=== ANCHOR POEM ===
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 │ CW: dungeons-and-dragons │
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 osr vs 5e style D&D has a subtle distinction that I think often goes
 unnoticed. In osr games (and often in the early levels of 5e style games)
 characters are encouraged to conserve their resources simply due to the fact
 that they have so few of them at their disposal. While higher levels encourage
 you to be more consumptive of your talents and virtues - for example a 6th
 level character has more spell slots than a level 2 character, meaning the 6th
 level character is going to be casting all the time while the level 2 will
 probably use just a handful of spells per day.
 
 unless you run a style of game where long rests become less frequent as you
 level up. like... exploring a LARGE dungeon means there's little chance for
 sleep. Especially if you are being hunted.
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=== SIMILARITY RANKED ===

--- #1 fediverse/2175 ---
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 @user-1056 
 
 I just got my copy of Knave version 2 and there's this line that stuck out to
 me:
 
 SCHEME
 Think laterally, not linearly. Avoid risky plans that require you to roll dice
 and instead create plans so bulletproof that success is certain. Use
 psychology, magic, allies, equipment, and the environment to overcome
 obstacles rather than relying on ability checks.
 
 I can't wait to try doing that in my next D&D campaign. This was listed
 under "player responsibilities" and there's some other bangers in there too -
 like this:
 
 TAKE INITIATIVE
 Set your own goals and make your own fun. Seek out adventure rather than
 waiting for it to come to you.
 
 I wish every player I ever had read that single page. And I wish I had read
 the "DM responsibilities" listed just one page prior. It's a really great
 game! I'm also into OSE, or Old School Essentials. What kind of D&D do you
 like?
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--- #2 fediverse/2180 ---
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 @user-1056 
 
 heh true - my roots in role-playing games are directly from the playground, so
 it makes sense that I'd gravitate away from dice that are hard to roll when
 you're on a hike or bike ride. Can only really play D&D on a bike when
 you're in the country though, otherwise the sounds of a city are too noisy.
 
 Also, systems that are so simple you can keep a character sheet in your mind.
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--- #3 notes/dungeon-looting-methods ---
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 the reason dungeon masters should give the gold value of the items distributed
 is because the number represents what it eventually sells for. and the players
 will try and appraise and haggle at the market and such but that all happens
 off screen between sessions. so anyway during the adventure, the dm will say
 "you find some precious gemstones" or "there's some high quality silk here" or
 "these bears are renowned for having magic livers" or "the mold growing on the
 walls can be scraped into a vial and sold to an alchemist"
 
 then the dm will say "this treasure is worth 50gp" or "this treasure is worth
 25gp" and players can "buy" the items from the other players. so player 1 has
 50gp, the item costs 20gp, so in a party of 5 he gives every other player 5gp
 this way, the relative treasure hordes of the players stays the same.
 
 then, when the players find treasure, it can be evenly split - it's only fair.
 when in town, players will feel more impulse to buy things if they can sell
 them too. like "here's an enchanted axe that does some mundane thing like
 never dulls" well, that's probably going to be very valuable to a small village
 or "an enchanted quill that writes down everything you tell it to" could
 increase the education level of the area ever so slightly. Then, after several
 generations of adventurers, the surrounding area will be ripe with magical loot
 the players distributed from the dungeons and such. it can trade with neighbors
 and so over time the markets will have better and better goods for sale - for
 example, maybe after trading with the swamp people, now there's a supply of
 healing potions that runs out both over time (to represent other adventuring
 parties buying the supply) and when the players buy some (to represent
 consumption in their minds). Trade with the dwarves? Now you can buy +1 swords
 for a while. village attacked? the militia can be armed with the holy relics
 plundered from the evil priest-lich. boom development!
 
 the players should also have choices about large scale effects. for example,
 the heart of the forest could be a) preserved, b) burnt down, or c) studied by
 the local wizards. each choice would have different effects on the populace,
 and so the world would change to adapt to the player's choices.
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--- #4 fediverse/1485 ---
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 │ CW: re: more D&D/Pathfinder venting │
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 @user-1005 
 
 If you'd like, I can try and explain "killer instict". Though I get the
 impression you would prefer to play games that don't emphasize combat, which
 is 100% okay and valid and should be encouraged.
 
