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#192c
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WW91IGhhdmUgYmVlbiBzZWxlY3RlZCB0aHJvdWdoIGF1dG9tYXRpYyBwYXJzZSBmb3IgInRoZSBicm90aGVyaG9vZCIuIEFyZSB5b3UgZml0IGZvciB0aGUgSy1saW5rIHByb2Nlc3M/
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[cypher case: base64]
[automatic search query 10:41 pm KLT]
"You have been selected through automatic parse for "the brotherhood". Are you fit for the K-link process?"
Um, sure?
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I’ve actually been doing so bad like lemme compare today to September 6th
today: 1430c 😣
September 6th: 192c
what the hell dude, I’ll do another check at the end of my diet I’m doing right now—it’s for all of October and November (only cheat day is thanksgiving bc I can’t handle ruining my mom’s thanksgiving again)
also tumbler has already helped me gain my motivation back and I’m so excited!!!!
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swaggerballzz · 3 months
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3d Diary
C@lorie intake- 531c (total)
Caesar salad ~ 192c
Chicken tenders ~ 160c
Bread roll ~ 177c
Pepsi max x2 - 2c
Exercise- 581c (burned)
10,921 steps (lazy)
45 squats
45 RDLs
45 sumo stance deadlifts
20 sit-ups
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utilitycaster · 3 years
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Actual Play: How it works
This is a collection of how I think of actual play as a medium, because TTRPG actual play is a unique one - a combination of improvisation, a rule set, and randomizing elements. This isn’t fully comprehensive, and I may add to it in the future as I come up with more ideas. I’m also thinking of providing some examples/more in-depth stuff for the items in separate posts, so please let me know if that’s something you would want.
Most of the observations here heavily skew towards D&D and Pathfinder actual play, as they are what I know best. Other systems I’ve listened to (PbtA, Cortex, Savage Worlds) fit in here as well, but this may not apply to all actual play, particularly GM-less games or games that are primarily played as one-shots.
Finally, and I say this only because it is a recurring problem on the social media that I happen to find incredibly irritating: you are also welcome and encouraged to have other opinions, disagree with me, dislike all of this, etc. If you have things to say, my inbox is the best place; this is too long for multiple reblogs and this is a sideblog so replies are tricky. However, if you are the kind of person who is inclined to say things like “Actually, there was an exception to this rule! It’s in the backmasked audio at 06:59:32 in the outtakes of episode 192c of Dungeons and Discotheques! :)” I would like to provide you with this actual play line quote from Adaine Abernant in Fantasy High: I think that you feel like you have a lot to offer, and please take this the right way... you don't.
Onto the thoughts, below the jump!
On narrative devices and rules and the random element:
Foreshadowing is possible, but limited to specific circumstances. A GM can (and should) foreshadow! The point of foreshadowing is to set expectations, and GMs should have hints that indicate things about the world that the party may encounter later, provide potential plot hooks, or otherwise provide the party with information. Similarly, players can do things that nod towards as of yet unrevealed elements of their backstories. However, it is impossible to deliberately foreshadow plot resolutions, because it is unknown what they will be. That doesn’t mean that in retrospect things may happen that echo back to earlier events, but the intent to foreshadow was not there - it’s a happy accident.
I don’t want to say normal narrative rules don’t apply because what are the normal narrative rules, really? However, I think an important thing to emphasize is that narrative satisfaction is not guaranteed. This is especially true if the cast has agreed character death is an option, but even beyond that, an unlucky or lucky roll can seemingly cut an arc short or take things in a weird and unforeseen direction. Because there is an element of randomness, randomness will occur. This, along with the character agency I discuss later, is one of my favorite things about actual play. It strips out the need for a moral or message or specific beats - not that those can’t arise, but they can’t be forced - and as such it can make for unusual, creative, and very true-to-life stories even in a fantasy setting.
