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Cake day: June 24th, 2023

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  • A family in that sort of situation has considered many options. Willing the house to the brother is the easiest, the poster and their mother have reasons for opting against it. They are likely good reasons; in the broader sense, willing property to someone who cannot care for it can in many scenarios be a bad idea.

    It’s dangerous to assume the brother would be safe from predation if he owned his home; the poster could do a lot worse than just not paying the bills. This person apparently lacks the ability to pay taxes and ensure proper maintenance. Even just to help with that, the poster will need access to their brother’s banking and tax info. If the brother is compliant it would not be difficult for someone to take advantage of that situation.

    Alternately, using their legal ownership of the home the brother could potentially shut the poster out and might actively sabotage efforts to maintain and pay for the home. In that case the property could suffer substantial damage, become dangerous/uninhabitable, or even be lost despite the poster’s efforts. Many people have destructive tendencies.

    The more certain way to protect the house for the brother would be to place it in a trust, but that’s not a panacea. Setting up an ironclad trust to prevent selling the house is great until the brother can’t get up the stairs, or the whole family decides to move to Canada, or the brother goes into assisted living, or the property value skyrockets. A trust will also have tax implications and potential costs that need to be considered.

    I assume and hope the mother has been advised by a decent estate lawyer on their options. There are scenarios where willing a house to a sibling is the best course of action. I wish the poster luck and hope they’ll act in the interest of their brother for their entire lives.


  • Yeah, to be honest my point is there are many good games out there. That said…

    • Pathfinder: Fantasy in the classic D&D style, branched off after 3.5ed. Three action economy is gooooood once you’re used to it. Lots of dice.
    • Blades in the Dark: Steampunk horror fantasy. The most beautifully designed system I’ve played. Dice pool game that’s easy to pick up and master, flavor for days, fantastic narrative control for the players and GM, easy to run. Even people who will never play Blades need to read the book, it has several concepts that can change how any GM or DM runs their games.
    • Call of Cthulhu: d100 horror game about staring into the face of a cold, uncaring universe. The cashmere scarf of tabletop RPGs, just oozes luxury. The way the math on skills works is so perfectly suited to CoC’s style of horror it’s uncanny. Delta Green is a great variant if you want to an SCP or X-Files game.
    • Savage Worlds: Action Movie! The Game. Universal system, can be used for most any genre. When it was written it was considered pretty fast to play, now it’s about average. Swingy combat. I use it when I run a system not covered by other games, for me mostly 1920-1950s era detective stories. The surface level rules are intuitive, but the GM needs better system knowledge.
    • Fate: Very high concept storytelling game. Players and GMs both have the ability to influence the narrative of the scene. The game I had the hardest time learning, not because of the game itself is hard but because I had to change the way I think about TTRPGs.
    • Vampire: Vampires in the modern world. Dice pool system. I like the newest edition a lot, I think it’s pretty elegant. Can get weird.
    • GURPS: The ultimate multipurpose game. Build any character in any setting. ANY setting. Building characters is a horrible slog, but the rules are… surprisingly simple in practice, at the discretion of the GM. A lot of work in prep, but when it’s right, it’s very right. The Film Reroll podcast plays through movies using it, highly recommend listening to a movie run by Paulo (Home Alone, maybe) to get an idea of the system.
    • Shadow of the Demon Lord: Grimdark or horror fantasy. d20 system, very easy for D&D players to learn.
    • Dread: Extreme rules light horror game. Tasks are resolved with a Jenga tower. The GM creates a horror scenario. Anytime the GM wants to increase the tension or the players are in danger trying to do something, a player pulls a block (or two, or three). When the tower falls the player who knocked it over dies. Players can sacrifice their life to accomplish a heroic action by knocking over the tower intentionally. That’s all the rules.
    • Worlds Without Number: Fantasy. Sort of another branch off AD&D. A nicely designed mix of Old School Renaissance and some modern conveniences. Very, very good worldbuilding tools. Free, to some extent.
    • Mothership: d100 sci-fi horror system, more barebones than CoC. Very easy to pick up and build characters fast, which is good, 'cause they’re going to die.
    • Numenera: Weird sort of futuristic/fantasy setting. One of the easiest systems I’ve ever run, super easy to adjust on the fly. Maybe a little too complicated to explain in a few sentences.
    • Mork Borg: Old school, original D&D turned emo. Can be played straight or as satire.
    • Everyone is John: A comedy game, very rules light, where the players take turns controlling the same character, John. They try to accomplish hilarious tasks. Gets weird. My John flew the USS Enterprise-D into a sun once. Free.

    For people who want high fantasy but not D&D, I’d recommend Pathfinder 2e. For people who want something a little more dangerous and stripped down and are coming from D&D, Worlds Without Number. For anyone I recommend Call of Cthulhu and Dread. Everyone should read Blades in the Dark, even if they don’t want to play in the setting.

