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Cake day: July 3rd, 2023

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  • I once has a girl follow up 2 weeks later asking why we didn’t go on a date? I told her that was the first question she asked me and I felt she wasn’t into the conversation.

    I do wonder sometimes what they’re thinking. Like, do they think the conversation is going well when I have to keep resuscitating it?

    I’m told people have “different communication styles”, which is fine, but “not asking questions and giving really short answers” doesn’t seem like an effective style here. Like, if someone’s chatting you up at the bar and you’re not interested, then giving short answers can make a kind of sense. But in a dating app where you both showed interest? If you’re no longer interested just unmatch.



    • Profiles with no hooks. They’ll have like 3 unremarkable pictures and a bio that says like “I like hanging out”. What is your match supposed to do with this? It’s extra bad if their bio says like “I hate small talk”.

    Side note: small talk plays important roles in socializing and is an important skill. Use it to steer the conversation to interesting topics.

    • Getting too in their head and bailing for flimsy reasons. Like, if the guy threatened you definitely do not continue. But I had a friend that was like “he was really sweet and lived nearby, but his hair was browner than his photos and I just wanted blonde”. Like what. That is not a good reason to bail.

    No one’s going to be perfect. People are going to be nervous on a first date. Give them a chance.

    • Conversely, sticking with a relationship too long. Contrary to the above, sometimes you really should call it. If the guy isn’t treating you with respect, you don’t have to keep going. If you realize you never look forward to seeing them, you should probably end it.

    • Chatting too long before meeting. You’re not a real person to them when you’re just over text. You’re missing body language and tone. You want to meet in person quickly.

    The general flow for me is like

    • Initial message. Hopefully ask something about their profile
    • if they respond well, maybe another couple follow up questions.
    • clear any deal breakers. Eg: if you have a kid, ask “hey I just wanted to check you saw on my profile I have a toddler. Are you okay with that?”
    • ask if they want to have a date in person to see if you get along
    • schedule the date
    • go on the date

    If the online chat ends and you haven’t scheduled a date, but you want to, that’s bad. You don’t want to be having a second “hey what’s up?” tinder chat.

    • related to the above: dead ending the chat. Don’t do that. Like, let’s pretend your profile says you love dragon age. They message you with “I’ve been a dragon age fan since origins! Did you play Veilguard yet? I’m thinking of starting it this weekend”. You respond with "I haven’t played it yet ". What the fuck kind of garbage reply is that? What is the other person supposed to do with that? They essentially have to send you another first message. Good first messages are hard! Give them something to work with. “I haven’t played it yet, but I loved origins! Always played mage. What was your favorite origin?” You almost always want to ask a question.

    If this doesn’t come naturally to you , that’s fine. Just remember with your brain “always ask a question”. You need to give them something to work with.

    • Don’t non sequitur into sexual details. Sorry, but them’s the norms. Like, a friend was chatting with a match about Star Trek and the guy out of the blue was like “so do you like anal?”. Unmatched.

    And a last thought that ended up stranded at the bottom of this post, and I’m writing on my phone so editing is hard:

    “But what about people who want to take it slow?” Do you want to date someone who doesn’t want to date? I don’t.

    edit: minor error from autocorrect




  • Yes, you can make players pre-plan. You nudge them.

    No amount of nudging will make some players do anything. Some players are obstinate and frankly not very good, but honestly the solution to “this player won’t stop looking at their phone and their turns take forever” may be to remove them from the group.

    Why does it matter how much time everyone takes?

    I don’t want to wait 5 minutes for someone to dither and dither and finally decide “I attack”


  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkUnprepared
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    1 day ago

    This was a weirdly aggressive comment.

    The solution is the pre-planning, which does not need a timer, nor is it a guaranteed result of a timer.

    You cannot make players pre-plan. The timer encourages pre-planning, or at least rapid decision making on the fly. Both have the desired result of the game moving at a quicker pace.

    It also has the benefit of creating an impartial tool for measuring, instead of relying on subjective “You’re taking a long time.” It is harder to argue with a clock. This is an advantage.

    There was a problem, and in trying to fix it, the DM created a second problem.

    What is the second problem?


  • The other day I was updating something and a test failed. I looked at it and saw I had written it, and left a comment that said like “{Coworker} says this test case is important”. Welp. He was right. Was a subtle wrong that could’ve gone out to customers, but the wrong stayed just on my local thanks to that test.


  • I would have questions about how they work with a team and structure.

    Are they going to be okay with planning work out two weeks ahead? Sometimes hobbyists do like 80% of a task and then wander off (it’s me with some of my hobbies).

    Are they going to be okay following existing code standards? I don’t want to deal with someone coming in and trying to relitigate line lengths or other formatting stuff, or someone who’s going to reject the idea of standards altogether.

