A lover of words, in all their forms, retro video games, board games, card games—really games in general—and history.

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Joined 2 years ago
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Cake day: June 9th, 2023

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  • Yeah! So, the games can transition between each other pretty seamlessly. You can mix and match rules to your liking. The best way to describe it would be like imagining the barrier of entry from Pathfinder to D&D5E, but taken to a higher extreme.

    In Captain’s Log, there’s no equipment. No skills. The closest you get to anything like that is your character stats, which modify rolls accordingly. Your ship also has stats that can modify rolls. As for any conflict, the game uses a simple hit/fail system. Three strikes, you’re out type of thing. Ships are slightly more in depth, with their hit points being relates to their size, and systems getting damaged.

    This is very episodic. I could be running a game for months, have a random friend swing by and hop in for a while without missing a beat, and then go home without it mucking anything up. Each mission is divided into scenes, just like an episode of the TV shows.

    It’s much more focused on the drama of character development, building and challenging your values, and growing as a person.











  • To be perfectly honest, Lemmy has had staggering growth regardless of the lack of media attention. And I’m not entirely certain that’s a bad thing.

    Look at my home instance of lemmy.world, for example. When I joined pre-blackout, we had around 800 members. Now, two server upgrades later, we’re at nearly 18,000. If only a fraction of those newcomers stay, it’s still enough to jumpstart organic growth, even if it’s slow. And it gives us time to really develop.

    Maybe that’s a glass-half-full outlook, but I’m optimistic.