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10 Business Lessons I Learned From Playing D&D

Esther Schindler writes "Those hours you spent rolling dice in your youth weren't wasted according to my 10 Business Lessons I Learned from Playing Dungeons & Dragons. Playing fantasy role playing games did more than teach the rules of combat or proper behavior in a dragon's lair. D&D can instruct you in several skills that can help your career. Such as: 'One spell, used well, can be more powerful than an entire book full of spells' and 'It's better to out-smart an orc than to fight one.'" What other wisdom have you gained from your time sequestered with various RPGs?

257 comments

  1. Real Life by sopssa · · Score: 4, Insightful

    To be honest, this seems a lot like just made to work out from D&D. These are pretty much general principles in life that apply everywhere, and hence its not a surprise that they apply in *roleplaying* games aswell.

    If you take it further, the same general principles that also works in business also works with women, or for that matter, any stuff. This can be something along the lines "dont be afraid to be yourself and be convinent when saying your say, because it works a lot better". It works the same way in RPG's, real life, women, business and for that matter in everything. Its just general human philosophy.

    Like said, RPG games tend to reflect real life a lot. You just take different character. That's why the stuff is pretty much the same.

    1. Re:Real Life by Feyshtey · · Score: 4, Interesting

      Or maybe the author was just having a little light-hearted fun for fun's sake. Kinda like when you play an RPG.

      Something I learned from D&D : Just because the NPC has 10 minutes of prepared dialogue doesn't mean that the NPC actually has anything of interest to say. Maybe he's just wasting your time. And maybe he's doing it on purpose...

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    2. Re:Real Life by 2names · · Score: 5, Funny

      I learned that you NEVER, NEVER, NEVER try to put a Portable Hole into a Bag of Holding...

      --
      "I'm just here to regulate funkiness."
    3. Re:Real Life by prefec2 · · Score: 4, Insightful

      I would say people act braver in RPG than in real life, because most of the stuff you can do in a game is beyond your normal capabilities. And even more important: If you die you can start all over. Beside a depression that your character died, nothing of consequence happens. IRL you have to face the real consequences. If you trick your chef or a customer, this will come back to you. And all behavior patterns (protocols in certain situations) can be learned IRL even better than in RPGs. This is because RPGs are only a model of a world, which is beside some fancy features as dull as the real one, but only a model. The real thing is much more complex, and challenging, and rewarding. Think of it: You collect 1000000 of currency X in game. However, IRL using the same time to collect 100000 $/EUR/Pound would be more rewarding. And think of real relationships vs. RPG-relationships.

    4. Re:Real Life by Anonymous Coward · · Score: 0

      I learned you should NEVER touch a duck you find in a dungeon!!

      and the captcha was "grieved"

    5. Re:Real Life by ushering05401 · · Score: 1

      And I learned that you can have a mind expanding experience whilst blindfolded with a towel.. provided you have access to the proper meat.

      On another note, I panned the last Esther Schindler post and I would like to mention for the record that this one is not as lame. Still not something worth mulling over.. but worth a quick scan.

    6. Re:Real Life by Anonymous Coward · · Score: 2, Funny

      The fact that this is was modded informative says a lot about the Slashdot Community.

    7. Re:Real Life by cranky_chemist · · Score: 2, Funny

      Don't forget THE most important lesson: When in doubt---cast chain lightning.

    8. Re:Real Life by GoodNicksAreTaken · · Score: 1

      'It's better to out-smart an orc than to fight one.'

      If you take it further, the same general principles that also works in business also works with women...

      You must know my ex-girlfriend.

    9. Re:Real Life by Anonymous Coward · · Score: 0

      Score:5, Informative.

      Okay, explain it for the rest of us guys. C'mon. Pleeeeeeeeease?

    10. Re:Real Life by Foodie · · Score: 1

      I learned that D&D is like life: the DM can be a real f**ktard.

      I also learned that if I had to roll 4 or better on a 1D20 to survive, I will always get 2 or 3, just like in real life.

    11. Re:Real Life by Anonymous Coward · · Score: 0

      i think you just kinda reaffirmed the point. imo the point isn't "hey look everyone should play dnd cuz it teaches you about life!" . . . the point is that not everyone makes the connection. the spells example is one of contemplating your options before you start throwing shit at the wall to see what sticks. But how many people have actually made that connection from DnD axiom to real life advice?

      dnd is a quite useful pasttime. i regularly learn someth about who i am based on whappens in the game (i'm 44). This is just another reason why.

    12. Re:Real Life by Seor+Jojoba · · Score: 1

      Agreed. You could pretty much pick any activity from life, and make cutsey little generalized rules from it...

      10 Business Lessons I Learned from Picking Dingleberries Out of My Ass

      1. Always Bring the Right Tools for the Job - Blah blah blah blah blah
      2. A Small Dingleberry is Often More Trouble Than a Large One - Blah blah blah blah
      3. Everyone Has Dingleberries - Blah blah blah blah
      4. And so on and so on...

      Would someone please pay me to write life lessons from any randomly chosen activity? I will start work tomorrow with a $50,000 advance.

    13. Re:Real Life by Anonymous Coward · · Score: 2, Insightful

      After many years of gaming my friends and I developed this mantra:

      If it's alive, kill it.
      If it's dead, bless it.
      If you don't know, kill it then bless it.
      Only then do you loot the corpse and raise it to join your army.

      I guess it the real world this taught us to never assume you accomplished your goal until you had tested that accomplishment.

    14. Re:Real Life by Dragonslicer · · Score: 1

      If you trick your chef... this will come back to you.

      And if you don't have a good bonus for saving throws against poison, you're in real trouble.

    15. Re:Real Life by Anonymous Coward · · Score: 0

      Perhaps - but potable holes are REALLY GOOD to throw into a mercury pool (portal) through which Orcus is rising up... Flummoxed the DMZ with that one!

    16. Re:Real Life by TerribleNews · · Score: 1

      I would say people act braver in RPG than in real life, because most of the stuff you can do in a game is beyond your normal capabilities. And even more important: If you die you can start all over. Beside a depression that your character died, nothing of consequence happens.

      This is, I think, one of the most important real-life lessons. Most of the time when you do something in real life, nothing of consequence happens. It's only your media-fed, government-encouraged, over-inflated-ego-based fear of all the horrible things that could happen to you if you do something. If you ask yourself, "what's the worst that could happen?" and think really hard about just how bad that answer turns out to be, I think you'll find yourself having a lot more fun and doing a lot more stuff.

      Don't take life too serious; you'll never make it out alive.

    17. Re:Real Life by Zero__Kelvin · · Score: 1

      "I would say people act braver in RPG than in real life ..."

      If they are good at playing the role then they will play the character as more brave than themselves if the character is braver than they are in real life and less brave if that accurately reflects the character's role . (For those of you who thought the R in RPG is because you are "roll"playing (i.e. rolling dice), it is actually for Role, as in playing a role.)

      In other words, in your experience the people you played with often failed to play the character's role.

      --
      Guns don't kill people; Physics kills people! - John Lithgow as Dick Solomon on Third Rock From The Sun
    18. Re:Real Life by Darinbob · · Score: 1

      And leave the gazebo alone.

    19. Re:Real Life by ivucica · · Score: 1
    20. Re:Real Life by Anonymous Coward · · Score: 2, Informative

      Sigh. Do I have to reveal that I know that much about the game and its cosmology?

      A portable hole and a bag of holding both do pretty much the same thing: they contain a little 'pocket dimension'. The space inside is finitely larger* than the space outside, and the weight of the container is not related to the weight of objects inside the container. They're extremely handy devices, and quite common in DnD games where they are allowed. Now, a player wanting to carry an infinite amount of stuff could simply place one item inside the other, no? The designers of DnD must have run across that concept early in playtesting, and decided it was a bit much, so the rules state that any attempt to place one device inside the other results in Very Bad Things happening. This usually takes the form of a big rip in spacetime, everything in the bags and anything within a certain radius is carried off into nameless spaces between the worlds, and No You Do Not Get Your Character Back.

      It makes sense, or at least it's internally consistent. DnD tries to be internally consistent, because players have a nasty habit of capitalizing upon any rules ambiguities, just when you've come up with the perfect way to almost squish them into tiny quivering bits. Yes, you were supposed to get past that, but not that way! It was supposed to be a lot harder! Now, you will expect me to reward you for your cleverness. Well, so be it...I'll get you next time, mark my words!

      --the GM

      *Except in the upgraded version of the portable hole: the Plot Hole.

    21. Re:Real Life by kitsunewarlock · · Score: 1

      Correct. However, you can craft a portable hole inside of a bag of holding. The rules say "placed into". But if it comes to existance within said hole, technically nothing bad would happen.
      Just don't remove it or you can't put it back in...you'll lose your cargo-space cheese.

      --
      Ginga no Rekshiya Mata Each page.
    22. Re:Real Life by prefec2 · · Score: 1

      Well this is true literally and figuratively.

    23. Re:Real Life by prefec2 · · Score: 1

      You are absolutely right. The problem for most people is, that they have certain anxieties and fears (angst) which are not rational. If you think things through only dreads remain.

      A typical "angst" would be to fear tomorrow, because something bad could happen. Or you don't ask a girl out, because of the consequences. However, if you think it through. The worst that could happen is a rejection from that girl, which doesn't mean you are ugly and not lovable. It just means that she doesn't want to go out with you (this time).

      A typical aspect of angst is that you cannot act or react you are like the rabbit in front of a snake. Or Mogly in front of the snake. You are hypnotized and paralyzed by this angst.

      However, to solve such situations, you need to go into meta-mode. ;-)

    24. Re:Real Life by prefec2 · · Score: 1

      No, I would say they played their roles well. However, they picked characters with more courage. I wouldn't say that they acted outside of their character, but no one picked the real world equivalent of a nerd. Even in sci-fi RPGs nerds are clever and integrated in society. This reaction is understandable, because the not integrated figure without out many skills will most likely die quickly.