    Also, from the other comments below: Traveller: Space Adventures! The Game. The rumor is Firefly was based on Joss Whedon’s Traveller game, and that’s how Traveller plays. Amazing character creation system that lets players control some of their background, but mirrors real life in that not everything goes as planned. The setting is very, very deep. I admit I would probably play Scum and Villainy (Blades in the Dark in Space) or Stars Without Number (the predecessor to WWN) instead, but it’s up there. The One Ring Roleplaying Game: Very much a system to play stories not just in Middle Earth but in the style of LotR. I have not played this and have no intent to do so, but it’s clever in its own little hobbit hole way. I have read it. Cool dice.

    I haven’t read Shadowdark or Pugmire. Shadowdark looks, for my purposes, similar to Worlds Without Number or Shadow of the Demon Lord. As for Pugmire I use Mouseguard for my Redwall adjacent stuff, but I would sit in a few sessions for sure.




  • Pathfinder was to get around WotC dropping D&D 3.5. Paizo was started by veteran D&D writers to sell adventures, which they still do as adventure paths, rather than a system. When WotC updated to 4e, meaning no more print books that Paizo could reference in their adventures, Pathfinder was a way to print new 3.5e PHBs and Monster Manuals.

    Paizo didn’t initially change much in PF1e. There were a few balance tweaks. The books were better laid out than 3.5. The players did the math on things like combat maneuvers in advance. In practice the game played pretty much the same, my groups jumped over seamlessly.

    Having run and played both, I do think Pathfinder 2e is counterintuitively simpler in play than 5e D&D. 5e plays fluidly almost immediately, move and act. PF2e is pretty demanding for the first hour or three, the three action economy and Conditions ™ are an armful, and many players need to unlearn some D&D habits. Once a player has below average system mastery PF2e is as fluid as 5e. Beyond that PF2e shines. The rules scale better to complex scenarios, giving players more clear options of how they could act and giving the GM a better framework to figure out exactly what someone needs to roll. I also think it’s easier for players to go from average to good system mastery in Pathfinder, it’s mostly just learning how to optimize their character and learning more conditions and spells that work in the framework the player already understands.

    For new players in session 1 D&D is simpler, in session 5 Pathfinder pulls even or maybe ahead, and in session 50 Pathfinder still sort of works where D&D falls apart.

    PF2e character customization, though, is much more complicated, which some people like and others do not.


  • I know this is a Reddit community, and I get the anger about Reddit going to shit, but I don’t think this sort of thing is healthy. A typewritten postcard might work people on the internet into a froth, but that’s the end. At best the person who gets Reddit’s mail is going to throw it out. At worst people will read it and mock its performative, passive aggressive outrage.

    The earnest form of protest is avoiding Reddit, cataloguing its failings, and advocating for alternatives. They’re not worth this sort of mental space.


  • I don’t think it’s hyped up. You just need context.

    The OGL stuff was a tipping point but WotC prioritizing profit at the expense of the player is hardly new. I think the last truly lauded release in D&D proper was the shift to 5th edition, which was nine years ago and was a correction after 4th. Before that it was probably Eberron, almost twenty years ago. Other changes have largely been to increase profit with little consideration on improving the game. 4th edition, while not actually a bad game, was a mistargeted attempt to cash in on MMOs as well as the first attempt to kill the OGL. More recently you will not find many active DMs who love the 5e splatbooks, or who think the game values how they spend their time preparing for a session, or thinks the game does a great job helping them design custom content, or who really loves how WotC is locking down the virtual tabletop space.

    Tabletop game design, as well as how designers interact with their player bases, has completely changed for the rest of the TTRPG space.

    You missed the rise of Paizo, where former D&D writers found a home to write pre-generated content that is legitimately good and saves GMs hundreds of hours of work, called Adventure Paths, and who later filled the niche of 3.5 when WotC forced closure in favor of something more easily monetized. You missed Apocalypse World/Dungeon World/Blades in the Dark and Cypher, systems where cutting down on prep time was a serious priority rather than a tertiary afterthought, making games much more fun for the GM. You missed the OSR, the return to D&D’s roots. You missed Savage Worlds, Fate, FFG’s Star Wars, Free League, Honey Heist, Gumshoe, Lancer, tons of innovative ideas.

    The other old companies like White Wolf and Chaosium have reacted at every step, re-writing their games to reflect modern design principles unprompted and working to improve distribution of their content. Those have also been attempts to make money, but by making the product better, not by squeezing the player base. The one time WotC was forced to turn to its designers they got 5th and they’ve been milking it since.

    A lot of people don’t care about any of that, they just buckle down and play D&D. But DMs and most of the people who talk online are power users who know what they’re missing.