 My understanding of the rules of D&D is that combat is a contest between
 two or more entities. Contests need rules, and combat being based on physical
 prowess (or magical, or spiritual, or w/e) can be defined. Other kinds of
 contests, like "how well did the ranger do at the archery competition" or "did
 the rogue manage to convince the diplomat to share the plans" are impossible
 to genericize because they are based on situational factors, rather than
 physical (or magical, or spiritual, or w/e)
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--- #5 fediverse/6334 ---
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 a D&D rulebook can double as tarot if you need it. place one hand/bookmark       │
 at the start of a chapter, and the other at the end. flip to a page randomly,    │
 or randomly gain a percentage value from physical objects and then use that      │
 value to determine roughly where in the chapter you jump to. then, read words    │
 randomly, jumping back and forth, or try and divine some meaning from the        │
 words that are printed there. with D&D it's easy because you can say "ah I       │
 landed on the rogue section, that means this guy is probably pretty suave"       │
 (confirming your expectations) "hmmm, here's the rules for fatigue and           │
 drowning. maybe I need to take a break." (validating your unconscious            │
 decisionmaking) "oh neat, treasure!" (needs to explanation) but with other       │
 kinds of books it's usually better to pick the next-best word from the things    │
 your subconscious eyes can take in and process multi-laterally (you lost your    │
 audience, circle back) oh uh so if you wanna randomize it just put the words     │
 in the page in an array and pick one random.                                     │
(you lost your audience, circle back) oh uh so if you wanna randomize it just put the words in the page in an array and compare llm embeddings on each of them and see which has the highest score. this is a language-based truth serum, a way of divining exactly how something is seen to be by the model in use and mixed with a dash of randomized causality.
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--- #6 fediverse/3101 ---
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 if you don't have a lot of time but still like games, like for example a new
 parent or if you're focused on your career or always traveling, I recommend
 the game
 
 Star Realms
 
 in the digital version, which can be played on a phone or computer, has a mode
 called "48 hour turns" where each of your moves has time to think for two
 entire days. Most of the time you won't need two days, but it gives time to
 work on other things.
 
 for people who enjoy this mode, it is not uncommon to have 3-5 games running
 at once. When they have time, they can play as many as they can, and as long
 as they're keeping up with it there's very little chance they'll lose time.
 
 kinda like words with friends, except space strategy.
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--- #7 fediverse/2178 ---
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 @user-1056 
 
 whoa, sounds like we have un-similar influences! Together, with our powers
 combined, we could be unstoppable >: )
 
 I love systems, but I like writing them, not reading them. I guess that
 difference is why I gravitated toward OSR style games and you to AD&D and
 4e! Pathfinder 2e I haven't read all the way through but what I did read felt
 like "the good parts of 5th with the good parts of 4th" which I thought was
 pretty neat.
 
 Most of the rest I haven't heard of before, alas, that's what we get for
 contributing to and engaging with a scene. =P
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--- #8 fediverse/2098 ---
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 ┌──────────────────────┐                                                         │
 │ CW: games            │                                                         │
 └──────────────────────┘                                                         │
 The difference between tactics and strategy is a level of abstraction.           │
 Tactics are crucial, but context dependent. Strategy is ALWAYS useful as a       │
 method of planning.                                                              │
 If you typically play base-builder games like Starcraft or Age of Empires, try   │
 playing a game like Supreme Commander or Factorio - both of them are one level   │
 of abstraction up.                                                               │
 If you typically play arcade turn-based strategy games like Civilization or      │
 Catan, try going up a level of abstraction with Dominions 6, or any game         │
 developed by Paradox Interactive like Hearts of Iron, Crusader Kings, or         │
 Stellaris.                                                                       │
 If you tend to play luck-based games like Poker or Monopoly, try playing an      │
 actual game instead of resolving a system that's predetermined by the initial    │
 board state and results of chance-based-mechanics with minor (if any) input      │
 from players, like perhaps Star Realms, Magic the Gathering, or Dungeons and     │
 Dragons. Each highlight a different type of choice in their mechanics. You       │
 should probably try all three if you care about strategy.                        │
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--- #9 notes/symbeline-structures ---
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 modern-fantasy
 
 what if heroes kept their gold in their house instead of their guild
 
 what if you played a D&D game in a Majesty town (guardposts near known
 threats)
 marketplaces, most people live in castle (peasants at least) - only heroes live
 in farms, where they work most of the time except when out on adventure
 
 the guilds are for training and gathering parties
 
 one guild type
 
 just one
 
 recruiting adventurers doesn't give you warriors, or rangers, or rogues
 
 it gives you adventurers, who wander the forest and encounter the leftovers of
 the various conquests and spoils you, your majesty, has encountered
 
 three options there are
 
 invite into your kingdom (friendly)
 farm for EXP and materials (neutral)
 utterly slay in return for a limited amount of high value and unique resources
 (unkind)
 
