Randozart
randozart.bsky.social
Randozart
@randozart.bsky.social
Hobbyist gamedev, overall creative person and kind of a nerd. 🤓

Ethics and practical philosophy live in my head rent free. 📜

Also a father of two 👨‍👩‍👧‍👦
I mean, would the Bluesky algorithm punish you if people didn't?
February 17, 2025 at 6:18 AM
Not a genre I usually play, but if I would want to I'd rather explore an aesthetic like that than generic (dark) fantasy. I really think it might work
February 16, 2025 at 8:24 AM
That looks like a unique type of weird I can get behind
February 15, 2025 at 10:48 PM
Excellent! Should be a nice vehicle to have the game acknowledge your (character's) behaviour in a non-intrusive way. That was my thinking at least.
February 12, 2025 at 3:15 PM
That's actually pretty cool, I'm going to look into this as well
February 12, 2025 at 7:05 AM
— do the thing you built your character to do. Whereas in a cRPG, it might feel like you have been gated off from a type of narrative you feel your character really should have been a part of or thrive in. Though, this feeling is perhaps less in a randomly generated narrative than a scripted one.
February 10, 2025 at 10:45 PM
I like how you worded it. Failing a 92% check in a cRPG, moreso than a TTRPG feels sort of like an agreement being broken. Especially since in a TTRPG the game master might bend the narrative to describe you as having a temporary lapse of judgement, for example, and create future opportunities to —
February 10, 2025 at 10:43 PM
Perhaps so, and it's absolutely wonderful that these interactions flavor the type of character you've chosen to play. Yet I still found it very difficult to accept a failed check despite having 92% chance, because for whatever reason, the "pass" content felt like it was taken from me in some way
February 10, 2025 at 10:24 PM
Thanks for the advice 🙂
February 10, 2025 at 2:49 PM
Very happy for you! Did you have to reach out a lot to accomplish this? Do you think I have a chance with "The Delve"? 😂
February 10, 2025 at 1:56 PM
That should work, though one thing I'm curious about is volume. How much do I need to talk to how many people for that strategy to take off?
February 10, 2025 at 1:54 PM
Someone told me they apparently had reasonable success with Reddit dev communities
February 10, 2025 at 1:02 PM
That might be an avenue to consider
February 10, 2025 at 1:01 PM
Oh wow, that would be pretty hardcore 😮
Would it be effective though?
February 10, 2025 at 12:27 PM
Mission accomplished then!
February 10, 2025 at 10:14 AM
I hadn't considered there might be players choosing such a playstyle, but when I think about it, if you structure the narrative in such a way that the sole focus on one path over all others is acknowledged in some way by the game, there might actually be something to be gained from it. 🤔
February 10, 2025 at 9:08 AM
Huh, I still had that game on my "to play" list. I really should install it sometime 😮
February 10, 2025 at 8:45 AM
— "Prone to Rage" or "Cautious". It would be sort of like an inverse character trait that would mostly add flavor to your character and mark character growth, be useful in some situations, but be hindering in others. "Prone to Rage" could be good in combat, but not in artisan skills, for example.
February 10, 2025 at 8:42 AM
So, that's actually a really good point, because while the stress mechanic comes to mind, it's definitely not what I'd want. More something along the lines of a type of selectively useful or hindering attribute. I.e. the more you reroll in combat, the more you feed into this character trait called —
February 10, 2025 at 8:40 AM