      I think RPGs are a good thing as long as you do not try to transfer patterns out of the game into real life. RPGs are good to play around with other roles than those you "play" IRL.

    25. Re:Real Life by Anonymous Coward · · Score: 0

      Everything I learnt about women I learnt from playing D & D ... um ...

    26. Re:Real Life by Talderas · · Score: 2, Informative

      They've changed the rules a bit....

      Placing a Portable Hole in a Bag of Holding causes a Gate to the Astral plane to open sucking in all objects within like 10 feet. The bag and hole are destroyed and the items contained in both containers is then either destroyed or scattered across the Astral plane.

      Placing a Bag of Holding in a Portable Hole causes a Rift to the Astral plane to open, causing both containers and their objects to be lost forever.

      Placing a Bag of Holding in a Bag of Holding causes no adverse effects, so you could generate your infinite capacity via that method.

      I'm not sure what happens when you place a Portable Hole in a Portable Hole.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    27. Re:Real Life by Talderas · · Score: 1

      All wizards are nerds.

      I have an extremely cowardly gnome illusionist. Do you know how cowardly he is? He so cowardly, he crafted a custom invisibility spell that can't be pierced automatically by the most common means (blindsight/blindsense/true seeing). The person with those means to see invisible creatures has to be approximately 30 levels higher than my gnome to need to roll a 10 to see him 40 levels higher to auto-pierce it. Fuck yeah my gnome is a coward. He's also slightly bat-shit crazy and paranoid, but that's because the DM allowed him to learn most of the secrets of the Shadow Plane.

      We have a slightly altered cosmology though, apparently the Lady of Pain is the last, or one of the last of the race that created the cosmology that our characters live in. She supposedly knows more about the planes than even the deities. We also use the Shadow Plane as a transitory plane between planes utilizing the Deep Shadow, the same thing exists with the Deep Ethereal, but practically no mortals know how to navigate them, let alone of the their existence. In our game the planes were literally being torn apart and the Astral plane link was ceasing to function, basically that bad guy was severing those links because he knew of them to prevent heroes from stopping him. My illusionist ended up showing up after all the Astral links had been severed, making a lot of the PC heroes wondering how the fuck he got there. After going through some trial where he fought a mirror opposite of himself, he pretty much was at his crazy stage (he got the knowledge of the shadow plane and some dinky little light/dark ray powers from his trial, along with a physical appearance change).

      Needless to say, I think the DM has accidentally set him on a track to become a demi-god/deity who resides in/over the Shadow plane should he ever gain worshipers. Though I don't know who would worship him except for maybe gnomes, illusionists, and maybe a few other wizards.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    28. Re:Real Life by Anonymous Coward · · Score: 0

      I agree with GP. These are life lessons, it is scary to think that someone in their 20s-30s learned this playing D&D, and not real world situations.

    29. Re:Real Life by Anonymous Coward · · Score: 0

      a.k.a. portable tactical nuke. Best used with a summoned creature with opposable thumbs, a high enough intelligence to understand complex directions, and who understands a language you speak.

      Otherwise it just makes a great story for when you want to reroll your character.

    30. Re:Real Life by mlush · · Score: 1
      I learned
      • Never cast duo dimension twice
      • Never say 'Oh this is easy'
      • Never cast sneeze on a Dragon.
      • Never ever play Stare-out with anything.
    31. Re:Real Life by Doggabone · · Score: 1

      To be honest, this seems a lot like just made to work out from D&D. These are pretty much general principles in life that apply everywhere, and hence its not a surprise that they apply in *roleplaying* games aswell.

      If you take it further, the same general principles that also works in business also works with women, or for that matter, any stuff. This can be something along the lines "dont be afraid to be yourself and be convinent when saying your say, because it works a lot better". It works the same way in RPG's, real life, women, business and for that matter in everything. Its just general human philosophy.

      Like said, RPG games tend to reflect real life a lot. You just take different character. That's why the stuff is pretty much the same.

      All of which also means that one is likely to learn these things playing RPG's, or hanging out with skateboarders, or being a bike courier, or dating girls, or going to high school... whatever it is you spend your time doing. You wouldn't need to "make" these lessons work out from D&D, because they are general principles. I took the point to be that these lessons were learned, by this person, while playing RPG's. In terms of relevance, the point caters to a group that may be sensitive to the false impression that such games have no life lessons to offer, when in fact the same life lessons are available as in anything else. I've got good friends who think my RPG time was "wasted", because they are completely oblivious to the social and personal lessons you can learn or reinforce while pretending to slice Orcs into itty bitty pieces - or even that they could be learned in that context. I think the "surprise" (which is not a surprise to all) is not that the principles apply to playing RPG's, but that they can be learned from playing as well.

      But still, no more earth-shattering than the "10 Things I Learned from Star Trek" posters, or the "All I Need to Know I Learned in Kindergarten" books. And just as amusing.

    32. Re:Real Life by FuckTheModerators · · Score: 1

      Of course not.

      You put the portable hole at the bottom of the sea. To drain it.

      And into the bag of holding you put a leftover troll part to regenerate and suffocate. Rinse and repeat until you've got one really pissed off dead-crazy troll. Then with the help of a flying wizard upend the bag over an enemy encampment. Troll bomb!

    33. Re:Real Life by coolingame · · Score: 0, Troll

      I've been away from making lotro gold for quite a long while. This isnâ(TM)t really a great hdro gold tip, but please bear with me as I get back into the lord of the rings online gold flow of bringing in thousands of herr der ringe online gold . First, this is an advanced lotro gold strategy requiring you to to have at least several hundred hdro gold as starting capital and have leveled your lord of the rings online gold Jewelcrafting and herr der ringe online gold Enchanting professions to a minimum of 350 each. If you are at least in your aion kina 60s and are able to do dailies in the aion gold Burning Crusade then this is a aion kina guide for you. As every aion gold Jewelcrafter knows, prospecting ore gets you aion powerleveling to use both for crafting jewelry and for use in aion powerleveln . You can make some aion powerleveling from doing this throughout your aion powerleveln . It is also a no-brainer that if you have a solid eve online isk from other activities (like BC dailies or auctioneering) you can drop the eve isk kaufen , buy all your eve isk from the auction house and pick up Enchanting to sell disenchanted materials from eve online isk kaufen . For anyone who has been practicing eve isk (or plans to) and has managed to raise both their eve online isk Jewelcrafting and Enchanting to 350, the following Jewelcrafting eve isk kaufen recipes are probably the cheapest and easiest to produce compared to the eve online isk kaufen you will get from selling their disenchants: guild wars gold Bloodstone Band guildwars gold Crystal Citrine Necklace guild wars gold Crystal Chalcedony Amulet guildwars gold Sun Rock Ring These cost only 2 guild wars items and one gem of the appropriate type, making guild wars items relatively cheap to produce. While I would recommend prospecting with silkroad online gold for the increased drop

    34. Re:Real Life by Anonymous Coward · · Score: 0

      I wish there was a mod option "-1 Rules Lawyer"

    35. Re:Real Life by Anonymous Coward · · Score: 0

      I learned that D&D is like life: the DM can be a real f**ktard.

      I also learned that if I had to roll 4 or better on a 1D20 to survive, I will always get 2 or 3, just like in real life.

      Wait, you found someone who could ressurect you in real life?

    36. Re:Real Life by Hognoxious · · Score: 1

      At the start there is a lesson for each point. But it sort of tapers off till by the end it's more a less like bullet points or a powerpoint presentation.

      Looks unfinished to me.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  2. What I learned by nizo · · Score: 5, Funny

    What other wisdom have you gained from your time sequestered with various RPGs?

    D&D: the more you played the less likely you were to get laid.

    (Queue up the, "but I only gamed with hot vixens back in high school!" responses)

    Oh and I also learned that playing D&D makes you sarcastic and bitter.

    1. Re:What I learned by Martin+Blank · · Score: 1

      I learned that the dice were out to get me, and even when they weren't, it was a trap laid to get me to believe in them before they could take me down.

      Hence why I play poker. At least then I can blame the guy across the table and secretly plot his demise.

      --
      You can never go home again... but I guess you can shop there.
    2. Re:What I learned by SkankinMonkey · · Score: 1

      Nope, never played with any 'vixens' and the vixens I did know had no knowledge about my gaming habits. ;)

    3. Re:What I learned by Anonymous Coward · · Score: 0

      Add in the following:

      No matter what the rules say, if you Bribe the guy in charge of the rules with the right stuff, you can literally move mountains with the tip of your finger, come back to life, and have more power than God Himself.

      Or in other words, I learned that it's a steaming pile of BS. Sure, if you had a GOOD dungeon master I suppose stuff would apply, but for the article to really mean anything you'd have to account for all the DM's who ran campaigns like "Ok, you're level one, what do you want to do?" "I'll look in the sock drawer" "Ok, you just became a Demigod due to a rare magical item hidden by a gnome in your underwear."

      So ya, waste of space.

    4. Re:What I learned by sbeckstead · · Score: 4, Funny

      Not getting laid makes you sarcastic and bitter, playing D&D is just a bonus.

    5. Re:What I learned by OctaviusIII · · Score: 4, Interesting

      Can't say I ever played with vixens (at least, none that were single), but I can say that I was seduced by a D&D playing siren.

      Actually, D&D taught me how to interact with my fellow males. I'd largely forgotten in high school, and my college years were significantly richer for the extremely intelligent, down-to-earth and wise people I had around the gaming table.

      --
      What's this? Another weblog? On transit?
    6. Re:What I learned by JWSmythe · · Score: 0, Troll

          That's why D&D playing usually ends right about the time puberty kicks in. Well, it divides the players into two groups. The ones who are at home all weekend playing, and the ones who are out dating.

          I haven't touched dice since I was 13. Well, except a dirty set of dice, and those were only used during foreplay, until we gave up and decided to just do what we wanted. Sex, just like life, shouldn't be controlled by the roll of the dice.

