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Joined 10 months ago
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Cake day: September 20th, 2023

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  • Oh, for sure they made tons of mistakes, I just thought of that one as the most glaringly obvious “framing issue”. I’ve seen all the episodes as aired and as on DVD, with commentary and special features, because I’m a super nerd, and given your pfp and the fact you know how they framed it tells me you know a thing or two yourself!

    If I remember correctly, they framed it for wide-screen knowing that in the future it could be put out in other formats than TV, so wanted widescreen from the start. Bts footage shows the framing boxes for tv/wide on the monitors.

    I love catching mistakes and weird choices in my shows. For instance: in Firefly, Alan Tudyk is pretending to hold the controls of Serenity because they couldn’t have him up in the normal spot for framing reasons.

    But yeah, I’m actually rewatching SGA now and their weird focus issues (and let’s be honest, terrible backgrounds) are especially bad in season 1.


  • How do they handle the science behind everything? Do they try to use modern concepts and technologies and misunderstandings of how those work, or do they hand-wave it as “this is their technology and they will not elaborate because it’s basically going to be magic to you” kind of science?

    I’m not an educated science-ologist (not to be confused with scienTologist) but I do dabble in quite a lot of the astrophysics, geology, etc, as a 20+year hobby, so space-based science fiction tends to rub me the wrong way when they try explain things using modern concepts, but they have misinterpreted or misrepresented things to “make it work”

    Treknobabble is 100% okay for me, it’s a technology I don’t understand because it’s too advanced for me and uses concepts only theorized for now.

    Or is it less sciencey focused and more “these are the stories of these peoples” anthology type? Both sound good.

    Honestly it sounds fascinating, and from the buried synopsis of a few, I think I’m gonna like it. It’s been awhile since I read science fiction, I’ve been focusing on fantasy lately, specifically Dungeons & Dragons-universe books.




  • “The door seems normal to you.”

    players proceed to analyze the door for an hour, not realizing if they take the stairs slightly to the left, they’ll be taken to the treasure room they’re looking for

    I’ve gotten impatient before and snapped “the door rots away from the time you’ve spent arguing and falls open” which just sparked a few minutes of debating whether the building is sentient and will eat them if they enter the door.











  • Read this as condescendingly as possible.

    “akshyully I’ve been well aware of why casual content appeals to the casual audience. I’m a GAMER.”

    But seriously, yeah. Generic plots appeal to the most people because they’re easy to follow. I’ve met a lot of people who hated “The Prestige” because “it was confusing as fuck” and “didn’t make sense”. I admit, I ve seen it four times now and I still caught something new on my last watch. But still. It’s not exactly rocket surgery.

    But I really did pull most of that campaign straight from a movieand they ate it up, talked about it like it was an 11 course meal. Instead of a truck stop hotdog with slightly too-green mustard.


  • Luckily we all lived within the same two blocks, so coordinating was easy. Toss your shit in a bag and walk for 180 seconds, you’re there. It made scheduling much easier when you don’t have to factor in traffic time.

    I’m gonna disagree with you on the “you have to railroad them”. There’s a reason I put 6 months of work into it, so there was something to do no matter where they went, and most of it could be shuffled a bit for convenience, most of it had a connection in one way or another to another part, so if they wanted to follow a lead after clearing out the last dungeon there’s a new quest for next session, or you can leave and start walking in a random direction until you find something.

    I don’t like filler, so no sessions filled with basically nothing but travel.

    This campaign was met weekly, for 3 months. I feel like 10-13 sessions is pretty standard for a decent sized campaign. I don’t have the patience for years long shit. In my mind “one shot” adventures are things you come up with for today only. 5 sessions is a “mini campaign”.

    I try to shoot for 6 sessions usually. That way if there’s an issue with schedules, we can compress it to 4. If nobody has any conflicts, we can stretch it to 8 by adding in a couple surprises. Hash it all out in session 0.

    A good DM knows when to use each type of adventure, and a good group will find what they all like together. Up to that point, we had all liked what we were doing, and aside from minor issues here and there, we worked out any problems at the start of each new adventure.