit. Like most players, you don't grasp what goes on behind the scenes, what the decision making process is when you're a Dungeon Master. All the disaster roll does is tell you the players what we the QMs rolled. And what we the QMs chose to make that roll into. If we took it out, we'd still have to make those rolls behind the scenes. You'd have even less justification for why the enemy army suddenly appeared, beyond whatever fluff we wrote up. Maybe you'd rather we omit dice all together? True, many people do run narrative quests and run it well. But that wouldn't answer your issues either. Again, we'd have to come up with fluff to justify the new plot twist, like before.I've been thinking about this for a while, and I think the primary culprit is the 'disaster rolls.'