      --
      Serious? Seriousness is well above my pay grade.
    7. Re:What I learned by hurting+now · · Score: 3, Funny

      I also learned that playing D&D makes you sarcastic and bitter.

      Really? No shit.

    8. Re:What I learned by Evil+Shabazz · · Score: 3, Insightful

      ...which is actually precisely how capitalism, the US, etc, predominantly works. All of the rules apply, unless you have enough money that you can give to the guy who makes the rules - then the rules bend as much as the money allows.

      --
      Down with the career politician! SUPPORT TERM LIMITS
    9. Re:What I learned by The+Pirou · · Score: 2, Funny

      You never learned anything if you never moved from tabletop to Live Action Role-Play:

      Kill real fake monsters.

      Earn fake money.

      Make people love you with fake money.

      Attract whorecraft-esque gamer girls.

      Repeat.

      And secondly - Never assault any group with the battle-cry of 'I am the Master of Flowers! Fear my fists of fury!" Even if you can back it up you're just going to be all sweaty and nasty when it's over. 'Tis better to walk the other way and know that your enemy will probably die a painful death at the hands of a Jetta-driving 16 year old girl talking on her cell phone and fixing her hair instead of paying attention to the road than to get your 'kicks' dirty in a scuffle.

    10. Re:What I learned by Abreu · · Score: 1

      My wife also plays D&D, thank you very much... in fact, it is one of our "together" activities

      --
      No sig for the moment.
    11. Re:What I learned by ceoyoyo · · Score: 1

      But I only gamed with hot vixens back in high school!

      Okay, we weren't playing D&D.

    12. Re:What I learned by chiguy · · Score: 2, Insightful

      You can abstract it some more, and say that the ability to affect the written rules with money (power, sex) are also part of "The Rules".

      It's all the same game.

      --
      passetspike!
  3. Rolling the dice by Danathar · · Score: 1, Troll

    I learned that RPG's are nothing more than fancy statistical simulations that have as much to do with simulating anything as the order of playing blackjack.

    Other than the content background which I can get from reading novels, playing RPG's is about as exciting as moving numbers around a spreadsheet.

    1. Re:Rolling the dice by decipher_saint · · Score: 5, Interesting

      I knew a few players who were just in it for the game mechanics and they got bored with it too. If you're playing an RPG correctly that number crunching system is merely the "how" and not the "why".

      I mean, the last group of players I was playing with weren't optimizing statisticians, they were people who wanted to contribute to a great story and have some fun in the process. We had more than one session where dice weren't rolled at all, or if they were it was out of combat.

      That's role playing.

      --
      crazy dynamite monkey
    2. Re:Rolling the dice by Feyshtey · · Score: 2, Informative

      If this is your experience with RPG's then I'm sorry to say you had an unimaginative gamemaster. If you have a talented storyteller that's willing to adapt from their intended plan quickly and creatively, then RPG's can be extremely entertaining.

      It's all about creating scenarios where people can try bizarre crap and see what happens, an much less about adhering to some statistical dogma.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    3. Re:Rolling the dice by gurps_npc · · Score: 2, Insightful

      Sounds like you either: 1. Had some really bad players/DM's and/or 2. Are stupid enough to think that people that like things you don't like should be insulted, as should the things they liek. How DARE they enjoy something you dislike? They should be taken out and SHOT. And you certainly have the right to make fun of them and insult them.

      --
      excitingthingstodo.blogspot.com
    4. Re:Rolling the dice by SloppySevenths · · Score: 3, Insightful

      Much like WOW and Everquest are inefficient database clients.

    5. Re:Rolling the dice by vertinox · · Score: 1

      I learned that RPG's are nothing more than fancy statistical simulations that have as much to do with simulating anything as the order of playing blackjack.

      Other than the content background which I can get from reading novels, playing RPG's is about as exciting as moving numbers around a spreadsheet.

      Someone recently joked on Eve Online in the newbie corp channel about the game being "SPREADSHEETS IN SPAAAAACE!"

      But something interesting happened to me about a year ago... Being an avid number cruncher and power gamer in consoles, computer, and pen and paper games, I have fallen in love with the stock market and funds.

      There are so many intricacies and rules (shorts, puts, calls, options, long, dividends etc etc) that when compiled you've got a rule book that rivals any pen and paper RPG (except maybe GURPS)

      So I thought to myself... Why not?

      So I started to self educate myself and lo and behold I'm doing pretty good (sort of considering how everyone else is doing lately) and even though its not going to make me rich overnight, it is fun playing if you learn how to do it.

      It is like gambling but the house is usually on your side (most of the time).

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    6. Re:Rolling the dice by sbeckstead · · Score: 1

      Now that's a man with an under active imagination, needs other people to give him background content. Sheesh, next you'll say that no flavor of ice cream other than vanilla is any good.

    7. Re:Rolling the dice by Anonymous Coward · · Score: 0

      Yeah, I'm with everyone else. You suck! You must like sex and girls and stuff.

    8. Re:Rolling the dice by xaxa · · Score: 1

      I've only roleplayed three times, when I was ~14, ~15 and ~16 (I'm now 20-something). In all cases it was with more-or-less the same group, all between a month and three years older than me. The first time wasn't very good, we roughly played D&D but got bored with it.

      The second time, we were much less structured. The dice weren't rolled very often, and the story was much more interesting. However, like the first time I was more interested in getting drunk...

      The third time, a girl with an incredible imagination led the story. There were no dice. Essentially, she told an hours-long story, weaving in the contributions made by the players/characters. That was actually worthwhile, but I felt my contribution was pretty pathetic (I'm useless at expressing what I'm thinking, especially if it's fantasy) so when the older people left for university I didn't try and find another group. (Being the youngest and least mature didn't really help.)

    9. Re:Rolling the dice by Ironica · · Score: 3, Funny

      Maybe Tetris was just an early attempt at cloud computing to solve the backpack problem?

      --
      Don't you wish your girlfriend was a geek like me?
    10. Re:Rolling the dice by schon · · Score: 2, Funny

      I learned that RPG's are nothing more than fancy statistical simulations that have as much to do with simulating anything as the order of playing blackjack.

      Do I hear the sound of a FASA player griping? :)

    11. Re:Rolling the dice by Chabo · · Score: 3, Insightful

      I forget where I heard it, but someone recently said something to the effect of "Many math nerds have lost plenty of money because they saw the stock market as a simple system of cause and effect."

      --
      Convert FLACs to a portable format with FlacSquisher
    12. Re:Rolling the dice by fishbowl · · Score: 5, Insightful

      "Other than the content background which I can get from reading novels, playing RPG's is about as exciting as moving numbers around a spreadsheet."

      Because you said "reading novels" and not "writing novels", it's pretty clear why you don't get it.

      --
      -fb Everything not expressly forbidden is now mandatory.
    13. Re:Rolling the dice by Anonymous Coward · · Score: 0

      Well since your email is unavailable I might as well ask here, where did you learn about the stock market and which resources did you use offline and online? Posting anonymously because your email isn't available :3

    14. Re:Rolling the dice by Abreu · · Score: 1

      I learned that RPG's are nothing more than fancy statistical simulations that have as much to do with simulating anything as the order of playing blackjack.

      Other than the content background which I can get from reading novels, playing RPG's is about as exciting as moving numbers around a spreadsheet.

      Sorry to hear that... It sounds as if you have never been in a good gaming group.

      My suggestion would be to try again, playing with other people

      --
      No sig for the moment.
    15. Re:Rolling the dice by dakameleon · · Score: 1

      It is like gambling but the house is usually on your side (most of the time).

      Here's a lesson from someone who has worked inside the bank^H^H^H^H house: you wish. The house is there to make money irrespective of which way the market goes, and it's very profitable being the house.

      --
      Man who leaps off cliff jumps to conclusion.
    16. Re:Rolling the dice by Danathar · · Score: 1

      Yes, but you don't need to play an RPG to contribute to a great story.

      I don't deny that "role" playing is funner than "roll" playing, but you don't need to "roll" play in order to "role" play.

    17. Re:Rolling the dice by Danathar · · Score: 1

      You are completely right.

      My brother became a world of Warcrack addict. But his addiction was to the numbers, the statistics, the urge to "tweak" a numerical system designed to reward that part of your brain that makes you come back for more. People are naive if they don't think MMOPRG authors and companies know EXACTLY what they are doing and how to make their pseudo gambling system as addictive as hell. It's not that hard. All they have to do is fly out to Vegas and watch people and the games.

      I often told him. "Dude...you are SO good at tweaking that MMOPRG numeric system so that you have a million gold pieces and a god like character. Imagine how much money you could of made (and fun) using those skills in the financial markets"

    18. Re:Rolling the dice by topnob · · Score: 1

      Don't give up, learn to express yourself better and find a group that suits you, I too gave up for quite a few years and have only recently re-found the fun of d&d with the right group!

    19. Re:Rolling the dice by Danathar · · Score: 1

      I get it.

      People asked me what I learned. And what I learned is that is what all MMOPRG's and MOST tabletop RPG groups degenerate into. Tweaking of numbers, fighting over the interpretation of the english language as used in the rulebook...etc.

      The idea that a simulation of fantasy can be simulated with NUMBERS is crazy.

      Why use numbers at all? Why not just sit around a table and start a round the table story making it up as you go? It would be just as fun provided you get the right motivated people only without the slot machine as your rulebook.

    20. Re:Rolling the dice by Danathar · · Score: 1

      Hey..Somebody asked me what I learned. I put it out. Sorry you can't swallow it. Personally I think all the people who are upset at my post are people who are in denial that others can HAVE that idea about RPGs.

      Face it. RPG's turn some people off and are NOT the be all and end all of games.

    21. Re:Rolling the dice by Jesus_666 · · Score: 1

      Ideally the DM is forced to make up new rules on the spot because the provided rules simply don't cover what the players are trying to do. And no matter how much you like to play without numbers, at some point you'll want at least a rough estimate of how fast that magical disease the players developed spreads.