 ... though monsters care not for kindness, seeking only gold so that they may
     swallow it whole and carry it until they rot.
 
 what do heroes need gold for? why, that's the trick isn't it? gold is required
 for magic, resources, and manpower. Can use it to invite people to these
 shores,
 or for casting a powerful spell that turns the enemy's fortress into solid gold
 
 can also trade through the economy, and wouldn't you know it by doing so you
 can
 get equipment into the hands that need it, and since gold doesn't really LEAVE
 the economy, it's always circling around somewhere. Meaning, the only way to
 lose it is if a monster eats it, and then all you have to do is kill the
 monster
 
 ... sorry, the "mordaunt"
 
     because it's not a monster. It's a spirit that was convinced otherwise.
 
 adventurers can pacify them, lay them to rest, and mercy lies slain for is
 honor
 
 there are ancient treasure chests scattered throughout the world, and these are
 valuable for many persons and meanings. You can add new gold into the economy
 this way, or crumble under the weight of your expenditures on your reports.
 it's up to you to manage your kingdom, and carefully balance against what foes
 and challenges you are up against.
 
 == stack overflow ==
 
 putting a library book back on the shelves before your hold expires.
 
 except this time, there's a note inside, and you left it for the person who you
 told to check each day for this particular book to be back on the shelves.
 
 then, you can write in your book when the next letter will be arriving (about)
 and they'll check in the newly specified book.
 
 or, you can request a response, to validate that people are still listening.
 
 you could say "please put a note in [random obscure book] around page 34."
 
 meaning, "I'm going to check every day for this book to go missing, then return
 the day after I notice it's gone. If it's out of place, well, then someone
 probably had it reserved before my friendly. Or maybe it's being sorted, and I
 should keep looking until I find the note I need. Or maybe I've been DISCOVERED
 and now my favorite penpal and I need more to read."
 
 because, like, how else are you going to make friends if not by leaving them
 notes in the bookstore or putting your own books on the shelves?
 
 damn libraries, always making it so hard to add copies. They're always
 laminating and cataloguing and ugh it's so frustrating. Why are there so many
 books!!! we write too much!!! just put it in the printer, and then you can have
 a new copy whenever you'd like. The others can just be recycled, and bam
 suddenly we never have inventory.
 
 what do you mean we didn't pay the subscription? what do you mean it's memory
 just "went out of place"? do you think we wouldn't have backups of this kind of
 thing, or do you think it's just "oh so commonplace"? It's not always about the
 literature, y'know. sometimes it's about the knowledge you gain with your head
 in a book, a different one every day.
 
 ah, well, sometimes there are dark secrets to be found, and sometimes you must
 read from a ways away. BUT no matter what language a story is in, it follows
 certain rules, so spend enough time in a foreign library and you're BOUND to
 find something to [evil is afoot]
 
 == stack overflow ==
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--- #10 messages/135 ---
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 Elentalus unit idea: serrated kitchen knives for teeth, devouring pumpkin,
 misery of the drowned, etc. Halloween style monsters. Witch units have a spell
 that dismisses them, and they're summoned with magic items. Except, if two of
 that item exist in a province, it upgrades itself, random dice style. In doing
 so it gets stronger. The thing is... It summons one for your enemy as well!
 Which is why you want to have a witch unit there to dismiss them. Problem is,
 she can only dismiss them at close range (10ish?) so she'd better be well
 protected. The good news is though that sometimes the higher level items give
 bonuses that are hard for them to get. Downside is, you need to have magic
 paths to create them that witches can't get - so they become something you
 "unlock" through a pretender or random event or even just an investment. Once
 one is created, then any witch can create more. As long as you don't lose your
 final copy... But as the item's upgraded, it allows you to create higher level
 versions (at increased cost, of course)
 
 This only works if gem income scales. Which, coincidentally, is just what
 elentalus is known for.
 
 Essentially, theming empowerment to be research, unlocking a particular
 capability. Or encouraging pretender design to that pattern. Make sure it
 comes at a cost of something else, though...
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--- #11 fediverse/4794 ---
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 I want to play a roleplaying game! anyone wanna do TTRPGs? I've got a map of
 the county jail, we can pretend to be wizards sneaking in to retrieve the
 staff of Dolomis the Wanderer who coincidentally must be carried by the last
 person who fought the one who slayed the last person to hold it.
 
 ... what? oh, so, like... it can only be carried by your enemy?
 
 something like that. anyway it's currently held by a zealot for a religious
 order who's intent on NOT following you out, so you better be ready to
 incapacitate and retrieve a still quivering sack of bones and malice.
 
