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Cake day: June 5th, 2023

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  • I needed to learn Go quickly for a small little side project and I was able to run through the fundamentals Go track in about a week and a half doing a few exercises here and there.

    I’ve been exposed to quite a few programming languages so a lot of the common principles are there for me. What I really needed was to learn how Go is different and what the unique things about it are.

    For example, I didn’t need to learn about why loops are important. What I did like learning is how a for loop in Go was structured and how to use it in different contexts. Utilizing range was a great thing I picked up from their examples.

    Exercise is a great hands-on tool to supplement and support learning.



  • insecure people who struggle with social skills

    Hi, also me. Nice to meet you.

    This is why I run “rules-light” systems and why you won’t find me running (or playing, anymore) games like DND. The complexity of rules is just too much for me to remember and memorize. I don’t have it in me to argue and debate about applying a rule and would prefer not to interact with someone who is rules lawyering. I find that having those rules there is more intimidating to me than anything else. I feel like I have to work with rules first and then find ways to be an agent of my character within that.

    Because of my own insecurities, I tend to lean on systems that require more collaboration, discussion and openness. I can’t really be wrong if we have collectively decided on a choice about our story. And even in that, calling it, our story carries so much power and lifts a huge weight off of my shoulders in terms of pressure for both playing and running a game. This is how I can skirt around my own insecurities and work with the kind of social skills that I have and prefer to use. I want collaborators rather than adversaries since that is socially much safer. Consequently, this also leads to very rich storytelling.


  • I think there’s a harmful view that ttrpgs are like a meal the GM cooks and delivers to the players which they either enjoy or not rather than a collaboratory effort of mutual play.

    This is beautifully said. The kind of adversarial approach we see so often, and I see it quite often with DND, is harmful. Of course this is not the only way things have to be, but the context seems to set it up like that more often than not.

    Complexity of rules and mechanics tend to lead to adjudication because of the way it can be interpreted. I find that in other systems, particularly in OSR style stuff, you get a different kind of thing. It’s not a rule, but a tool. This is kind of what I have loved about games like Mork Borg lately. Rules are simple, easily applied, and when you start to look into the world of supplemental material, there’s thousands, if not tens of thousands of additional rules and tables, you can apply to any situation. Take them or leave them. Apply them or don’t. Use them once, never or every time.

    Ultimately, you do what the situation calls for to make for an interesting story, and just like you said, that takes trust between you and the players to talk about and determine what that is.