      As for the sibling's position: If you want to minimize the rolling, play with the World of Darkness system, which minimizes dice use. d20 is not the only P&P system.

      Also, even d20 can be relatively free of dice if you simply ignore some of the rules. I know someone whose Dark Eye (essentially D&D in German with even more dice) groups never use damage rolls in combat - the attack roll and the description of the attack are combined to see who loses which limbs. The end result are drastically shortened (and much more dangerous) battles with a minimum of dice rolls. And it works well for them.

      So if you think your system has too many dice, either get rid of the system (porting a setting to another system is less work than you'd think), change the game outright or just adapt the system to your needs.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    22. Re:Rolling the dice by Jesus_666 · · Score: 3, Insightful

      The numbers don't simulate, they arbitrate. Essentially everyone does just sit around and tell a story; the numbers only come in once you need to know whether someone is really strong/smart/adept at pottery enough to do the task they intend to. You can, of course, decide to use every rule in the book at every opportunity... but if you don't your game is going to run much smoother.

      Besides, you don't even need dice. Some systems (like World of Darkness) avoid random elements wherever possible; there a skill check just means comparing your skill value to the target number.

      Or you go with completely freeform gaming... Forum RPGs tend to do this. Unfortunately they also tend to show why most gamers prefer having rules and stats around - they keep people from declaring every ridiculous action their character takes to be successful (and all attacks on them to be ineffective).

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    23. Re:Rolling the dice by gurps_npc · · Score: 1
      You didn't put out what you learned. You put out a bunch of value judgements that are nothing more than your personal preferences. Claiming that they are statistical simulations is fine - but that same complaint can be made about any game with a specified random component. That includes all gambling games, but also other games such as Risk, Monopoly, etc. Your claim that it is not a good simulation is rather stupid. First it assumes your basic description was accurate (it isn't - merely describing one rather insignificant part of a game does not mean you have accurately described it). Second there are many different RPGS and they simulate to varing degrees. The fact that you apparently tried one and did not like so you blame them all is called prejudice. Judgeing all by one example.

      More importantly, I don't object to you not liking the game. I object to you insulting it. If you had said I played it and did not enjoy it, that would be one thing. Instead you choose to engage in a FLAMEWAR, making snide comments that implied insults to those that do enjoy it.

      We know that RPGS turn some people off and are not the be and end all of games.

      But we also have enough social skills not to go around insulting things other people like. The internet tends to make people forget manners - hence trolls and flamebaits etc. But that does not excuse your poor behavior.

      --
      excitingthingstodo.blogspot.com
    24. Re:Rolling the dice by justinlee37 · · Score: 1

      Actually World of Darkness does use die rolls. You roll a set of d10's for certain actions. Succeeding at the action requires a certain number of the dice to roll a sufficiently high number, and having a high skill level lets you roll more dice.

    25. Re:Rolling the dice by sapphire+wyvern · · Score: 1

      He's talking about the freeform/LARP variant of World of Darkness (Mind's Eye Theatre, it's called). That's what they use in the Camarilla LARP society.

    26. Re:Rolling the dice by justinlee37 · · Score: 1

      So what happens when there is a violent dispute? Do the LARPers just beat the tar out of each other in a fistfight until one of them submits? lol. And what about rules or representations for vitae-based powers?

      I would go look this up myself but I have about zero interest in LARPs. Thanks for the clarification, though.

    27. Re:Rolling the dice by Talderas · · Score: 1

      Unfortunately, all it takes is for one power-gaming number crunching geek to drag the rest of the geeks into it, we had that problem with epic.

      When one character is capable of soloing a Hectatonchires in 1 round, while all the other characters would take 4 rounds or more, thus risk dying, it causes problems. This is a huge problem, not because the other players aren't performing to the same level as the most powerful, but because the most powerful is so much more powerful than the rest of the players. It fucks up encounters, bad, and if the DM doesn't restrict what was allowed, and believe me our DM restricted a lot of cheap and easy shit, it requires the DM to up the power of the enemies, this making it even more difficult for the lower powered characters, or the characters need to find a way to bring their characters up to par with the top guy.

      When you have a melee character consistently doing 4x the damage as other melee characters, there's an issue. It can cause all the players to start number crunching to optimize. Even if the damage is due to certain favorable conditions which are always apparent, 4x is excessive.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    28. Re:Rolling the dice by Anonymous Coward · · Score: 0

      Or use the Shadowrun system, which is similar to the World of Darkness and lacks the vampire stigma. You can still roll a lot of dice in the system, you just don't role one dice after another. You roll your dice, count your 1s, 5s, and 6s to determine the result. None of that roll a d20 to see if you hit, then roll X dice to determine your damage. Character improvements typically are done via equipment rather than stat gains via experience, and newly created characters are going to be on par even with characters that already exist.

      My problem with the vampire RPGs, aside from the negative social stigma that I view them in, is that there is one thing you can get at character creation that can never be improved, and can always be a crutch, that being your generation. I think you can go down to 8th generation, which increase the blood pool you have as well as increases the number of blood you can spend per round of combat. The 9th through 13th generations just get to spend one blood point and have differing blood pool sizes. Well, I lied, you can technically improve it by consuming older vampires, but if the GM enforces the social stigma of that, that creates huge issues for your vampire character.

      That's indicative of the one thing I hate about RPGs, if there's a character creation option that can potentially act as a barrier to further character development, it's a flaw. Shadowrun sort of has it with initiative passes, but I see those as an equalizer between various archetypes. A character who is closer to the enemy, thus risks taking more attacks needs the extra initiative passes to take out/down foes quicker to lower the risk of their own death. My current Shadowrun group features 5 runners. Three of them have additional initiative passes. The two that don't is a hacker and a sniper/sharpshooter who is ridiculously good at staying hidden. Two of the three with additional passes fight in melee combat, and the third uses pistols, so is at shorter range, and more at risk of drawing fire. Sure the sharpshooter could use more initiative passes to shoot more enemies quicker, but it's not necessary when he could have spent the money to improve his character elsewhere.

    29. Re:Rolling the dice by Talderas · · Score: 1

      Actually, I would endeavor to say that D&D and d20 is worse than the FASA system for Shadowrun when it comes to number crunching.

      D&D....

      Let's see, my damage before power attack is 100 and I have 6 attacks. My attack roll bonus is 100. I could take 20 on my power attack for an extra 120 damage per hit and only have a 75% chance to hit the 5th attack, and a 50% chance to hit the 6th attack. So I could get either 1320, 1100, or 880 damage for the round. If I take 15 on my power attack and get an extra 90 damage per hit, I will get either 1140 or 950 damage for the round. If I take 10 on my power attack, and get an extra 60 damage per hit I will hit every attack and get 960 damage. This goes on every round and changes as you fight more characters.

      Shadowrun.....

      Let's see, I have 5 ranks in longarms, 8 agility, specialization in sniper rifles, a smart link system, Synch genetech, and a reflex recorder for longarms giving me a dice pool of 19 for my shot. On average I will get 6 successes. Using a 7P sniper rifle with with -3AP and standard rounds, I'm looking at dealing 12P damage before soak and ignoring 3 of my opponents ballistic armor. Assuming the opponents armor matches with body (bodyx2 for armor before encumbrance), that means a 3 Body opponent would get 9 dice against my 12 damage. On average he will see 3 successes, reducing my damage to 9P, cause the opponent to lose all but one of his condition monitor boxes, and applying a -3 to all his roles. For each point of body the character adds, subtract one damage, for each body lost, add one damage. It changes over when the Bodyx2 value exceeds the damage, in which case it becomes stun damage instead of lethal damage.

      I can crunch the numbers in Shadowrun prior to it to know my effectiveness against certain armor/body combos, but with the way the system is setup there aren't all the variable combat number tweaks that a player can make during combat like in D&D. I don't have to consider those during the game, so that's one less thing to be worried about. In D&D, more damage is the best method of controlling the battlefield. In Shadowrun this isn't the case due to wound modifiers. So instead of figuring out the best method of dealing damage, I can instead be more tactical in choosing targets of opportunity to take them out of the fight or high threat targets to impair them, both are equally rewarding and valuable. In D&D, impairing an opponent isn't always as valuable as outright killing another.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    30. Re:Rolling the dice by Talderas · · Score: 1

      Then it should be referenced as such. Besides I have no respect for LARPing, but I say this as someone who acts in theater.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    31. Re:Rolling the dice by Danathar · · Score: 1

      My gripe is with the idea that a statistical random number generator (thats not really random since people have learned how to throw dice) is somehow a valid arbitrator/simulator.

      It's not.

      It's an illusion.

    32. Re:Rolling the dice by vertinox · · Score: 1

      I forget where I heard it, but someone recently said something to the effect of "Many math nerds have lost plenty of money because they saw the stock market as a simple system of cause and effect."

      Well there is a faction of the trades that fully believe in the holiness of the charting methods without taking human irrationality and emotions into account. I think everyone last fall failed their save rolls on the 401K. Its more like random rolling of the dice. You will get bad rolls.

      I think Keynes said it best but I won't requote him here about it.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    33. Re:Rolling the dice by decipher_saint · · Score: 1

      That's absolutely true, a lot of systems define opposed outcomes using all sorts of different mechanisms, that's the point really, the mechanism of the game should be at best secondary to the experience.

      --
      crazy dynamite monkey
    34. Re:Rolling the dice by decipher_saint · · Score: 1

      I have had the is problem in the past as a DM, the best part about min/max'ers is that they usually have some stunning weaknesses to things.

      As with the other characters, find the silver bullets for the min/max player. I often find that they are tooled up for a paticular kind of adventuring and aren't as well equipped for some challenges as the average, more rounded player might be.

      And if all else fails, add some spice. Curse them with some withering disease that screws with their bonuses, it's a great story arc for at least a level or two to find a cure and when they do find a cure have it not work quite as well and leave them a bit crippled and maybe a bit wiser for it.