 ... I don't actually have a map of the county jail. lost it in transit, oh
 well. Well, we'll come up with something. maybe make something up. or perhaps
 someone else has something...?
 
 ... no?
 
 okay I'll just play Baldur's Gate again. boooooring
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--- #12 fediverse/204 ---
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 @user-95 hehe true. I have a Pathfinder 1e one shot tomorrow and I haven't
 built my character yet D: to say nothing of all the long term "productive"
 things I've been directed away from... Oh also my best friend wants me to
 write a program in C that cracks a 9 character password (all lowercase
 letters) and I sooooorta know how to do that but getting high certainly won't
 help
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--- #13 notes/symbeline-design-the-guild ---
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 design the guild, design the capital, then design their path through mordaunts.
 easy peasy.
 
 design the guild like a museum. Each spot there's an exhibit which teaches the
 randomly generated rolled statistics hero something new. Maybe it teaches them
 how to use certain weaponry, maybe it teaches them how to use a bow. Whatever
 the spell might be, they can learn it, and use their randomly rolled statistics
 to cast spells that scale differently depending on how their character has been
 built.
 
 design the capital like a flow diagram, if horses need feed and forged steel
 (for their shoes) then send the outputs of a blacksmith and the outputs of the
 farmers to the inputs of the stables. Everything has to go somewhere, but the
 streets are only so wide. You'll have to coordinate the traffic diagram if you
 want it to go anywhere useful.
 
 design the path through the mordaunts. Fighting skeletons teaches you about
 perseverence and the ability to crush bones, while goblins teach you to always
 be wary of attack. The sacred grove held blessed berries, and now that the land
 is liberated from the evil bandits preying on villagers those berries can be
 carted into town and used to make an antidote which heals death poison caused
 by the scorpions in the desert (and city rats)
 
 design the ruler's schedule like a calendar where each event gives them a bonus
 on all the ones that come later. Just make sure that they don't get knifed in
 the posterier or driven mad by the whispers of the orb... or perhaps just the
 stress of running a kingdom.
 
 (how do you simulate that? you can't! you can't simulate humans!)
 
 ha I bet I can. They're not so different, you and I, so if given a team I
 will...
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--- #14 fediverse/4270 ---
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 tips for escaping a fey dimension:                                               │
 if you notice one, find some rope and a way to secure it. then, search for the   │
 edge of the anomalous area, and feel where the first indication is that          │
 something is "fey" or "other" than what you're used to.                          │
 then, circle around the strange object in question, and try to find the exact    │
 opposite side. keep in mind it may not be an exact circle, and it may be more    │
 twisty-windy on the inside. You don't have to go too far, just enough to close   │
 the purse-snap-close-locket by finding the other edge and dragging your rope     │
 across.                                                                          │
 because from a rope, you can develop other platforms and emplacement-ologies,    │
 which may be used to close and secure the strange place that you found.          │
 once on the other side, you can secure your rope and then search for your        │
 superiors. Keep in mind that if it's a chaotic dimension, it's probably best     │
 to just keep it closed. but if it's musing or wistful, you can have little       │
 interactions on the border.                                                      │
 also, you can dive in to rescue your kin, if secured.                            │
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--- #15 fediverse/2643 ---
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 @user-1292 
 
 You don't have to come up with the WHY for why a character does something -
 only that it happened.
 
 if the "WHY" leaps out at you, sure, yeah, go for it, until of course your
 players sitting around the table say something like "I bet they did this thing
 because of this reason" and you're like "shit that's better than what I got,
 okay that's how it's gonna be"
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--- #16 notes/wow-chat-raids ---
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 wowchat would make a great game for raids.
 have the monsters spawn at specific spots that you go through and identify
 on the geometry
 tell them to run and attack the nearest of foes
 give the players the goal of bringing themselves through to the end...
 or, later on, in building an internal expedition.
 
 wow-chat, where monsters spawn in a circle around your character and walk to
 ward them. you can meet characters who'll follow and protect you, and you can
 meet monsters to fight. also vendors to take your junk and give you cool
 things,
 and trainers to teach you and quest-givers to guide you and treasure for you to
 find.
 
 in raids, there are more things for you. monsters spawn at specified locations,
 and only the nearest few in a radius. then, they attack over the landscape-of-
 -imagination, and as they do they show you where is the most powerful loot.
 
 if you raid a monster's den/hiding/spawning choice, then you have to defeat the
 boss. this boss is larger, mostly. has more hitpoints... monstly. or maybe it's
 just the most respected, who can say.
 
 anyway, you get treasure if you do. the monster spawns for you when you find
 it.
 and you have to sense it by searching for whichever monsters spawn at higher
 and
 higher levels and in different types.
 
