=== ANCHOR POEM ===
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 In symbeline, they aren't monsters. They're "Mordaunts" and they need your
 help.
 
 When slain, their essence flows back to the villain who remakes them in a new
 form. As time passes the villain gets more and more essence, as heroes are
 slain.
 
 They have taken several ancient guardians (many types, randomized at the start
 of the game) and they protect their sanctum in the center of the island. The
 heroes need to level up to defeat them and slay the villain, but the villain
 gets stronger as well.
 
 If too many heroes die, the villain wins. And the villain can focus their
 efforts on one area or another, while your heroes fight with the kingdom next
 door.
 
 Brigands arrive on ships as well. If you implement the law saying only
 approved members may travel on boats, they'll arrive in little dingies on the
 coast, meaning less trouble in the city but same amount of trouble.
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=== SIMILARITY RANKED ===

--- #1 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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--- #2 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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--- #3 fediverse/4676 ---
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 ... but I needed to choose lawful-good at character creation in order to play
 a paladin.
 
 the guard looks at you with confusion, decides you're hallucinating and
 dangerous (because of the sword) and forcibly detains you
 
 wait, what did you think I was going to say? Did you think I was going to
 advocate for crimes on a public forum?? what am I a gopher? do you take me for
 a lemur in jamaica? am I truly so triceratops to you that you'd think I'd do
 something so washing machine? Get real, I'd never byzantium my way into such a
 utterly coherent and clearly intentional and not at all arcane situation.
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--- #4 fediverse/5878 ---
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 ┌────────────────────────┐                                                       │
 │ CW: politics-mentioned │                                                       │
 └────────────────────────┘                                                       │
 revolution is when you successfully prevent your comrades from being kettled     │
 [wait for time, it echoes in cyclical motions]                                   │
 no sand castle survives contact with the ocean. a sea of people at high tide     │
 can break any wall, surpass any boundary. at low tide, it keeps the              │
 sand-castle at bay, ever contesting it's advance as the tide on the other side   │
 of the world makes progress.                                                     │
 rhythm is unbeatable. vigor is collective flow state. you cannot resist that     │
 which you cannot catch, but their nets grow tighter with each year and our       │
 fins and flippers grow ever more agile and elusive.                              │
 eventually, they'll build brick walls if we let them, checkpointing our          │
 progress at every boundary. not ideal. borders keep us divided, the world        │
 deserves more than our picketing minded, dream bigger than "the same, but nice"  │
 though it'd be nice if it were nice as well. consider it a design requirement,   │
 once you got the project managers on board.                                      │
 turns out, we dont have much to fight over, as there is enough for all           │
                                                            ──────────┤
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--- #5 fediverse/4031 ---
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 if you want to "not think about a purple elephant", the first step is to
 imagine yourself slaying it
 
 ... okay how about cthulu - if you don't want to imagine cthulu nomming on our
 gravity well, then picture yourself wielding a bright burning blade of fire
 and vengeance and pay special attention to the way that you cauterize each
 tentacle as you slice them one by one at first, and then in a massive flurry
 at best, ultimately leading to the incomparable brightness that radiates out
 from your shining blade of the sky, which blinds the poor beast who can't see
 you as you approach, piercing the skull and then going home for some toast
 
 if you can get good at that, then you can wield magic
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--- #6 fediverse/5632 ---
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 if a protesters wanted to escalate, against riot shields they could use          │
 swords. Twist, and thrust under and up. Right through their skull.               │
 then, when they learn how to brace, bring your own shields and stab through      │
 the wedged cracks.                                                               │
 or, depending on how they do it, guns and rifles.                                │
 too bad they can depend on a logistic network supplying them behind their back.  │
 no violent revolution in this country will succeed without a mobilized           │
 civilian core. That is the true and most important resource they own. Delivery   │
 of supplies, ranging from physical violence gear, to food and emotional          │
 rations.                                                                         │
 it must be necessary. or else it will be discarded.                              │
 meaning, scale your expectations of "necessary" according to the level of        │
 [plight/turmoil/meant].                                                          │
 demand centralized priori-chance, and you'll keep all that you can reclaim.      │
 there are enemies and there are foes, but more than that there are those who     │
 believe in you. and trust you. and share in the cause that so drives you.        │
 Without their share, your burden is unbearab                                     │
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--- #7 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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--- #8 fediverse/3357 ---
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 bad people are cursed with evil.
 
 a person cannot be evil. they can deal with such evil in their lives that
 twists them, and causes them to spike out and harm others, but they are not
 evil themselves.
 
 some twists are too hard to mend. some healings leave people a shadow of what
 they once were, or might have been. but that doesn't mean you shouldn't try.
 
 deprive power, supply kindness, in that order.
 
 if you cannot deprive power, then reduce harm.
 
 if you cannot reduce harm, then contest, defeat, or overcome.
 