      Min/Max'ers hate it when you mess with their stats though and unless you have a real player who is interested in playing with a group instead of pushing numbers around by themselves you'll likely lose a player who was almost impossible to keep with the team.

      I'll tell you one thing though, life gets tough for the DM when you have a team of average characters that really, REALLY, work well together. Never fighting battles the same way, always coming up with plans that play off each others strengths... it makes it really hard to kill them... ;-)

      --
      crazy dynamite monkey
    35. Re:Rolling the dice by Jesus_666 · · Score: 1

      a) There are few situations where, in a P&P setting, I would recommend dice. However, most of the time you can do without them. As for LARPs... Well, either have someone judge, possibly through dice, or start boffing. Or both, I don't know. I don't actively LARP either.
      b) I actually conflated the regular and LARP versions of WoD; it's been a while since I was involved with the system.

      However, even though WoD has the advantage of someone actually having done it, I'd expect most systems to be modifiable into a mostly diceless state with dice being reserved for situations where chance is explicitly wanted, such as combat damage.
      For D&D simply ignore the die roll and lower the DC accordingly. Shadowrun 3 would be more work; I'd probably replace successes with "skill points above the target number" and try to balance that out. For SR4 I'd revert to the SR3 check rules and apply the same change. The Dark Eye would be a nightmare as every skill check is actually three attribute checks... but nobody outside Germany plays that anyway.

      In the end you can play however you want, using whichever rules you want. You have to like roleplaying enough to actually work out the changes but if you do you get an experience tailor-made for your (group's) needs.

      If you're insane anough you can even merge two systems. I'm doing just that (haphazardly porting the Shadowrun 3 magic system to The Dark Eye 3E) and it's really a labor of love. With a lot of labor involved. Only do this if you like messing with rules.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    36. Re:Rolling the dice by Talderas · · Score: 1

      Well, we played epic, which makes resources significantly easier for players to pull, though I'm a bit of an atypical min/maxer. I tend to focus on defense over attack. I suspect my illusionist would irritate you in your attempts to kill him.

      He has a rather potent invisibility... even the typical auto-pierce sight methods against invisibility the creature needs to role a caster level check, but I have the invisibility spell's effective caster level pumped up to the point that the creature trying to see the illusionist needs to be 30 levels higher than him to have a 50% chance, and 40 levels higher to pierce it without a check. Needless to say, something that powerful is likely going to squash the party and they're not likely to run into it unless you intend them to run away or they have some special item/artifact to assist them.

      To put more icing on the cake, his hide check without invisibility is on par with a stealthy character that is about 17-20 levels higher than him.

      My strategy is that if you're going to kill my character, you're probably going to have to go through the rest of the party first.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    37. Re:Rolling the dice by dlelash · · Score: 1

      See the mouseover text in http://xkcd.com/592/

    38. Re:Rolling the dice by Chabo · · Score: 1

      Ah, thank you. I thought it might have been XKCD, but searching for "stock" and "market" didn't find me that strip.

      --
      Convert FLACs to a portable format with FlacSquisher
    39. Re:Rolling the dice by justinlee37 · · Score: 0

      I could never play without the dice. It just takes all the chance and uncertainty out of everything. At least with dice you can critically fail a skill check by rolling a natural 1, without that anybody of a high enough level to have 20 or 30 ranks in a skill would never fail any check. Also if combat is reduced to a "you always hit or always miss and always deal the same damage" situation I think a lot of the excitement would be removed. You're right though that P&P is wonderful for customizing the rules to fit your groups play style, so more power to you.

    40. Re:Rolling the dice by Jesus_666 · · Score: 1

      Me neither. I actually tend to involve the dice too much by randomly improvising checks (for example I'm known to construct "spite checks" out of the Charisma or (in TDE) Violent Temper attribute) and we even changed the TDE rules to make critical successes/failures for skill checks much more likely (1/20 instead of 1/400). This goes so far that in my TDE round we have a new demigoddess whose specialty is bending the rules and screwing around with die rolls. She's actually the most powerful deity as we blame her whenever a player rolls something funny.

      As for diceless combat, I already pointed out that combat is one of the situations where you do want randomness and thus dice even in an otherwise diceless game. Except if you really like predictability. As for critical failures/successes, some people don't like those, so not having them may actually be an advantage. I'd miss them, though.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  4. I learned this one by phantomfive · · Score: 1

    It was a hard lesson, but I realized, if I am focused on making money and running a business, I make more money that when I'm focused on killing orcs and playing games. Seriously.

    --
    Qxe4
    1. Re:I learned this one by tisepti · · Score: 1

      It was a hard lesson, but I realized, I make more money when working then I do when not working. Seriously.

      fixed that for you.

    2. Re:I learned this one by vux984 · · Score: 2, Interesting

      It was a hard lesson, but I realized, if I am focused on making money and running a business, I make more money that when I'm focused on killing orcs and playing games. Seriously.

      But are you having more fun?

      If so, then carry on.

      If not, then why are you doing it? If making more money isn't making you happier, then you are wasting your time.

    3. Re:I learned this one by Cro+Magnon · · Score: 1

      But, if I don't make enough money to pay my ISP, how can I play my online games?

      --
      Slow down, cowboy! It has been 4 hours since you last posted. You must wait another few hours.
    4. Re:I learned this one by vux984 · · Score: 1

      But, if I don't make enough money to pay my ISP, how can I play my online games?

      Then you aren't having "more fun" and that's clearly not a good strategy either.

      The point is you need to work enough to maximize your fun. Working more than that lowers your quality of life. As does working less.

    5. Re:I learned this one by Feyshtey · · Score: 2, Interesting

      Let us know when you figure out that if your life is all focused on running a business and making money, it eventually occurs to you that you havent really lived life at all.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    6. Re:I learned this one by Anonymous Coward · · Score: 0

      I'm sure he'll be crying from his 200ft yacht covered in scantily clad women when he is 40.

      That, or he'll be bankrupt after tax law changes/consumer law changes/free software/lawsuits/typical bad luck and living in a double wide in tornado alley, wondering how to chat to hoes who've been around the block a dozen times.

    7. Re:I learned this one by Thuktun · · Score: 1

      It was a hard lesson, but I realized, if I am focused on making money and running a business, I make more money that when I'm focused on killing orcs and playing games. Seriously.

      And trying to rush blindly into either of these without a balance of wisdom, intelligence, strength, dexterity, and charisma is a bad idea.

    8. Re:I learned this one by DNS-and-BIND · · Score: 1

      And let us know when you're a 40 year old expert RPG player with a tech support job and a rental apartment, that you really haven't lived life at all, but rather spent it in a fantasy world.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    9. Re:I learned this one by Anonymous Coward · · Score: 0

      Take this a step further. . . instead of using time to have your 'character' learn new skills in a game. . . spend time learning new skills *yourself* in real life.

      I've spent a lot of time playing RPGs (almost all of it computer RPGs, admittedly, though a little pen-and-paper). Not that gaming, in small doses, is a bad thing - a few hours one night a week doesn't preclude using time for other things the other days of the week too much, but if there's one lesson I've learned from playing RPGs it's that it's easy to spend too much time playing games about your character's life, and not enough time developing your own life. In that note, I'm thinking of maybe trying to find a new gaming group for pen-and-paper, and largely give up the computer RPGs because a) I'll be forming new friendships, at least, and b) when you need a group to game with, it puts a bit of a natural limit on how much time you spend gaming.

      Oblivion is not good for me. . . lol.

  5. Oblig. "Jose Chung's From Outer Space" quote by elrous0 · · Score: 4, Informative

    Well, I didn't spend all those years playing Dungeons and Dragons and not learn a little something about courage.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Oblig. "Jose Chung's From Outer Space" quote by Anonymous Coward · · Score: 0

      Hopefully it wasn't the fact that you don't have it.

    2. Re:Oblig. "Jose Chung's From Outer Space" quote by johnsonav · · Score: 1

      Well, I didn't spend all those years playing Dungeons and Dragons and not learn a little something about courage.

      Best X-Files episode ever.

      --
      ... and that's when the C.H.U.D.'s came at me.
    3. Re:Oblig. "Jose Chung's From Outer Space" quote by PaganRitual · · Score: 1

      This is not happening. This is not happening.

      Wait, I got the right episode, didn't I?

    4. Re:Oblig. "Jose Chung's From Outer Space" quote by elrous0 · · Score: 1

      Why they only let Darin Morgan only write a few episodes is beyond me. He was the best writer they had. He also wrote the poignant "Clyde Bruckman's Final Repose," and the hilarious "Humbug," and War of the Coprophages." The last scene from Humbug, with Jim Rose's critique of Mulder's perfection, still cracks me up. He was the only X-files writer who could do straight comedy, drama, and satire with equal aplomb.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    5. Re:Oblig. "Jose Chung's From Outer Space" quote by johnsonav · · Score: 1

      He was the only X-files writer who could do straight comedy, drama, and satire with equal aplomb.

      And, to me, that's what the X-Files was about.

      Incomprehensible alien conspiracies? I could care less.

      But smart, witty, well-written episodes, set in a world where the story is not sacrificed for "believability"? That's when the show was at its best.

      --
      ... and that's when the C.H.U.D.'s came at me.
  6. Pick up groups suck by rgviza · · Score: 3, Insightful

    Always try to work with people you already know.
    Playing as a team works better than being out for yourself.

    --
    Don't kid yourself. It's the size of the regexp AND how you use it that counts.
    1. Re:Pick up groups suck by prefec2 · · Score: 1

      Oh I learned the same thing IRL. Including the following:
      Don't kill your neighbor.
      Drive safely.
      Be nice to your teammates, but do not become an apple-polisher or teams idiot it won't help you and the team.
      A yes and, a team goes through different phases:
      a) You meet them the first time.
      b) You start working
      c) You start fighting
      d) hopefully you work it out
      e) you work perfectly with your colleges
      f) you release in time
      And don't push people. Their performance will suck. Its better when they want it or at least accept it.

