Batman Returns is a Christmas film though.
Halloween RPG prep to do list: 🔳 Decide on a story for either game 🔳 Decide on a setting for the D&D game 🔳 Pick monsters/characters for the D&D game 🔳 Create a threat scenario for the other game ✅ Create a fake flyer for the club the other game takes place in. Priorities!
I've never read any of the books, but i tried to watch a playthrough of the RPG as I like the team doing it. Turned it off during character introductions as they were so tedious.
I'm thinking this would scale nicely to any kind of figures. Finally something to do with Gundam models other than putting them on a shelf.
Delighted that the new D&D rules make it possible to start with a pistol. Take the Artisan background to get the Crafter feat for a 20% discount, bringing the price down to 200GP. Then go Paladin or Ranger to have enough starting gold. Or Fighter if you also want clothes and some bullets.
I was once watching an episode of Killing Eve and the iPlayer subtitles of "[SPEAKING KOREAN]" covered up the built-in subtitles of what they were actually saying.
Can't believe I've only just noticed this while flicking through the rulebook for Thirsty Sword Lesbians. I see what you did with that character name 🧐
But a system that offers something to a player (experience, narrative advancement, etc) provides less temptation than one where a bad roll can be almost functionally identical to doing nothing at all.
Yeh, I'm maybe misnaming my categories here. More thinking about systems with rigid rules and/or combat focus. A difference between all rolls having interesting outcomes (change in story direction) compared to how effective you are (hitting a target, doing damage, etc).
Obviously a broad generalisation - you can do plenty of narrative forking in D&D. And for other games, contsant downbeats in storytelling can still feel bad. But with heavy combat focus, there's no getting away from the fact that often Big Number (and other mechanical effects) > Small Number.