OlPatchy2Eyes

@OlPatchy2Eyes@lemmy.world

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OlPatchy2Eyes,
  1. Odegaard. I love the commander players, and the way he orchestrates pressed and attacks with pointing fingers every which way is very cool to watch. It’s hard not to say Saka though and part of me thinks I’m just saying Odegaard because the other comment already took Saka.
  2. Gotta be Arteta. I was excited when he joined and he was great for us, but obviously his contribution as a manager makes me appreciate him all the more. I started supporting Arsenal because I admired Wenger, and when he left my support waned a bit. But then Arteta returned from the enemy camp with a bag full of stolen Guardiola tactics and restored what had been lost. I’m a sucker for the story.
  3. Carl Jenkinson. Not sure that he had “hype,” I just really wanted him to do well given that his personality and backstory as a fan. Diaby and Wilshere get a shout too, and are probably better answers to the question.
  4. I think it’s Ozil. Shout-out to Pepe. Maybe there’s something I’m missing, but I can’t stand players that won’t train while on contract when they could take a pay cut and go elsewhere.
OlPatchy2Eyes,

I knew there was another example I was forgetting!

Mind-boggling that they get paid so much, and when they underperform and lose their spot not only do they stop working but they also have the gall to complain like they don’t have the option to go elsewhere.

OlPatchy2Eyes,

16 or we’re not a title winning side. If my mental math is right we’re currently just short of on track for 90 points despite beating City. 37 points from 15 games would get us back on track to 95ish points.

Obviously it’s not as simple as achieving the right ppg a third of the way through the season but I’d still prefer leading to chasing.

OlPatchy2Eyes,

Lots of people don’t watch the matches. I sure don’t anyway. I have time to upvote posts though!

OlPatchy2Eyes,

Yeah, absolutely. I don’t want to be the DM where everything is a deadly encounter.

Maybe I could satisfy myself by upping the difficulty, but changing the consequences? Like the typical consequences to losing an encounter would be death, hostages taken, etc. But maybe it would be a good compromise to have encounters where the failure condition isn’t death. I’m thinking about Shaolin Showdown all of the sudden…

OlPatchy2Eyes,

Thanks for this, I’m interested in your take on what you do to make your games interesting for you as a DM. My issue isn’t so much that I can’t run a game my friend enjoys, it’s that I don’t really enjoy it because I feel like I know exactly what’s going to happen. I enjoy DMing with more complex and difficult encounters because I get unexpected situations out of it.

It’s interesting that you mention Fate because I’ve actually run it before at a retreat, and that same friend recommended Fate as a more beginner friendly, easier to set-up TTRPG. And when I ran it I thought of him because the whole system seems to almost guarantee the players’ success, and the drama is in the “complications” or whatever the jargon for Fate is. D&D by comparison doesn’t seem to lend itself to that success-but-at-a-cost.

OlPatchy2Eyes,

I think the rest of the table enjoyed themselves, but I do think part of it is that they weren’t as invested as the player in question. They would show up to the session, put themselves in danger, and don’t really seem to get the same anxiety about their character dying because I don’t think they would really care that much.

Frankly I think that amplifies the issue because we only have one player that might want to spend time on a plan to try to guarantee success and the rest of the party is more “fuck it we ball” types. Furthermore the anxious player was the most frontliner of them all so the party’s lack of planning is most likely to bite him in the ass out of any of them.

OlPatchy2Eyes,

Are there any rules for injuries like that anywhere?

OlPatchy2Eyes,

This seems like a neat idea, although I worry that if it’s not executed right it seems like I’m just making up weird stuff to make the game harder. As it stands, I stick to the RAW pretty closely so that I feel like I’m being reasonably fair. I tend to doubt myself a lot when I homebrew mechanics that work against the player.

I think I mentioned the word in the post but didn’t elaborate: dilemmas. It seems like this is a big part of what you’re suggesting: letting the players take part in deciding what negative consequences they suffer where there is no answer that is strictly positive for the players. I do feel like I have failed to present my dilemmas in a way that gets perceived as fair, it just seems like the players assumed that there must be time to loot the vault and escape from the demon without consequence, when I was trying to make it clear that they can either get away quickly, or loot the vault and have a powerful enemy catch up to them.

And to be honest that’s kind of been the most fun I’ve had is when I offer a choice between safety without maximum reward, or taking a risk that requires a clever solution to escape from. I feel like I telegraph the danger but I can’t overcome this underlying assumption that I’m not actually going to follow through on the threat.

thatdosbox, to Arsenal
@thatdosbox@mstdn.ca avatar

@gunners Catsenal - tactical analysis of the win against Man City

This is so detailed and dense I had to slow down playback speed and mute audio 😂​ Note: Closed captions required unless you understand Korean

https://www.youtube.com/watch?v=yO3hPimSSGc

OlPatchy2Eyes,

Good video, thanks for posting. I appreciate the use of clips from the game rather than only the digital board with dots representing players that most analysis channels use.

OlPatchy2Eyes,

At this rate he’s guaranteed 4 goal contributions per game if he gets a full 90.

OlPatchy2Eyes,

It surprises me that other servers can’t offer more uptime.

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