  7. RPG Lessons by Reason58 · · Score: 1

    Here is a good list of everything you will learn from RPGs: http://serpent231.tripod.com/cliche.shtml

    1. Re:RPG Lessons by Anonymous Coward · · Score: 0
    2. Re:RPG Lessons by Anonymous Coward · · Score: 0

      Dang, I wish I still had mod points for that. While centric to video games (not pen and paper games), it's a very amusing and long list.

  8. Smaller does not mean less dangerous by Clueless+Moron · · Score: 5, Funny

    Stepping on a d4 hurts a hell of a lot more than stepping on a d20.

    1. Re:Smaller does not mean less dangerous by SatanicPuppy · · Score: 1

      Otherwise known as "the crippling effect of a Cone of Cold."

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    2. Re:Smaller does not mean less dangerous by Anonymous Coward · · Score: 0

      caltrops require a balance check after damage is taken or you fall to the ground and must take a full-round action to get up again.

    3. Re:Smaller does not mean less dangerous by omris · · Score: 4, Funny

      D4: the caltrop of the dice world.

    4. Re:Smaller does not mean less dangerous by Ironica · · Score: 1

      Stepping on a d4 hurts a hell of a lot more than stepping on a d20.

      Or to put it another way... when you have more choices, you're less likely to get hoisted on your own petard.

      --
      Don't you wish your girlfriend was a geek like me?
    5. Re:Smaller does not mean less dangerous by Anonymous Coward · · Score: 0

      I use a D2; it makes rulebooks a lot easier.

      P1- I attack the demon with my bare hands.
      DM- *1* CRITICAL You sever the demon's head with your left pinky!
      DM- The little girl tries to hug you!
      DM- *1* CRITICAL, you die with all your bones crushed.
      P2- I run away.
      GM- *0* CRITICAL, you stumble and fall on a dead stingray that perforates your heart. You die.

    6. Re:Smaller does not mean less dangerous by Anonymous Coward · · Score: 0

      BY his own petard. Sheesh! You have read the book, right?

  9. Not always applicable!! by rts008 · · Score: 4, Funny

    What other wisdom have you gained from your time sequestered with various RPGs?

    Always loot the corpse!

    --
    Down With Slashdot BETA!!! I've been around the corner and seen the oliphant; you can only abuse me from your perspecti
    1. Re:Not always applicable!! by Anonymous Coward · · Score: 1, Funny

      What other wisdom have you gained from your time sequestered with various RPGs?

      Always loot the corpse!

      And it's often a good idea to burn it or at least lop off the head(s). Yes, these things can also apply in business...

      - T

    2. Re:Not always applicable!! by Duradin · · Score: 1

      It's not dead until it gets two in the head. If magic exists in the setting, stake the body, cut off the head, burn both, throw remains into a vat of acid, throw vat of acid into an orb of annihilation. If it comes back after that it was probably the dm's pet npc.

      The rogue may be the one who unlocks the door but it is the minion's job to open it and walk through.

      When in doubt, fireball. Repeat as necessary.

  10. Most valuable lesson... by grub · · Score: 1


    My most valuable lesson? That "Your breasts are perfectly symmetrical, like a well matched pair of D20 dice" is not a good pickup line.

    .

    --
    Trolling is a art,
    1. Re:Most valuable lesson... by camperdave · · Score: 1

      That's worse than "Its a... [rolls dice]... peasure to meet you". However, it does have the advantage of leading to physical contact with the opposite sex. After all, you're much more likely to get slapped in the face with your line.

      --
      When our name is on the back of your car, we're behind you all the way!
    2. Re:Most valuable lesson... by Anonymous Coward · · Score: 1, Insightful

      If it works, it's the best pickup line EVER. You just landed yourself a D&D geek girlfriend with perfect breasts! ;)

    3. Re:Most valuable lesson... by Anonymous Coward · · Score: 0

      Actually, he only said they were symmetrical. Maybe they are equally revolting.

    4. Re:Most valuable lesson... by that+IT+girl · · Score: 1

      Mostly because I'm glad mine aren't icosohedral, really ;)

      --
      10 FILL MUG WITH COFFEE
      20 DRINK COFFEE
      30 GOTO 10
  11. Wisdom by lavaforge · · Score: 2, Funny

    What other wisdom have you gained from your time sequestered with various RPGs?

    No matter how clever the idea sounds, livestock never fixes anything.

  12. Magic Missile the Darkness by butabozuhi · · Score: 1

    http://www.youtube.com/watch?v=zng5kRle4FA ...sometimes you just have to laugh at yourself. Don't take yourself too seriously and you'll better handle the politics and vagaries of work.

    --
    mu
  13. This list is horrible by bigdady92 · · Score: 1

    All of these are generic axioms. None of these are special or unique or "Oh I learned this ONLY from playing D&D". It's a bloggers way of using catch phrases to garnish interest and get posted around the internets for hits.

    Slashdot fell for it, hook line and grell.

    --
    Wheel of Time: Book by Book and Sumview (summary review) Bigdady92 style: http://bigdady92.blogspot.com/
    1. Re:This list is horrible by Feyshtey · · Score: 2, Insightful

      Or maybe Slashdot recognized some light-hearted fun and went with it. Maybe the author and /. just chose to take a moment to reflect on things, and point out some obvious truths we sometimes take for granted in a fun way.

      As a great prophet once said : "Lighten up Francis."

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    2. Re:This list is horrible by gurps_npc · · Score: 2, Insightful

      I find your analysis to be faulty. Sure people could have learned them from other places, but this particular guy claims that he learned them from this game. Maybe he would have learned them later - like say after he got fired. Better to learn things when you are young BEFORE it really matters. That by the way is the reason why all mammals play. It is learning without consequences. It lets the cat learn how to stalk without starving in the first month. It lets the wolf pack learn how to cooperate, so they can take down bigger game, without getting into huge dominance battles right before you hunt.

      --
      excitingthingstodo.blogspot.com
    3. Re:This list is horrible by PotatoFarmer · · Score: 3, Funny

      You expect us to react in a light-hearted way to a List made up by someone named Schindler? What kind of monster are you?

    4. Re:This list is horrible by Feyshtey · · Score: 1

      Yellowpages.com shows 63 PAGES of Schindlers in New York city alone. Round em all up! They must all be mass murderers!

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    5. Re:This list is horrible by VRisaMetaphor · · Score: 1

      I admire your confidence in attacking his analysis when you clearly haven't read the article.

    6. Re:This list is horrible by Feyshtey · · Score: 1

      Correction: that was meant to read 63, not 63 pages.

      Regardless, it just goes to show that we can't possibly take a publication like Yellowpages.com seriously if they actually list Schindlers.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    7. Re:This list is horrible by Anonymous Coward · · Score: 1, Informative

      Helloooooo? Schindler was the movie's hero!

    8. Re:This list is horrible by Ironica · · Score: 1

      I find your analysis to be faulty. Sure people could have learned them from other places, but this particular guy claims that he learned them from this game.

      The author claims to have a husband. While same-sex marriage is becoming legal in more and more places, this still makes it statistically more likely that the author is female.

      --
      Don't you wish your girlfriend was a geek like me?
    9. Re:This list is horrible by Anonymous Coward · · Score: 1, Funny

      I always found it hilarious that the elevator in my old apartment block was maintained by "Schindler's Lifts".

    10. Re:This list is horrible by that+IT+girl · · Score: 1

      However, learning and experiencing them in a game in which there is at least a slight degree of immersion is far better than just hearing something you consider a "generic axiom". The former is more likely to click-and-stick in the mind, and the concepts are far more likely to surface later on when you need them in IRL situations.

      --
      10 FILL MUG WITH COFFEE
      20 DRINK COFFEE
      30 GOTO 10
  14. let's see... by Anonymous Coward · · Score: 0, Insightful

    1. Violence solves everything.
    2. The only thing that trumps violence is more violence.
    3. Wholesale slaughter is good and right as long as the race you are slaughtering has green/grey/orange/etc. skin.
    4. Nothing wins an argument like a Rod of Silence.
    4a. ...except for the Great Big F***ing Sword of Silence. (see 1 & 2)
    5. "Your mom" jokes are a bad idea around dragons. Their moms are always bigger and meaner.
    6. Charisma is a dump stat.
    7. People will forgive any transgression if you can dish out the pain.

    I quit. Anyone else?

    1. Re:let's see... by Beardo+the+Bearded · · Score: 2, Interesting

      The first two apply to XML:

      "XML is like violence. If it doesn't solve your problem, use more."

      CHA is the only stat that matters in real life.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    2. Re:let's see... by Landshark17 · · Score: 2, Insightful

      "CHA is the only stat that matters in real life."

      Charisma has a short shelf life. Every charismatic person I've ever met seems interesting at first, but within about one to three years turns into an asshole.

      --
      This sig is false.
    3. Re:let's see... by mcvos · · Score: 1

      "CHA is the only stat that matters in real life."

      Charisma has a short shelf life. Every charismatic person I've ever met seems interesting at first, but within about one to three years turns into an asshole.

      That's still plenty for a presidential campaign.

    4. Re:let's see... by Landshark17 · · Score: 1

      "CHA is the only stat that matters in real life."

      Charisma has a short shelf life. Every charismatic person I've ever met seems interesting at first, but within about one to three years turns into an asshole.

      That's still plenty for a presidential campaign.

      That explains a lot.

      --
      This sig is false.
  15. By Pelor's 1996 Honda Civic by Anonymous Coward · · Score: 0

    Lesson I learned: Even if they can get annoying or you don't always agree, its always good to have a friend who is very religious, just in case.

  16. I learned all about Tedium and Red Tape by dmomo · · Score: 4, Funny

    In a dungeon, I just wanna pull out my Dwarf's Double Blade Axe, lop the head off a goblin and escape with the gold. At work, I just wanna go into the php file, remove the fucking ampersand, roll it out and go home. Either one however, requires sign-off and verification from multiple parties.