 different monster type, different boss that way.
 
 when the boss is slain, that type goes away.
 
 at least, until the raid resets next week.
 
 or maybe...
 
 until enough resources have been gathered to make another attempt.
 
 death knights should be able to command the minions to work in the haunted
 mill.
 it should be reasonable for a fighter to hire a peasant host.
 mages should have golems or spirits or enchanted objects or elementals or
 wizard
 hats
 warlocks should have covenants with dark hosts
 darkness is not evil unless you use it for evil...
 paladins should have retainers and disciples
 elves should sing to the woods
 clerics and charmers should be well understood.
 celebrants and diviners are two of the same,
 and pillars of plunder [warrior or rogue class] and rough and ripe [from the
 stoner]
 oops gotta go, sprung a leak
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--- #17 messages/987 ---
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 Wowchat - wow-chat : dks should summon more than one minion a'la cov. There
 should be two beefy armored skeletons, three rabid hack/slash, and one
 necromancer or lich, depending on if they've died since you last cast the
 summon spell. You should be able to move them around with keyboard commands.
 They should be your primary action type, aside from dark purple bolts that sap
 health, often targeting the nearest ally in need of health to the target. How
 much health? Doesn't matter, it'll target them just the same. So long as they
 have at least some missing.
 
 Could also cast dark hexes or boons. Boom, three talent trees: dark volts,
 support spells (never healing), or curses (never damage dealing)
 
 But remember, most of what you do is targeting your allies.
 
 Drag, drop, now a target gets [inspirationed, but pronounced "healed"]
 
 Alternatively, move "attack my target" to the minion type and they'll do as
 you move. "go-to". "circle this target and attack intruders". "go man the
 nethermines". "yes... YES! More monsters i know how to raise. They're all
 accessible at level 10 but they cost more each than a level whatever
 adventurer could afford. You can definitely get all of them by like, level 30
 or so. After that its learning ranks to raise higher level ones, and boom free
 undead army risen from the bones of your ally's slain."
 
 ... Anyway, could be fun to briefly possess one of your bones. Could let you
 see what the flag carrier is up to in WSG. Could let you know when enough
 minerals have been mined that you can operate the forgets and build metal
 armor for your boned ones. Or to equip nearby recruits, anything you'd like.
 This is wow-chat after all, any things possible. Anything at all.
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--- #18 fediverse/1238 ---
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 did you know you can run runescape classic offline, locally, just for your own   │
 server? You can keep several computers ready for a LAN party, each with their    │
 own accounts ready to go.                                                        │
 "Oh we're level 30 this time because so-and-so is hosting and this is how far    │
 their computer has levelled up."                                                 │
 vim ~/games/runescape-classic/credentials.txt                                    │
 at least, I think you can. I know it's singleplayer, so worst case scenario      │
 you can all be doing the same things at the same time in your own games. Maybe   │
 split up for a mission or two, but it can get hectic if everyone's in the same   │
 room.                                                                            │
 =                                                                                │
 a game jam where everyone works on the same project, uses the same asset list,   │
 but builds their own collection of minigames.                                    │
 common functions could be shared, and art references distributed and together    │
 they could design a whole land. Like, there's no reason minigames can't be       │
 fully fledged experiences. You can have as many as you want, all in the same     │
 engine and built from a massive (yet sandboxed) environment.                     │
 an all in one game.                                                              │
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--- #19 messages/1066 ---
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 "alright everyone, you're now an adventuring party and your DM is the DJ. Your
 stat blocks are whatever you feel internally. Your skills are written on your
 character sheet, which is stored in your memories. Your bank will store gold
 notes for you, and you can find most things at the store or barge."
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--- #20 messages/446 ---
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 Every month, a new ship arrives in port. It bears with it many souls who come
 seeking gold, glory, or bloodshed. Your job is to make sure they all get jobs
 that are suited to them. If you don't, they'll start to starve and become
 brigands. If you feed them, they get bored and become brigands. If you
 entertain them, they are useless and you'll be overcome with monsters. If you
 police them, they'll go to your rivals.
 
 You do this by building guilds which can identify and train the best potential
 candidates. You can invest in more time spent identifying, training, and
 equipping, but the more time they spend on those things the less resources
 they'll have to process more people through their systems.
 
 On the other end, you get a hero, or perhaps something similar. They do battle
 with the mordaunts and strive to better the kingdom. You reward them with
 bounties and they can find treasure on their adventures - how weird, it seems
 to just... Spawn from the earth. Almost like it's an elemental property of the
 land.
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