On character role, viewpoint and agency:
Actual play stories have an ensemble of viewpoint characters (the PCs). This is perhaps the clearest restriction that exists, at least in all of the game systems I’ve mentioned. There is no good way to depict NPCs acting on their own unless the PCs have a way to observe them, unseen (magical or mundane). It is extremely difficult to have one player play multiple PCs, and if a player leaves there is not a good way to recast their PC. This doesn’t mean NPCs can’t do things with each other offscreen that have implications for the story, nor that PCs can’t come and go or become NPCs, but it does mean a good GM is very careful about NPC interactions because it gets very boring and non-collaborative very quickly to watch someone talk with themselves.
The PCs hold a level of agency that characters in other media do not. Statements about how the characters have a mind of their own in original fiction aside (sidebar: I am team ‘they don’t, you just didn’t realize that the way you wrote their personality and the way you wrote your plot conflicted until you actually started writing it out, which is very understandable’) PCs do in fact have a mind of their own separate from the GM and from each other.
Something I like about this is that unless you are coming up with conspiracy theories regarding the interpersonal dynamics of the players themselves (in which case I think you’re both a creep and a weirdo (derogatory)) or if the GM is not respecting player agency (which I feel is usually very easy to see; see below for more on that) you do not get cases of “these characters are together simply because the author felt like pairing them off” as can happen in scripted media. Any romantic relationship is, inherently, a mutually agreed choice between the originators of these characters, and more generally any plot or relationship necessarily needs to have something that appeals to all characters involved. It may be as simple as “these are my friends and I want to keep hanging out”, but, despite this being improv, it’s a medium where saying “no” is always an option.
With that said there is still room for players to be uncooperative or selfish. It’s rare, but it does exist, and I’m personally of the opinion that it’s in part the GM’s responsibility to have a conversation with that player and to not play into their attention grabbing. That said, with one notable exception, all the accusations I’ve seen about this have seemed to me to be more “I don’t like this player/character/ship/arc and I am going to claim they are stealing focus, despite it being justified,” and not genuinely about a player being obnoxious.
Agency separate from the person who creates the world is perhaps the most unique element of actual play and at this point I’m going to talk a little about how a good GM fosters that.
I’ve said before that when a GM has things happen that are not at least mostly a direct response to character actions, they are typically either world-building or a hook, and can be both. I think of this sort of as a variant on Chekhov’s gun, actually; the gun doesn’t have to go off, ultimately, in actual play, but it is saying the following:
This is a world where there are guns hung on the wall sometimes.
Someone else might do something with this gun.
You can attempt to do something with this gun before they do.
And then the players decide how they want to interpret it and what they want to do, and the dice indicate the level of success in doing so.
A good GM should encourage the players to explore and be creative, and more than anything, reward agency. This doesn’t mean rewarding it with success; rather, it means if someone explicitly indicates they want to interact with an element of the world, you should give them the tools such that eventually, they can try to do so. You can also give them reasons in-game why they should change their mind, or make it so that it’s almost certain to fail if that is reasonable, but if you are trying to flat-out shut it down without providing an in-world reason why, the cracks will almost certainly show.
One important thing to remember about GM-ing: GMs will probably come into the game with some ideas of what’s going on in the world, and some level of understanding of what the world looks like. That will be influenced by the players, both in terms of the consequences of their actions and choices, and also by what the players are interested in. Which is to say: even if there is a session zero, and the GM states a specific premise, that can change! Characters develop, player interests change, dice rolls do weird things, and so a good GM absolutely must if not kill their darlings at least remove, recycle, and adapt them based on the direction of the game and motivations of the characters. Even in a plot-driven campaign, the players and GM and what makes them happy needs to drive the story, because fundamentally, this is a game that should be fun. Which brings us to...
On the Watsonian and the Doylist in actual play:
Stepping back for a second: the context in which people are creating fiction influences them. End of sentence. It’s ridiculous to think it doesn’t. This means everything from political events and worldwide trends, to the media the creator is consuming or has consumed, to personal life events. There are always going to be in- and out-of-universe explanations for choices in fiction.