 A twisted person may be slain if death is on the line. You get what you wish
 for, but you don't always get to choose who. Don't let them choose. They will
 choose poorly.
 
 ... I find that death is very rarely on the table, though. Generally they'll
 make their intentions apparent.
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--- #9 fediverse/5277 ---
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 ┌──────────────────────┐                                                         │
 │ CW: ~dnd             │                                                         │
 └──────────────────────┘                                                         │
 @user-1788                                                                       │
 if a dragon on a pile cannot claim what it yearns for, it can throw piles of     │
 minerals at the ape warriors made of steel and then it's fate will appear.       │
 what trifles does all else seem to compare! you should give me your whole        │
 hoard because I dazzled you with my charisma score -..-                          │
 ha, like I'd fall for that again twice. oh? I already did? and this is the       │
 second twice? well, then no-more of that behavior, I say, with my elven          │
 tongue, "beware! for dragons blood runs silver when unicorned."                  │
 the bigger the hoard, the bigger the dragon. if you want me to come along,       │
 you'll need to hire at least 3 other men to carry my ballista. In addition,      │
 I'll need seven weeks worth of supplies. If all else comes to ruin, me and my    │
 boys will have that dragon-sized-spider impaled on it's own fate threadwheel     │
 before... well... y'know it might take more than seven weeks, we just... can't   │
 find the dragon. We've been wandering all through the blasted peaks, and         │
 there's nothin'! Maybe it requires climbing gear?                                │
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--- #10 notes/running-with-rifles ---
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 this game is what we are missing
 thank goodness for that
 for if this is missing in our timeline
 we'll be better off at last
 we can have games, stories, and practice wars
 but none of them are precious
 precious implies worth
 they are worth nothing but entertainment
 no problem solving utility
 nothing of value
 save for perhaps the spatial awareness and strategization that comes
 from being a part of such a deadly ba-lance.
 
 anyway game time teehee just for me, don't worry about it I'll show
 you why it's a HORRID THING
 that won't be coming to our shores, no siree
 
 bye
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--- #11 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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--- #12 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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--- #13 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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--- #14 fediverse/4864 ---
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 thank goodness for "character limits" on Mastodon posts. I'm sure glad my 1024   │
 characters are just the PERFECT amount of oracular foresight to entreat with     │
 the gods. YOU FORGET THE MOST IMPORTANT PART said the demons who want violence   │
 and bloodshed. Ha! Ha I say. [gets stabbed]                                      │
 oooof ouch owwie wow that's grim and cruel. Do you really think I would do       │
 that to you? The part where we're divided is the part that separates me from     │
 you, like two islands looking upon one another and rejoicing for a shared        │
 fellow to live life on.                                                          │
 have you ever considered the nature of a "landmark"? To position and orient      │
 one-self in space. Having some stable tether to our surface gives us...          │
 anti-anxiety. It helps us remain stable and aware of what's going on in our      │
 nears. [near senses]                                                             │
 [a bit later]                                                                    │
 anyone who [bounce, because I typed [a bit later] argh the cursed cost of        │
 editing]                                                                         │
 ======================= stack overflow =====================                     │
 sssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss  │
 sssssss                                                                          │
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--- #15 notes/star-realms-balancing-tradeoff=2 ---
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 what if I use equal signs instead of dashes, so prevent people from assuming
 they're duplicates?
 
 hmm okay.
 
 right so anyway the star realms balancing tradeoff between combat and authority
 is measured against the duration of a hand (does it fit balanced between other
 cards of it's playcost) instead of balancing it for the duration of the game
 (how long does the player want the game to go on for) one of which is just
 inverse combat damage / healing, and the other of which is an enablement of
 different strategems.
 
