PingosHusband

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  1. I'm going to say this very sharply: There is no experience that everyone should have. There are no books that everyone should read. No art everyone should view. People are a lot more varied than people know. Everyone has things that provide them insight and things that leave them with nothing. Good art reaches its audience and conveys understanding to the people who make up that audience. But no art has a universal audience. People are different and one person's vital center of their mental life is another person's nothingburger with boredom sauce.
  2. Except they weren't being protected from reading it. They were being warned about its contents. In the writing biz, we do this all the time. Books have covers and jacket copy and so on in order to give readers an idea of what's going on in the book. Trigger and content warnings are not the same thing as censorship. They're alerting people for what to expect, especially if they are likely to react badly to the contents. It lets them make informed decisions and to be ready for what's to come if they are required to read it anyway. Trigger warnings should be no more controversial than restaurants marking how spicy their dishes are.
  3. Also, "Why are you rereading that sourcebook?"
  4. There are too many different variants of elves in the cultures that have them for a coherent culture to be created. Even Tolkien's elves have a wide variety of cultures and they are as susceptible to jerkiness as his humans. They even have elf to elf prejudice depending on whether they went to Valinor or not and among the three groups that went to Valinor there was prejudice. This may be a failure of imagination on Tolkien's part, growing up as he did in a very prejudiced culture. Terry Pratchett's elves exist as a counterpoint to Tolkien's. Pratchett's elves are complete jerks, but as shown in his last book, it is possible for them to learn better. Michael Moorcock put elf variants into several of his Eternal Champion books including the Melniboneans, the Eldren the Vadhagh, and the Sidhe. There are many cultures there mostly based on being really old and having seen a lot of stuff over the millennia. Elves as phenomena of Celtic cultures depend on the religions and myths of those cultures. They do not form a consistent narrative because mythologies do not form consistent narratives (that's not what they're for). D&D elves started out as explicitly lifted from Tolkien, but they've mutated and diversified over the decades given the many writers and GMs who have worked on them.
  5. The common phrase around this house for that kind of appreciation is "I'd draw that." Pingo didn't coin the phrase; our daughter did.
  6. I don't remember what it was in original D&D, but it actually doesn't matter for that trick since the MU can shapechange into a bird and fly with the other birds over the castle then polymorph them. At the moment I'm running a game of Exalted, playing in a seriously weired out game of Shadowrun and also playing in a homebrewed game that is really hard to describe.
  7. A couple of stories from a game a friend of mine in college ran before I got there. Things like this are why some of the D&D rules were changed in later editions. This game was run under the original rules + supplements (that's Men & Magic, Monsters & Treasure, Underworld & Wilderness Adventures, Greyhawk, Blackmoor, Eldritch Wizardry, Gods Demigods and Heroes). They revolve around an overpowered high level Magic User. 1. He used Polymorph Other as a siege weapon by releasing small birds to fly over castles and polymorphing them into blue whales. Few of them survived the polymorph itself, but that didn't matter. Note: This was done before the Hitchhiker's Guide to the Galaxy came out, so the falling blue whale was his own creation. 2. He used a wish spell to become a Balrog (because we knew what Type VI Demons really were) with the head of a Ki-Rin. That was not his original intent. He wanted the physical power of one and the mental power of the other. 3. The Interplanar Ballistic Roc. I don't remember how this got going, but somehow he became a roc flying uncontrollably through the Astral plane at a ridiculous speed. This attracted the attention of some demons, who teleported in front of it, but it missed them, so they gated in more demons who gated in more demons and so on in order to create a giant target to catch the roc.
  8. Many years ago when I was in college, I was running a Runequest second edition game (set in Glorantha, the only place for Runequest). During this time period many games had brutal combat fumble charts. The PCs were approaching a forest in which lying in ambush were 4 Elven master archers and a Dryad (in Glorantha elves and dryads are plants). Master means having a 90% or higher skill. So this was a well set up ambush. I proceeded to roll the most absurd set of fumbles ever in which the four elves proceeded to kill each other and the dryad with bad dice rolling. The rest of the adventure was a bit of a walk for the PCs owing to a demoarlized GM.
  9. Happy Birthday!
  10. Apparently, that was the initial plan, but they scrapped it. But there are interesting bits and shards within the WOD that point back toward Exalted and interesting bits and shards in Exalted that point forward toward WOD. A few examples: 1. In both the demon realm is named Malfeas. 2. In both the capital city of the Underworld is named Stygia and exists near a place called the Venous Staircase. 3. There are a few references in WOD to two beings called the Ebon Dragon and the Scarlet Empress (important beings in Exalted). 4. The Abyssal Exalted are like super vampires and the Lunar Exalted are like super werecreatures. Exalted Fair Folk are like super faeries. 5. In Exalted the Primordial machine god is named AutoChthon and his body is a realm called AutoChthonia. In Mage, there is a mysterious place in Space called AutoChthonia that is ruled by a sentient computer. 6. Exalted has natural sources of power called demenses. WOD has similar things in both Werewolf and Mage (cairns and chantries respectively). As for the Dowager. In the game I'm running, all the Deathlords and the Abyssals were pulled into the Void when the Neverborn went into it, so they're gone. The Dowager had an escape route planned using the Well of Udr, but the Shoat of the Mire killed her just before the end. In practical terms, I can't have Exalted era bad guys (or good guys) surviving the change of the world in any useful form, because they would simply have taken over (being so powerful compared to WOD characters). So, one way or another they've been removed from being active (a lot of them are just gone, others are in various states of inactivity).
  11. Nope. The guy I saw had no pinstripes on his velvet jacket. That guy looks cool as well.
  12. Just saw a guy headed off for ComicCon in full on Joker cosplay (old school somewhere between Ceser Romero, Jack Nicholson and the Batman the Animated Series (Mark Hamill) version). It's amazing the sight of a homicidal maniac can brighten ones day.
  13. One of the things that's unusual about this game is how NPC heavy it is. Usually, my games have a small number of locally important NPCs, who the PCs interact with as necessary for the furtherance of their lives and goals. There will also be another small number of NPCs doing their own things that will lead to later adventures (especially if the PCs don't interfere). But Exalted is different. Each Exalt is capable of affecting the world in large and serious ways, and the PCs interact with them a lot more because of that. Also, it's not uncommon for an adventure to require one or more NPC Exalted with specialized knowledge or skills to accompany the PCs. Furthermore, each of these NPC Exalted has their own Motivations (the heroic impulse that made them worthy of Exaltation in the first place) and Intimacies (those people, things, and social groups that they have positive or negative attachments to). And none of them will just sit on their hands and wait for things to happen. They exist to fix and/or change the world and by The Incarnae, they're going to do that. As a result, I have a lot more NPC actions and interactions going on, even without yet having more than one NPC Exalted bad guy. Just having 20ish (for now, more are coming in as adventures happen) more or less good guys each with their own interests and agendas is pretty complicated. I'm stretching my GMing in ways I hadn't done for a long time (voices, for example, are getting a work out). A standard game of Exalted has, in theory, 700 Celestial Exalted, but long distance travel is rare in standard Exalted so there are usually only a small number relevant to any area. Running in modern day, however, means that any NPC can quickly get involved in any adventure, and anybody's actions can have consequences that affect the entire world.
  14. They should probably be sooty and dirty what with all the forge work and the boulder throwing and what not.
  15. The Imperium always had rather broad policies on the draft. The Zhodani on the other hand... I ran one game of Traveller in college. I had way too many supplements and ended up with a very weird party. Including one IBIS agent (Imperial secret service) and one Sorag agent (Zhodani secret service) carrying on an intraparty secret battle. It was not a successful game.