[-] Krejall@ttrpg.network 18 points 1 month ago

I learned that the lump I'd had biopsied on my neck was a pair of thyroid tumors that were suspicious for cancer, and that the whole organ would need to be removed. After pathology, it turned out not to be malignant, which is lucky, but that was a pretty unpleasant few months and now I have to take thyroid replacement hormones for the rest of my life. The doc still hasn't got my dose quite right, so I just kind of low-key feel like shit all the time. It takes a couple months before we know if a new dosage is working better or worse. Hopefully they'll have it figured out by my next birthday...

[-] Krejall@ttrpg.network 17 points 1 month ago

I like "we'll burn that bridge when we come to it"

[-] Krejall@ttrpg.network 26 points 2 months ago

Player: "I do something to Eric's character against his will."

A good DM: "No, you don't."

End of discussion.

[-] Krejall@ttrpg.network 56 points 3 months ago

Come on, this isn't real. Sound out that name 'Mike Oxmall'. Even Moe Sizlak might not fall for this one.

[-] Krejall@ttrpg.network 15 points 3 months ago

I'm putting this in my next D&D campaign

[-] Krejall@ttrpg.network 38 points 6 months ago

Has nobody ever talked dirty to you? Words can be very powerful, even recorded ones.

[-] Krejall@ttrpg.network 93 points 7 months ago

Speech bubble in panel one appears to be pointing at the wrong character.

[-] Krejall@ttrpg.network 14 points 8 months ago

I don't think anybody really sees themselves as a simple 'A' or 'B' in this way. Maybe I'm wrong. It just seems impossible to simplify an entire life and experience of the world as either 'blessed' or 'cursed'.

Which isn't to say I think models of human capability can't be fun.

I like to imagine it more like ability scores in D&D. Someone might have low Wisdom, but training and proficiency can still make them extremely perceptive. And in some cases, you can find ways to leverage an unusual ability when you're trying to do something, like making an intimidation check using Strength instead of Charisma. What is a weakness in one scenario can be a strength in the next.

This model is still simple enough to visualize easily, but has enough moving parts to allow for lots of different ways of being without any one way being 'good' or 'bad'. Neurodivergence might be part of the stats you roll up, but your circumstances and your choices combine to build a life experience around them that can be completely different from another person who rolled the same numbers. Likewise, different rolled stats can affect how well you handle certain situations and adventures, but this is neither a curse nor a superpower, and is true for everyone.

Models only get you so far, but humans are a social species. We need each other by our very nature. Teamwork is in our DNA. And, like DNA, teams are more adaptable when they are diverse. Everyone has something to bring to the table, neurodivergent or otherwise.

[-] Krejall@ttrpg.network 19 points 9 months ago

If you liked this game, you might be interested to learn that Pistol Shrimp games, an independent game dev company started by Paul Rieche III and Fred Ford (the original creators of Star Control and Star Control 2), are making a sequel, with story written by Paul Rieche III.

The re-release on steam is partly to get the word out about it. Join our discord to learn more!

[-] Krejall@ttrpg.network 22 points 1 year ago

I think I may be an outlier here. I really don't want to die in a sudden 'didn't-see-it-coming' kind of way, like getting hit by a semi or a freak accident with heavy machinery kind of way. The idea of going from living, thinking, feeling, person to chunk(s) of meat in an instant terrifies the shit out of me. Especially if it's caught on video and people watch it for laughs or whatever possesses them to watch that kind of thing.

Don't get me wrong, I don't want to die in some slow, painful way either, but something I had some agency in would be worlds better. Like taking a bullet to save a loved one, or punching my own ticket after getting a terminal diagnosis, or even just taking a deliberate, calculated risk.

[-] Krejall@ttrpg.network 14 points 1 year ago* (last edited 1 year ago)

Two approaches. Mixed success with both.

  1. Choose games that don't make you feel bad. This can mean playing more cooperative games, or it can mean offering to referee or sit out games you know will just piss you off. For me, the chance of winning isn't appealing enough to outweigh the chance of ruining the game for someone else. It helps to identify what exactly it is about losing that makes you so sour. I have a hard time with games like Cards Against Humanity because the card combinations that are funny to me usually aren't funny to anyone else because they didn't go on the ADHD field trip with me to make those connections. It starts to feel like a popularity contest that I'm losing because my brain is wired wrong, and it's hard not to take that personally.

  2. Set different goals in the games you're playing, and define 'winning' for yourself based on those goals. I used to get annoyed every time my friends pulled out settlers of Catan. I would do what made sense to me each turn, but I'd always lose anyway either to random chance or just not having enough RAM in my brain. Even on the rare occasions I won I often wouldn't have fun with it because I spent so much of the game being frustrated. So I decided the only thing I cared about in the game was getting one of the bonus goals, usually 'longest road'. That was much easier to focus on, and it took all the pressure off me to win. After a while it became kind of a running joke.

It's not perfect, and it doesn't happen in a vacuum either. Sore losers often have anger issues they're not dealing with (I know I did!) and figuring that stuff out will help in more areas of your life than just board games.

Your mileage may vary.

Good luck!

[-] Krejall@ttrpg.network 18 points 1 year ago

Absolutely not. Discomfort isn't a thing to be avoided, and contentment too easily becomes complacency. Everything I've ever done that materially improved my life was motivated by not being content with the status quo. Each positive change was (physically or emotionally) difficult, unpleasant, or even painful to make, but it always made life better afterward. Pain is a fantastic teacher. I would rather struggle than sleep, and I don't want rich assholes doing my thinking for me.

view more: next ›

Krejall

joined 1 year ago