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Wait, actually, isn't this an explicit metageographical feature of Downwarp?

A+ layers-blending.

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One thing that's absolutely fascinating to me about tabletop RPGs (especially low-prep ones) is how we build these whole realities together which just evaporate the instant we stop looking at them.

Reading about the Gamist/Narrativist/Simulationist framework blew wide open my understanding of what tabletop RPGs *are*.

Poorly-formatted and crunchy, but well worth reading if you're interested in rpg theory:
indie-rpgs.com/articles/3/

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As a side effect this means you get to entirely stop caring ahead of time about how difficult a challenge might. Just throw the dice, and if you succeed than the challenge was overcomable with you skills and luck, and if not than it wasn't. If a challenge is known to be probably easy to definitely too hard in advance then there's no need to roll.

This is fundamentally hostile to Gamist and especially Simulationist paradigms of play, but is liberational for the Narrativist.

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Implicit in the way Powered by the Apocalypse treats dice outcomes is that the rolled value represents both the quality of the effort made AND the preexisting state of the world.

If you roll a 4 on attempting to persuade that diplomat, the failure might in part be because she was already unable to be persuaded. It also might mean that you were overheard by someone hostile in the adjoining room! The dice result retroactively changes the world's state. It's a waveform collapse.

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I think it's interesting that dice rolls in Powered by the Apocalypse actually represent something fundamentally different than they do in D&D and many other systems.

In the classic D&D paradigm a dice result is an effort value. You roll and do a 15 good job of persuading that diplomat, and 15 good may or may not pass the preexisting bar of persuasive enough. The number you roll entirely represents how skillful an attempt you made, and the difficulty represents the state of the world.

[cont]

Every once in a while I think of that episode of iZombie where the cop was astounded that the victim-of-the-week strawman preposterously Online social media user made "an average of 17 twitter posts a day!" and I just laugh and laugh.

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addiction, terminology 

Addiction is a maladaptive behavioral change. Basically, a person is dependent on a medication, it interferes with their life, and they do things they know are wrong to get it or take it (such as stealing, lying, skipping work or school, and do on). While physical dependence is a part of the condition, addiction is more of a psychological condition than a physical one." (2/2)

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addiction, terminology 

"Dependence means that the body is habituated to the drug and the patient will suffer withdrawal symptoms if the drug is stopped. The patient may become tolerant to the medication and need higher levels to achieve the same effect. Dependence is not limited to narcotics, but can be seen in many other drugs including alcohol and such over the counter medications such as acetaminophen and nasal sprays. It is a physical diagnosis, not a psychological one. (1/2)

I will never, ever get tired of this skyline welcoming me home.

I may also never get a good picture of it, and that's okay.

There's something fascinating to me about how opaque yet widely known the phrase "milkshake duck" is.

got a thing with a lithium ion battery delivered today

box did not have the standard battery warning label

opened the box and there was an inner box that did.

🤔

*walks up to lesbian couple* so which one of you is the Steven Universe Pearl and which one is the Splatoon Pearl

I am here for a :dnd: DM using "Good Job" stickers to get her channer players to behave like actual human beings.

I hope somewhere out there is a former Sun hardware engineer with something like "I studied the Blade for six years" on their resume
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