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Cake day: June 21st, 2023

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  • As someone who bought a new Tesla in February, this is very much true - I’m certainly never going to pay 18-goddamn-thousand dollars for it. I just did my first road trip in the new car and wasn’t inclined to spend $200 to try it out. Traffic-Aware Cruise Control was more than suitable.

    When they wanted $5k for it, I could imagine the value proposition (though I’d never spend that much), but the current price point is outrageous.

















  • cdipierr@lemmy.worldtoRPG@lemmy.mlQuantum Ogres
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    9 months ago

    I think it’s just all a bit antithetical to how I run my games. I’ve really only used random encounters one time, and that was when I wanted to make a “classic dungeon crawl” and created an encounter chart to roll on when the PCs backtracked. That way, it would feel like the dungeon denizens were looking for them more the longer they were in the dungeon.

    If they’re picking a path to get to an objective, then I want to reflect the flavor of that choice. If they’ve decided to cross a swamp, then I might have them run into another boat being attacked by a strange tentacle monster. Or, if they’ve decided to trek through the forest, a group of fey who are sick of the mortals encroaching on their land. Preferably, this ties back into the central story: the other boat in the swamp is carrying a rival adventuring party after the same treasure as them. The fey have been enlisted by the big bad who stole the treasure in the first place.

    And if they miss either of these, they’ll run into them inside the dungeon eventually. These encounters are just a chance to foreshadow those things and don’t feel ‘wasted’ to me.