    They'll try telling you that you "can't do that without creating a subversion branch first". Or "You can't do that without a level 6 Ring of Hurt".

    Either way, you're better off just going to Home Depot, buying a real axe and running down all the goblins that stand in your way.

    1. Re:I learned all about Tedium and Red Tape by FMZ · · Score: 1

      No matter how many times I read that title, it continues to look like Ted Rape, and I don't want to know what life-lessons you've learned from inappropriately touching plush bears.

    2. Re:I learned all about Tedium and Red Tape by hattig · · Score: 1

      How would you use a subversion branch to kill and loot a goblin? Maybe you could sit in the subversion tree waiting for the goblin to come along checking out things, and then export a heavy branch onto his head? However there is a high chance of conflict occurring. Maybe this plan needs some revision.

      However I agree with you about PHP's Level 6 Ring of Hurt [cursed].

    3. Re:I learned all about Tedium and Red Tape by PaganRitual · · Score: 1

      Maybe there needs to be a rule 11.

      "When all you have is a Double Blade Axe, everything looks like a goblin"

    4. Re:I learned all about Tedium and Red Tape by dmomo · · Score: 1

      Actually, PHP's Level 4 ring of Hurt was the worst. Level 5 kind of put some putty over the duct tape. Level 6? Yet to be found.

  17. What I learned... by Geoffrey.landis · · Score: 1

    What I learned is that when your small, not terribly dangerous character happens to be the only one standing up on the ridgeline this turn taking a shot at that humongous monster (while everybody else is recharging their spells or reloading their weapons)... you die.

    --
    http://www.geoffreylandis.com
  18. Modeling reality by gmuslera · · Score: 1

    In games you have a simplified version of reality, but the people behind them are real, so some interactions with them. Games rich enough where you have commerce, in fact a whole economy, politics, things that you can play with, but if you are involved enough in the game you must learn to do it well, with rules that work even in the real world.

    1. Re:Modeling reality by h2oliu · · Score: 1

      To follow up on this, looking at problems from a variety of perspectives will help you understand it better.

      Walk through the problem as others might. It will help you produce a more useful solution.

      --
      Ok, I give up, why you?
  19. Everything I really needed to know re: Real Life by Geoffrey.landis · · Score: 4, Funny

    These are pretty much general principles in life that apply everywhere....

    Sure. Just like, "Everything I really needed to know about life I learned from playing Tetris"

    --
    http://www.geoffreylandis.com
  20. Re:Wisdom? by Feyshtey · · Score: 5, Funny

    As are assumptions. For instance, assuming that D&D is a video game.

    --
    "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
  21. Lesson learned by tnk1 · · Score: 1

    I learned that Rust Monsters are as annoying as fuck.

    If I see one of those around my neighborhood, I am totally going to be ready for them. Eat Kevlar, motherfucker!

    Don't get me started about the Gelatinous Cubes.

    1. Re:Lesson learned by Beardo+the+Bearded · · Score: 2, Insightful

      I learned that Rust Monsters are as annoying as fuck.

      That would teach you both about the importance of a maintenance schedule and the futilty of all work. Everything that we do will eventually wear out and crumble to dust.

      Or, put more poetically, "in spite of us, Nature wins."

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    2. Re:Lesson learned by Anonymous Coward · · Score: 0

      Squishy Octahedrons are worse.

    3. Re:Lesson learned by Anonymous Coward · · Score: 0, Insightful

      If I see one of those around my neighborhood, I am totally going to be ready for them. Eat Kevlar, motherfucker!

      You: Eat Kevlar, motherfucker!
      (The kevlar turns to rust.)
      You: WTF? Kevlar doesn't rust. It doesn't even have metal in it.
      God: Hey, only one of us is the DM here, and I'm pretty sure it's not you.

    4. Re:Lesson learned by mdwh2 · · Score: 1

      What did I learn from RPGs?

      * Always leave someone on watch when you go to sleep, even when safely in a house in a big city.
      * Always make sure to search dead bodies and take their belongings, because you can make more money from selling the twenty axes you can fit in your bag, than actually doing your job.
      * On a similar note, if there's no one looking, make sure you loot anything and everything that isn't nailed down to the floor.
      * Search every room for secret doors, and always say that you're going to listen before opening a door.
      * Shopkeepers are invincible. Don't even try starting any trouble.

    5. Re:Lesson learned by Dragonslicer · · Score: 1

      Don't get me started about the Gelatinous Cubes.

      But there's always room for Jello!

      Man, I wish I could find that cartoon. I've tried asking Google, but I haven't found it yet.

  22. He left out my biggest one by gurps_npc · · Score: 1

    Shopping for the right equiptment may take as much time as using it does, but it is well worth the effort.

    --
    excitingthingstodo.blogspot.com
  23. Sacrifice. by Anonymous Coward · · Score: 0

    Not with D&D, but with Call of Chtulhu... In doubt, sacrifice the priest. With that stunt, we have won the favors of shub-Niggurath.

    In your office if it's to a greater good, you can sacrifice one to save all :D

  24. What did I learn? by mraudigy · · Score: 2, Insightful

    Don't piss off the DM. Best life lesson ever.

  25. Nothing new by OrangeMonkey11 · · Score: 3, Insightful

    These are all things that can be trace back to books written hundreds of years before our time. for example The Book of Five Rings and The Art of War, these two books have pretty much the blue print on problem solving. You can pretty much apply them to business, school, games, women, etc..

    1. Re:Nothing new by Ironica · · Score: 3, Insightful

      These are all things that can be trace back to books written hundreds of years before our time. for example The Book of Five Rings and The Art of War, these two books have pretty much the blue print on problem solving. You can pretty much apply them to business, school, games, women, etc..

      So what *you* learned from D&D is, pay attention to the lore... the answer is already there.

      --
      Don't you wish your girlfriend was a geek like me?
  26. Life... by CannonballHead · · Score: 1

    .. doesn't have a "save" feature like most CRPG's do. Think before you act. And, by the way, "talking" is acting...

  27. One thing I learned that is not helpful by gurps_npc · · Score: 1
    In game, I found that it is best to: Always take the head. Merely because it looks dead doesn't mean it is.

    But in real life, I found that to be rather bad advice. Things that look dead generally are either dead or helpless - whether it is a creature or a company.

    --
    excitingthingstodo.blogspot.com
    1. Re:One thing I learned that is not helpful by ais523 · · Score: 3, Funny

      You've obviously never heard of SCO.

      --
      (1)DOCOMEFROM!2~.2'~#1WHILE:1<-"'?.1$.2'~'"':1/.1$.2'~#0"$#65535'"$"'"'&.1$.2'~'#0$#65535'"$#0'~#32767$#1"
  28. Real lessons from gaming. by Animats · · Score: 5, Insightful
    1. The little people are expendable. If you have to kill or lose a few thousand orcs or zombies, no prob. It's the major characters that matter.
    2. When in doubt, kill it. There are no noncombatants.
    3. The purpose of life is to acquire power. Self-explanatory.
    4. Having a thief around to steal from the little people is a useful asset. Grinding is for losers.
    5. The most aggressive player runs things. Just like high school.

    This is a losing strategy in real life, or even real war. (Roman saying: "The legion is not composed of heroes. Heroes are what the legion kills.")

    1. Re:Real lessons from gaming. by SirLurksAlot · · Score: 1

      Animats, I think you're a straight-shooter with upper-management written all over you.

      --
      God, schmod. I want my monkey man!
    2. Re:Real lessons from gaming. by Darinbob · · Score: 1

      The corollary is, you get more gold if you steal from the little people before you kill them.

    3. Re:Real lessons from gaming. by rdnetto · · Score: 1

      So, does anyone have a game that goes against these concepts?

      --
      Most human behaviour can be explained in terms of identity.
  29. Diablo teached me something by Anonymous Coward · · Score: 0

    First Diablo2 teached me to never make a shortcut on ALT F4 it ends bad
    Also 5 Years of 'Vampire the Masquerade' LARP teached me no matter how good a Plot is Planned everyone whos involved will definately destroy it if he wants or not,so better dont plan anything and just be creative in the right moment

    1. Re:Diablo teached me something by Macgrrl · · Score: 1

      We have an axiom from 15 years or so of writing and running tounaments at roleplaying convertions: "No plot survives first contact with the players".

      This is especially true of LARPs vs tabletop. Tabletop players tend to be more conservative when it comes to following the plot, this breaks down as soon as you get LARPers at the table.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    2. Re:Diablo teached me something by Anonymous Coward · · Score: 0

      LARPers are morons, that's why.

    3. Re:Diablo teached me something by mcvos · · Score: 1

      We have an axiom from 15 years or so of writing and running tounaments at roleplaying convertions: "No plot survives first contact with the players".

      This is especially true of LARPs vs tabletop. Tabletop players tend to be more conservative when it comes to following the plot, this breaks down as soon as you get LARPers at the table.

      Not true. Any roleplayer lives to ruin whatever railroad the GM had in mind.

      Lesson learned: don't assume in advance that everybody will blindly do what you want. Come prepared, but be flexible.

    4. Re:Diablo teached me something by Macgrrl · · Score: 1

      Ou games are rarely a railroad, and if they are, it has so many switchbacks the players usually don't realise they are heading to a planned destination.

      I like to write games about consequences of choices, therefore I have to allow players choices.

      But to give you an example, we GMd a murder mystery a few years back where the players decided the victim was such a shit, that instead of trying to find out who killed him, they threw a party instead. Not much of a module if they decide to do that. An most people understood the game had been advertised as a murder mystery and had signed up for it knowing the meta plot is to find out whodunnit.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    5. Re:Diablo teached me something by mcvos · · Score: 1

      I like to write games about consequences of choices, therefore I have to allow players choices.