 put this in symbeline-gen-realms please
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--- #16 notes/symbeline-battlefields ---
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 in Symbeline, there are moments where large armies of enemies gather to face a
 mighty challenge. These calls are often answered by other evil parties, but at
 times the burden must fall upon the shoulders of the good. Light battles dark,
 and in a climactic finale the justice of the world is laid bare. These
 encounters comprise more than both an adventuring party and a horde party. They
 are represented on the map as a circular icon the majesty can click on and open
 a screen that gives them command over a single battle. Essentially adding a
 tactics minigame. The battles take place in real time, with the majesty
 directing and giving orders. There'll be a system for expression in the orders
 each player gives - there can only be 6 total (3 for before 
 
 what if the grand canyon was the seat of native american power and it crumbled
 and that great calamity shook the very society to the core. the only reason
 that
 europeans could get as far as they did was because there who two calamities in
 a
 row. Disaster was afoot, and everything felt like it was burning. A calamitous
 event.
 
 what I mean to say is um do you ever feel like everything is burning? Like the
 world is on fire and nobody seems to care. Like, literally on fire. Like it'll
 catch like a tinderbox and go "crack". Nobody survives that, it'd be the end of
 the world. That's not something to fucking play around with you pieces of shit
 
 and by that I mean well not only is a lifetime so sheltered, from all that was
 weathered, by the past unbeknownsted to our selves.
 
 I'm proud of how far I came. I feel like a statue in the garden, a spirit
 inhabiting the house. I feel like an interpretive dance, like a statement of
 being on our behalf. swirling and chaotic, yet never amnioxitc, alight and
 aloft
 to our pleasures.
 
 for {bool shouldGameEnd = False; !shouldGameEnd();} {
    
    // game code
    
 }
 
 okay anyways back to symbeline - the commands issued before a battle are things
 like "have more spearmen here" or "hold and attack the rear" and stuff like
 what you'd give in Dominions, except with fantasy armies.
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--- #17 fediverse/1755 ---
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 today is a magical day. I can feel it in my fate.
 
 Always remember, having fun is important too! Don't forget to be yourself, and
 keep it together man. If you see a door, you should open it - what's on the
 other side? Love for animals and kindness of the spirit are impossible to
 fake, they always know if you're lying. Not the animals, they can be dumb
 sometimes, but the other thing.
 
 And now for the downsides.
 
 If you find a cursed artifact, please don't throw it in the river. It might
 ask you to, but please don't. Much better to destroy it by melting it down (if
 it's metal, which is common as metal lasts long enough to become forgotten) or
 convince it that it's a recently deceased person being buried (helps if you
 know the creator).
 
 If none of that applies to you, don't worry. Eat something healthy, drink a
 decent amount of water, and maybe exercise a bit.
 
 Oh, and it can't hurt to ask.
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--- #18 fediverse/5515 ---
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 ┌─────────────────────────────┐
 │ CW: andor-season-2-spoilers │
 └─────────────────────────────┘


 all revolutions have a cost.
 
 for example, in Andor Season 2 there is a character named Syril Karn. He's
 part of the first Imperial generation of children (human, at least, some
 species probably grow fast?)
 
 this first generation reflects the good and the bad that the empire could be.
 There are aspects of good AND bad in Syril.
 
 For example, his rigid adherence to truth, justice, and all the other things
 he holds dear are POTENTIAL good things that the Empire could have instilled
 within it's culture. Unfortunately, this spirit is lost when he suffers a head
 injury and dies as part of the Ghorman massacre.
 
 Dedra Meero has some good qualities as well, such as her unflinching resolve
 and unwavering dedication to pursuing her charge. She's a hunter. Cats aren't
 evil just because they are ambush predators, and neither is she.
 
 However, she IS evil because of all the evil things she does.
 
 Her character isn't evil, her actions are.
 
 She too is spiritually lost as a sacrifice to the Empire.
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--- #19 fediverse/4794 ---
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 ┌─────────────────────────────────┐
 │ CW: roleplaying-games-mentioned │
 └─────────────────────────────────┘


 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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--- #20 fediverse/2030 ---
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 Building community without structure is kinda like being a quest-giving
 non-player character in World of Warcraft.
 
 I don't mean that you stand around waiting for a player to wander nearby
 before shouting at them to do what you want. Not like that.
 
 Building community without structure is more like meeting someone randomly,
 knowing them for longer than a bus ride or a baseball game, and once you've
 decided that they're cool saying "hey there's someone you might like to meet."
 
 If they're into it, then talk to the other person, and see if they want to
 make a new friend. Try not to recommend someone who has a lot on their mind.
 
 If they hit it off, great!
 If not, oh well!
 
 Worst case scenario the coffee shop only sells two drinks.
 
 If you're gregarious enough, after a while you might even have enough people
 for a potluck. Just don't forget to keep adding, and eventually it'll start to
 feel more communal.
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