    Are they going to be okay giving and getting feedback from peers? Sometimes code review can be hard for people. I recently had a whole snafu at work where someone was trying to extend some existing code into something it wasn’t meant to do*, and he got really upset when the PR was rejected.

    Do they write tests? Good ones? I feel like a lot of self taught hobbyists don’t. A lot of professionals don’t. I don’t want to deal with someone’s 4000 line endpoint that has no tests but “just works see I manually tested it”



  • I don’t always run a timer, but it is a tool in my box.

    Mostly it comes out when I feel like the players are spinning their wheels. Like, they know they need to get into the server room on the 10th floor. There’s a front door with security, a back door with an alarm, etc. The players are just going round and round with ideas but not doing anything.

    I’ll say “I’m starting a five minute timer. If it hits zero, something interesting will happen”.

    If it hits zero and they’re still stuck, then as foretold something interesting happens. A rival group rolls up and firebombs the entrance before heading inside. A security drone spots them and is calling the cops. Whatever. Something that forces them to act.

    In combat rounds I sometimes do the same, but only if it feels like they’re not making progress. Maybe it’s a little rude sometimes, but I value keeping the scene moving forward. I don’t want to keep spending three minutes on “should I move? How far can I move again? Is there a range penalty? What if I use a spell first can I still shoot?” stuff. Especially if it’s rules minutia they should already know.

    The amount of times I had to remind an old group’s bard that yes, in DND 5e you can move AND take an action was too high.


  • I think having areas with weaker or stronger enemies is fine. Good, even. So long as you can tell by looking at them what you’re getting into.

    Dark Souls generally does this. A rotting skeleton is a low threat. A giant knight in black armor and man sized sword is a bigger threat.

    Oblivion will often have dudes that visually and behaviorally are the same, but hit way differently because of the numbers assigned to them. You can’t really look at a scene and understand what you’re getting into.

    Other games also do a bad job here. Borderlands for example will have identical looking bandits, but in this area they’re indestructible level 100, and that one they’re push over level 5. The ass-creed Viking one did the same thing. Archers on one side of the river you could ignore, but the far side would one hit you.

    I think a lot of studios don’t want to invest in the extra art assets and stuff when it’s cheaper to just use the same monster model and assign it different numbers.


  • I feel like trying to combine

    • high vertical power growth
    • non linear “open world”
    • power fantasy

    all together is just fundamentally at odds with itself.

    Personally I’d prefer to see less vertical power growth. I’d rather have the numbers stay somewhat constrained.

    Like, let’s say the most damage you can ever do with a lightning spell is 100. Work backwards from that to figure out how much health things should have. We want a master mage to be able to blow mooks up in one zap, mid tier in 3, and big scary shit in 6.

    A novice mage zaps for 20. We want mooks to take 3 hits, mid tier stuff maybe 10, and big scary stuff a lot.

    Mooks: ~60hp Mid tier: ~210 Bosses: 600

    If your gameplay is then deeper than a simple stat check, a novice can persevere and win against a big challenge.

    I really super dislike it when you have stuff that looks like a mook or a boss, but is statted otherwise. I remember in Oblivion some witch lady was oddly high level, and she kept fighting despite having like 50 arrows in her face.

    Something like that, but with more thought put into it than a Lemmy post from the couch.





  • I don’t think I’ve ever desired to have speech as an interface for a device.

    Yeah, I could yell at it “Open the browser and go to uhh the order of the stick comic index page” and maybe it would get it right. Or I could just… click on the browser, type oot and pick it from the drop down. Faster, no error, no expensive processing.

    I don’t drive (cars are a bad form of transit and I’m lucky enough to not need one) and I’m not hands-full in the kitchen often.




  • I think sometimes people just throw out the accusation of “echo chamber” because their ideas are bad and the community rejects them.

    Someone will be like “I don’t think we should have child labor laws but the eChO cHaMbER won’t even consider it”

    Sometimes this gets said even when the alleged echo chamber responds with facts and history about why their take is a bad one.

    Ultimately, here and in like all other human endeavors, emotions are primary. People feel a thing, and then reach for words to justify it.

    Someone’s ideas being rejected by the group? Feels bad. Is it me? Am I wrong? No, that feels worse and the ego won’t accept this. It must be them. But why? Must be an echo chamber. Cool. Now I don’t have to feel bad about myself. I don’t have to change my beliefs. I can just blame them and move on.

    So someone saying it’s an echo chamber has only very tenuous relationship to reality.

    To your actual point, there’s also the “jaq’ing off” and “for me it’s Tuesday” problems of community management and health. The first being someone asking questions in bad faith. The latter is similar - someone in good faith is asking really basic questions that the community has seen a thousand times before, and people respond with exasperation. From the new person’s perspective the community is unwelcoming. From the community’s view, this is the third guy today that’s stumbled upon the idea that “maybe capitalism is bad” and walking them through that journey is tiresome.

    Community is hard.