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Joined 2 years ago
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Cake day: June 2nd, 2023

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  • Oh I’ve taken that into account, lol. Things will happen in the story even if the players aren’t there to see it, because of faction Clocks (though those will tick if the players do things in quests that would benefit any of the three factions, not through time). I think I got my bases covered with enough brush strokes that I can spin up some bullshit to bring it all back to the main story if necessary.

    And yeah, I see your point. I’m doing that, though, lol. Besides the enemy mobs which I’ll need for/if they decide to go a random cave or something, I’m only doing stuff I’ll need in the first 5 sessions. Maps, characters, and narrative aid artwork that might/will be used afterwards will be done then. Most of the stuff already done will be reused later (unless the players decide to start killing people out of the blue), but they might see all of that stuff early on, barring one or two characters.


  • This. I like DMing for ttrpgs, and I love drawing and painting. You’d think I’d be extatic about prepping homebrew and assets for a digitally run Savage Worlds campaign set Tamriel (or a weird homebrew mix of cyberpunk and vampire the masquerade), the truth is I’m more than just a bit burned out.

    I want to start the campaign now, and I’ve had the story and characters ready to go for a month now, but prepping all those art assets has been tedious. So far I’ve done about 20+ tokens, 5+ maps, 15 character portraits, and some 10 general purpose pieces to aid narration. I got about 7 tokens left and I’m done, and I can barely get one out a day, every other day.

    The worst thing is I have a very clear idea of what I want the campaign to look like and I’ve already made concessions by using RPG Engine to design my maps instead of doing it all by hand and just retouching it later. I don’t want to make any more concessions, so I’m SOL.



  • Yeah, I’m multilingual from a hispanic country, and due to job experience and the media I consume I’ve ended up with a real mess of both accent and lexicon. Nowadays, most of my english and italian interactions are limited to online gaming, and half the time people catch on to my accent, and guess I’m either quebecois, german, or french, despite not being fluent in any of those or ever spending more than a week in any of those countries.

    In day to day life, I mix all three (spanish, english, and italian), using the first word that comes to mind. It feels really jarring trying to convey a complete idea in just spanish, and end up translating foreign words in my head. It’s faster for me now to communicate in english than it is in spanish.



  • Plus, bonus content means more XP and levels expected, and post level 13 gameplay (at least in DnD) is a slog. The game becomes increasingly more about a battle of attrition, characters become bloated, and the narrative would be a victim to power creep.

    We’d either face any of those threats before the finale, which would throw the intended level for the final fight out of wack (plus hurt the already imperfect pacing of act III, or derail the better managed pacing of act I and II), or after the finale, which would incur the inherent issues in high level dnd gameplay.

    BG3 is one of my favourite games ever, if not my favourite, and it does not need any more content. I imagine that the whole clusterfuck within WotC and Hasbro took the wind out of Larian’s sails about developing for the DnD IP. I’d rather keep what we have, which is already great, than taint it with a cashgrab, as you say.

    I’d rather Larian work on what excites them than what already works well.


  • That’s about it. Clients often have an idea of what they want, inspired by stuff they’ve seen already. It’s just safer to request stuff that already works than innovate. So designers might have more interesting and readable ideas but they end up doing what the client wants anyway. Good way to see this is designer’s online portfolios.

    A good client provides some guidance but offers a fair amount of freedom in regards to exploration, the average client has an idea of what they want already, and the worst kind of client tells you what they want from the go (because most often it just won’t work).


  • I see your point, but… I don’t know. Nowadays, attention is a prime commodity. The easier something is to consume, the more people it will reach. And while that doesn’t matter as much in entertainment media, it has to be considered when designing for more important topics. Thus, media has to be designed to be read efficiently.

    I don’t love how media is designed nowadays, precisely because it is monotonous and boring often, but I don’t long for the days when I had to look an entire page over for the bit of information I’m after. A balance can be struck through clear layout design and following trends that respect hierarchy. Maximalism does neither.

    Though, I feel like I have to differentiate artistic media from informative media. Art can go bonkers, in fact art should challenge established tropes, but design should prioritize function over form, keeping in mind there is some room for aesthetics in there.

    Again, I’m approaching this from an efficiency and ease of use point of view.


  • I’m a graphic designer, so maximalism and antidesign. It’s taking a bit to become more than just a trend, but it’s getting there. I understand minimalism is getting stale, but the answer is not going for something hard to read. Even with proper hierarchy the sheer clash of colors, sizes, etc., will lead to a jumbled mess. Form follows function to make life easier.

    A balance must be struck between maximalism and minimalism.


  • This is so relatable. I attended a school that gave its students a ton (and I mean a ton) of homework, because idle hands are the devil’s workshop (ugh), and I struggled the moment I couldn’t coast through without studying. Then went on to a college with a very similar work structure, and the same thing happened, except this time I quit after failing an entire trimester’s worth of classes. Some time after I enrolled into a different college that had a more hands on approach and I aced nearly every class.

    Every trimester we’d have to enroll to a class which would have only one assignment, and you’d start working on it on day 1, and present results on the final day before a panel. The workload was much greater, I had less guidance, and it lead to a more trial and error approach than a step by step guide, but I’d never felt more comfortable or happier in an academic setting. Previously I had thought school just wasn’t for me but it was all in the approach. I just can’t do piecemeal busy work.






  • Moonguide@lemmy.mltoADHD memes@lemmy.dbzer0.comDAE?
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    25 days ago

    Yeah. I struggled to finish my graduation thesis, for many reasons, but chief among them was that I took on a project I didn’t know I wasn’t prepared for (it went way, waaay beyond what my education gave me, including economic and social issues I definitely was not prepared to explore, nevermind explain) and my supervisor was as inexperienced in it as I was. Me being the perfectionist that I am, being unable to produce what I imagined meant I’d rather do nothing.

    Took me about 2y to get a decent research paper together (it really didn’t need to take that long, it was a qualitative study on gentrification in my city), and by the time I was able to guilt myself into actually finishing it, I got a decent looking project in about 2 weeks, hyperfocusing through the absolute rage the entire thing was giving me. The terna (experts assigned to judge) loved it, from the research to the execution. I asked for the degree to be handed to me on site instead of through a ceremony. I was just absolutely done with it, lol.

    I don’t really feel proud about it even though I should be, I’m just glad I got through it at all.