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Cake day: June 21st, 2023

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  • tissek@ttrpg.networktoWork Reform@lemmy.worldEvery damn day
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    9 days ago

    The Swedish vacation law (Semesterlag 1977:480) amateurishly translated by me. And I am in no way experienced enough in our labour law to comment on how it looks for those not working full time. The short lesson is to Remember Ådalen, or those that fought, bled and died four our labour rights.

    4 § En arbetstagare har rätt till tjugofem semesterdagar varje semesterår […]
    An employee have right to twentyfive vacation days per year

    12 § Om inte annat har avtalats, ska semesterledigheten förläggas så, att arbetstagaren får en ledighetsperiod av minst fyra veckor under juni-augusti[…]
    If nothing else have been agreed upon, the vacation is to be scheduled such that the employee get a vacation period of at least four weeks during june -august

    Unions work. Labour movements work.







  • In a game a while ago there was a FtM prince turned hosteller. Left court and royal duties due to disillusioned and wanting to do actual good. But then they were a PC and quickly needed some help from granddaddy the king. I wondered what the king wanted in exchange. And it was clear - the royal line continued. In other words get an heir.

    I checked with the player that this was an OK path comfort and safety wise. Afterall one way to solve it was for the prince to get pregnant, force upon themselves a gender they did not want etc. We talked about it and had regular checkins.

    The moment that made this an awesome world building moment was when I realized magic impregnation wasn’t an impossibility. Nor pregnancies without the biological bits. Because Magic!

    Unfortunately we never to to that part before scheduling did its thing.



  • This brings us back to zones, a good middle ground. Draw rough map, or great map, and on it mark intresting combat zones. Some are separated with emptiness, others by obstacles.

    For example a tavern brawl. Zones could be the Bar, Kitchen, Common Room, Balconies, Private Rooms, Out Front and Out Back.

    Fighting on the Balconies could be tight, only one in width and with the risk of being thrown off it into the Commonroom. In the Kitchen there would be fire hazards, improvized weapons, knifes and the Stew. Not to forget other ways to spice things up in there. Around the Bar there would be some cover fighting someone on the other side, bottles to be broken and combatants to glide alond the bar for maximum mental damage.

    And so on. Make each zone memorable and with special features. Did I mention drawing it out really helps?



  • Depends on the system. Classical fantasy adventuring? Most if not all sessions. Adventure and Sword&Sorcery? Sometimes, half perhaps. Character drama? Very seldom.

    I look at how the system spends its page budget and use that as a guideline. If there is a chapter for combat, one for harm and recovery and one for combat magic then the system wants me to focus on those parts. Also I look at how the players/characters are rewarded and try to have each session hit several of those criteria. So if the only (reliable, non gm-fiat) way to earn rewards if through combat then you bet your sweet ass there will combats each session.









  • I would point you to Ironsworn. Possibly also Ironsworn:Starforged, its SciFi adapatation and rules version 1.5e. Nothing wrong with base Ironsworn, Starforged just is better.

    While rooted in dark perilous fantasy that can be changed through description and presentation. At its core it’s a Powered by the Apocalypse system, just as Dungeon World is, and can open up that whole ecosystem with highly rated games such as Monster of the Week and Masks: A New Generation. Ironsworn is also free which removes a barrier to checking it out

    What makes Ironsworn so great is that while its narrative/light roots from PbtA is still there it structures gameplay much more than others. Part of this is because it it made from the ground up to accommodate GM-less and solo play. So many of those small considerations the GM does are spelled out. Second is Ironsworn’s excellent new take on tracks. Instead of filling it up and once filled it is done it puts the fulfillment in the players hands. Once the fiction is such that it could have been completed the player can roll against its progress and see what falls out. Or they can push on, fill the tracker up more for a more sure result.

    So all-in-all Ironsworn is a system born in the narrative PbtA tradition that further structures gameplay. A great system for questing campaigns.