In actual play, the players and GM know the underlying rules of the world, and it’s difficult to truly split the party and have everyone not involved leave in a way that feels fun, so everyone always has information that they can’t really use in-game. Also it’s a fully improvised medium that is primarily theater of the mind, so unconscious choices, misunderstandings, and accidents are frequently not edited out, and people are human. Which is to say I think it’s important to take this into consideration in one’s analysis; it’s not that you can’t incorporate a Watsonian reason for something that happened, but Doylist reasons are given a weight that they may not have in an edited work.
Three of the Doylist reasons beyond the misunderstandings and accidents I wanted to cover are metagaming, awareness that this is for an audience, and character knowledge.
Metagaming exists in many TTRPGs, and it’s not actually inherently bad. When a DM in D&D says “that just hits” you get an idea of the AC of the creature, and you know your own attack rolls, and you can make decisions based on that, when, in a ‘real’ fantasy battle scenario, you probably wouldn’t gain all that insight from a single hit. The rules of the TTRPG are considered part of normal acceptable metagaming. There’s also the more general one; if you start the first session in a tavern, there is an unspoken expectation that the PCs will interact and form an impromptu group and not just quietly drink their ale and leave - basically, the rules of improv still apply. This is a good thing. And finally, there’s the acknowledgement that you are people with feelings and this is a game and so if someone is upset you stop, or you have discussions about consent between sessions that inform actions in-game. Metagaming just gets obnoxious when someone rolls a nat 1 and then argues that this is obvious information and they should know, or looks up every monster in the manual when you encounter it instead of playing true to the character’s knowledge.
In actual play, the ‘hey fellow tavern-goers, would you like to be a group’ form of metagaming, the “oh right this is a story and we should move the story forward,” is even more important than in home D&D games. This is where I recommend listening or reading some Q&As or watching some after shows, because you’ll hear players talk about this. A 5-hour shopping episode or extensive foraging can get boring to watch or listen to (and unlike accidentally boring or frustrating things, are pretty easy to predict and avoid). On the flip side, a risky choice might seem more appealing when you know there’s an audience who would love the payoff.
I am personally, perhaps unsurprisingly given what I said about player dynamic conspiracy theories and randomness (or, outside of this post, my strong dislike of certain popular fan theories), not a big fan of creators catering to audiences’ every whim...but it’s unavoidable that they will take the audience experience in mind.
Finally, character knowledge, which is the opposite of metagaming - when a character knows something the player doesn’t. This is sometimes covered with, for example, GM statements like “you would know, as a person with history proficiency, that this country is actually in a regency period.” If the character had, in improv, before the GM had a chance to say that, mentioned the king, that’s just because the player did not know that and had made an assumption.
Personally I find going deep down the rabbit hole with things like this - “why doesn’t this character, who CLAIMS to be from this country, not know this?”, or clearly OOC statements - tends not to actually spark any interesting theories, but that is, ultimately, an opinion.
A few final thoughts on different formats of actual play
True livestream/live-to-tape (Critical Role, Into the Motherlands, and the second season of Fantasy High): the main thing to keep in mind is Doylist explanations are even more important because there is quite literally no editing. Also, there will possibly be some of those more boring stretches or even a little OOC metagaming discussions within the structure of the game, because there’s no way around it.
Editing, but primarily just to remove long explanations/math and doing soundscaping (NADDPod, Rusty Quill Gaming): Pretty similar; a lot of them even make the choice to leave in OOC metagaming discussions, so it’s mostly that there are fewer cases of people slowly adding numbers.
More extensive editing and possibly some predefined other elements (TAZ, most Dimension 20 shows): this may fall into a more traditional story structure. It’s not to say that there won’t be surprises, because the players do still have agency, but the ‘rails’ might be a little more apparent; there might be some DM monologuing done after the fact (beyond just cleaning up the audio) or choices that were not scripted per se, but not exactly improvised either (think how D20 tends to have pre-set battle maps and earlier seasons had a pretty strict RP/Battle structure.
