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Joined 1 year ago
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Cake day: June 21st, 2023

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  • Damn I’m feeling you. I’m in the fall process (solidly down 15kg/33lb, approaching 20kg/44lb) with about 10-15kg to go. When my belly stops flapping I’m good I think. But I fear the rebound… Currently lots of my evening snacking have disappeared because of evening gym classes, so late home and even later dinner. So I don’t have time anymore to get snacky. Or if I do it’s almost bedtime anyway so I’ll just go to bed instead.

    But once I’ve hit my goal and don’t need to hit gym that hard anymore… That frightens me. A little bit at least. Made some good connections there and got a routine going so i can probably keep it up.






  • Another Himedere checking in. I love setting up situations where the players and/or the characters squirm in anguish about what to do.

    My favorite so far was an estranged princess living as a man and hostel owner. He had turned his back on the throne and wanted little to do with it. As a bonus he was the only child of the king’s only remaining child. Fast forward a bit and he needed a (legal) favor from the king. Went to court and met with his grandfather. The king would do it, no strings attached if a) he returned to court and resumed his duties as prince and b) sired an heir.

    There were a good thirty minutes of the players anguishing if he should accept while going deep into character motivations and the setting. During that game I don’t think I did as much concrete worldbuildning as during those thirty minutes. I loved it, the players loved it. Great time.









  • This brings us back to zones, a good middle ground. Draw rough map, or great map, and on it mark intresting combat zones. Some are separated with emptiness, others by obstacles.

    For example a tavern brawl. Zones could be the Bar, Kitchen, Common Room, Balconies, Private Rooms, Out Front and Out Back.

    Fighting on the Balconies could be tight, only one in width and with the risk of being thrown off it into the Commonroom. In the Kitchen there would be fire hazards, improvized weapons, knifes and the Stew. Not to forget other ways to spice things up in there. Around the Bar there would be some cover fighting someone on the other side, bottles to be broken and combatants to glide alond the bar for maximum mental damage.

    And so on. Make each zone memorable and with special features. Did I mention drawing it out really helps?



  • Depends on the system. Classical fantasy adventuring? Most if not all sessions. Adventure and Sword&Sorcery? Sometimes, half perhaps. Character drama? Very seldom.

    I look at how the system spends its page budget and use that as a guideline. If there is a chapter for combat, one for harm and recovery and one for combat magic then the system wants me to focus on those parts. Also I look at how the players/characters are rewarded and try to have each session hit several of those criteria. So if the only (reliable, non gm-fiat) way to earn rewards if through combat then you bet your sweet ass there will combats each session.