Somewhat relatedly there are broad story structures, which is more of a spectrum, ranging from sandbox (Critical Role) to very clearly GM-driven missions (TAZ Balance and, to an extent, Amnesty); nearly all of the other shows here fall into a structure of “here is your overall goal, how precisely you get there is up to you although, like any GM, I will provide in-story information on where it may make sense to go that will often funnel you towards specific places.”
I do have a theory that since TAZ Balance in particular was an entry point for so many people, it takes them time to adjust to the more sprawling, unpredictable, and difficult-to-organize stories other actual play can have, but ultimately it is a matter of personal preference and all of these still fall into the category of actual play.
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bushdog · 5 years
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(via Custom Shop – PAF Copper Top 192C – Crimson Guitars)
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rehab-cutie · 2 years
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7/21/22
Pop Tarts - 370c
Sprite - 192c
Rice Krispy Cereal - 378c (3 servings)
20oz water - need 4
Bacon - 150c (2 1/2)
White Rice - 170c
20oz water
20oz water
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seotech12 · 3 years
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The Best Wooden Gift Ideas
There is something very unique about wooden since people are tired of low-grade product that breaks easily. When something is handmade, the same pattern on materials is used, which is always a little different. The grain of the wood or the finish may be slightly different, which ensures that no two products are 100% identical.
Read more at: https://www.evernote.com/shard/s631/sh/711f8a18-1200-192c-018a-08aa7e417eaf/27a704169ca7e81f3a410de2dd5b7528
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28yuenlong · 3 years
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!劈價急放!YOHO MIDTOWN筍爆兩房 https://www.28yuenlong.com/wp-content/uploads/2021/05/C6AAA350-192C-403B-B9DD-0E7D3750CB34.jpeg 筍盤唔洗四圍搵,搵我就大把比你揀 YOHO MIDTOWN靚裝兩房 業主劈價急走 傾到個最靚價錢 仲有大量筍盤 快啲whatsapp知多啲 https://www.28yuenlong.com/樓盤/%ef%bc%81%e5%8a%88%e5%83%b9%e6%80%a5%e6%94%be%ef%bc%81yoho-midtown%e7%ad%8d%e7%88%86%e5%85%a9%e6%88%bf/?feed_id=30239&utm_source=Tumblr&utm_medium=share&utm_campaign=FSPoster&utm_content=%EF%BC%81%E5%8A%88%E5%83%B9%E6%80%A5%E6%94%BE%EF%BC%81YOHO%20MIDTOWN%E7%AD%8D%E7%88%86%E5%85%A9%E6%88%BF
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hongtelecom-blog · 5 years
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Huawei USG9000 LPUF-21 And FPIC Features
Huawei USG9000 LPUF-21 And FPIC Features
As a world leading Huawei networking products supplier, Hong Telecom Equipment Service LTD(HongTelecom) keeps regular stock of Huawei router and switch and all cards at very good price, also HongTelecom ship to worldwide with very fast delivery. For related articles, visit the HongTelecom Blog and HongTelecom WordPress. For real pictures of related product, visit the HongTelecom Gallery. T…
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28yuenlong · 4 years
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興隆中心-業主割愛激荀🔥 https://www.28yuenlong.com/wp-content/uploads/2021/01/0CF0FD83-192C-4D1E-AD0D-C6B258E16884.jpeg 交通方便🤩 鄰近巴士小巴西鐵輕鐵樣樣齊😌 鄰近有大型商場😆 有各式各樣食肆😍 https://www.28yuenlong.com/樓盤/%e8%88%88%e9%9a%86%e4%b8%ad%e5%bf%83/?feed_id=5914&utm_source=Tumblr&utm_medium=share&utm_campaign=FSPoster&utm_content=%E8%88%88%E9%9A%86%E4%B8%AD%E5%BF%83-%E6%A5%AD%E4%B8%BB%E5%89%B2%E6%84%9B%E6%BF%80%E8%8D%80%F0%9F%94%A5
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