      But to give you an example, we GMd a murder mystery a few years back where the players decided the victim was such a shit, that instead of trying to find out who killed him, they threw a party instead. Not much of a module if they decide to do that. An most people understood the game had been advertised as a murder mystery and had signed up for it knowing the meta plot is to find out whodunnit.

      Well, that's a choice, isn't it? Imagine what the authorities would think when they found out the PCs threw a party after the murder. There's plenty of room for interesting adventure there.

      Maybe somebody else decides to try to solve the mystery. Someone with a bigger stake in solving the mystery than the PCs apparently have.

    6. Re:Diablo teached me something by Macgrrl · · Score: 1

      There is a popular form of roleplaying at Australian RPG conventions called freeforming. From what I know of US RPG forms, the closest relative would be the Camarilla LARP meets the RPGA with a bit of 'Whose Line Is It Anyway" thrown in for good measure.

      At conventions, most freeforms are between 10 and 30 players in size, and will run for around 2-3 hours. Depending on the game, there will be a certain degree of pre-prepared props or cut scenes to further the story along. I have been involved in games that were full on costume pieces, with elaborate sets like a theatre production and all players and GMs appropriately costumed. I have run modules that were written earlier in the day where no one had any prep and typically a verbal character briefing as there wasn't time to produce character sheets. The biggest game I've run has had over a 100 active players. The smallest freeform would have been around 8 players.

      Players are typically given a character sheet which comprises their character's background and what they know about the events leading up to the planned scenario, it will detail personal motivations or goals. 95% of player interaction from that point on with with other players, referring to GMs only when an adjuducation is required to determine the outcome of a proposed action (I call the police, I buy his company, I hack this computer system, I attempt to poison the champagne being served to everyone here, I am a god and I smite him!, etc...).

      Freeforms rely heavily on players subscribing to an agreed world view as to how the game universe operates. What technologies are permitted, what if any magics, language barriers, geographical limitations. By operating within an agreed framework, it minimises the amount of GM interaction required to keep the game going. You probably need 1 GM for every 10 or part thereof players.

      Tournament gaming is different from campaign gaming in that multiple teams are being run through the same scenario, and frequently are being judged on how well they perform, with the best players or teams being awarded trophies. GMs will usually smile on people who find innovative ways to solve or beat the scenario, but rarely enjoy having the scenario ignored. Sometimes it's the result of a poorly written module, sometimes it's just players being difficult for the sake of it. There is nothing worse than running a large freeform and having one or two players trying to sabotage everyone else's attempts to solve the module.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  30. the wisdom of Mr. Burns by rubycodez · · Score: 2, Funny

    "Family. Religion. Friendship. These are the three demons you must slay if you wish to succeed in business" -- Mr. Burns, The Simpsons

  31. Law, Chaos, Good, Evil, and Neutrality by Krishnoid · · Score: 3, Interesting
    Alignment has worked as a good first pass on identifying the behavior of myself and coworkers. It helped me separate the axes of
    • good vs. evil
    • law -- e.g., bureaucrat/corporate citizen vs. disorder -- bending or violating the rules
    • neutrality -- just don't make waves, I don't care, or it's not important

    and gave me a starting point on 'measuring' motivations and tendencies. This in turn helped me predict behavior for various people in the workplace. If nothing else, it makes it obvious that people have motivations and tendencies along more than one axis; I then added on a 'radius' from true neutral and a 'strength/weakness' axis and it still serves me (albeit simplistically) in learning how to work with other people to get results.

    If absolutely nothing else, it gives me a common language and a starting point for identifying good and evil behavior that I can use in discussions with D&D-familiar wage slaves -- otherwise it sounds weird to use the word 'evil' to describe behavior in a world of moral relativism. Being able to back it up with a clear description helps. (Read from here on for the next 210 strips for a version with pictures).

  32. One unstated rule... by solios · · Score: 1

    ... it's easier to find a new DM than a new boss. Though unlike a boss, the Tinpot Dictator model of DM - the kind who doesn't listen to the players, who's "my way or the highway" with the rules, who tells you can always find another game if you don't like how he does things - is more likely to eventually change his tune if his players are unhappy.

  33. Here's my favorite... by Anonymous Coward · · Score: 0

    Always carry poison.

  34. How to Barter ! by cbelt3 · · Score: 5, Interesting

    Seriously. Growing up in the US suburbs, the concept of 'bartering' is foreign, and considered impolite at best, and offensive at worst, to the point where you will be banned from a shop for it. Fast forward a decade after my D&D experience and I found myself alone for half a year in a middle eastern country. And shopping in the bazaar for supplies. Almost immediately the bartering skillset I had learned playing D&D for the better part of five years raced to the forefront. While spells and armor were not available (but automatic weapons were) , I still made out just fine, and never had to roll the D20 I kept in my pocket. Yes, I still have that talisman some 30 years later, it's a useful decision making tool.

    1. Re:How to Barter ! by Anonymous Coward · · Score: 1, Informative

      What did you barter (to trade by exchange of commodities rather than by the use of money) with? Did you travel with a wagon load of goodies or just a few goats?

      Personally, I'd have just tried to lower the price by bargaining. Don't need to lug around feed for the goats that way ;-)

    2. Re:How to Barter ! by mdwh2 · · Score: 1

      I learnt my haggling skills from Monty Python...

    3. Re:How to Barter ! by Monsuco · · Score: 1

      Seriously. Growing up in the US suburbs, the concept of 'bartering' is foreign, and considered impolite at best, and offensive at worst, to the point where you will be banned from a shop for it.

      Obviously you have never been to an average suburban garage sale.

    4. Re:How to Barter ! by Caracan · · Score: 1

      And yet you still haven't fetched me a shrubbery..... Ni

    5. Re:How to Barter ! by Anonymous Coward · · Score: 0

      Almost immediately the bartering skillset I had learned playing D&D for the better part of five years raced to the forefront.

      I think you mean "haggling." Bartering is the exchange of nonmonetary goods or services. Haggling is the negotiation of price.

  35. Other things learned by Krishnoid · · Score: 2, Insightful

    What other wisdom have you gained from your time sequestered with various RPGs?

    For one thing, that wisdom is different than intelligence. I'm still not sure what the difference is, but at the time I read the rules, I assumed that someone wiser (or is that smarter) than me had written them, so he probably knew what he was talking about.

    1. Re:Other things learned by Beardo+the+Bearded · · Score: 1

      Wisdom is the sum of all the facts, tidbits, trivia, and other things you remember. How many factoids have you got in the tank? The physical analog would be constitution, sort of.

      Intelligence is how quickly you can react to a situation mentally and use the parts of the problem against itself to come up with a solution. Mental dexterity, if you will.

      So yes, IQ tests and puzzle questions check your wisdom -- not your intelligence -- since they bascially test "have you seen this problem before?"

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    2. Re:Other things learned by ais523 · · Score: 1

      In D&D at least, and quite possibly in real life, Wisdom implies being a good judge of character and good at noticing things, whereas Intelligence is more about memory and working things out.

      --
      (1)DOCOMEFROM!2~.2'~#1WHILE:1<-"'?.1$.2'~'"':1/.1$.2'~#0"$#65535'"$"'"'&.1$.2'~'#0$#65535'"$#0'~#32767$#1"
    3. Re:Other things learned by Anonymous Coward · · Score: 0

      No it isn't. Wisdom has nothing to do with how much you know.

    4. Re:Other things learned by Anonymous Coward · · Score: 0

      Intelligence: think book-smarts
      Wisdom: think common sense

      You probably know someone whose mind runs 500mph, who can figure out any problem you set in front of them, but who still makes stupid mistakes.
      Intelligence is raw mental power, while wisdom is meta-intelligence, ie don't just assume what I know from X works for Y, investigate each area, learn local customs before opening mouth, feel people out before discussing potentially sensitive topics.

      If intelligence is total ability, wisdom is the lack of mental clumsiness popping up block that ability.

    5. Re:Other things learned by HeronBlademaster · · Score: 1

      I've always defined them the opposite way, with "intelligence" pertaining to how much information you've got stuffed in your head, while "wisdom" being how well you can apply that knowledge.

    6. Re:Other things learned by SirLurksAlot · · Score: 1

      Wisdom is the sum of all the facts, tidbits, trivia, and other things you remember. How many factoids have you got in the tank?

      I think you're confusing wisdom with experience. You can memorize any number of facts and still be an insufferable know-it-all. I've always looked at it like this: Intelligence is the ability to figure thinks out and think quickly. Experience/skill is what you know, and wisdom is knowing when to (or more often not to) do something, behave in a certain way, etc. It is easy to confuse wisdom with experience because people with experience are often wiser than those without it.

      And then there is charisma which is nice to have when you're wise (so you don't go around pissing people off with your unasked for tidbits of wisdom), or when you're extremely unwise (so you don't go around pissing people off with your foolishness ;-) ).

      --
      God, schmod. I want my monkey man!
    7. Re:Other things learned by elodoth · · Score: 1

      Intelligence relates to learning and retaining knowledge as well as critical thinking. Wisdom is the ability to make good decisions as well as general common sense and comprehension. Intelligence governs the structure and complexity of the mind and Wisdom, the soul. This explains why Intelligence is so important for Wizards and Wisdom for Clerics. As for Charisma and Sorcerers... you got me. :p

    8. Re:Other things learned by morgajel · · Score: 1

      "Intelligence can find an answer. It takes Wisdom to determine if it's the *right* answer..."

      So says the chaotic neutral, paranoid schizophrenic, dual-club wielding, donkey riding, zeppelin flying human fighter running around in my head speaking gnomish to his clubs who are telling him to chop the tree down to get the cat out of the branches.

      --
      Looking for Book Reviews? Check out Literary Escapism.
    9. Re:Other things learned by ckaminski · · Score: 1

      Intelligence is knowing the fire is hot.

      Wisdom is knowing it burns when you put your hand in it.

  36. If you ain't cheating, you ain't trying by Propaganda13 · · Score: 2, Funny

    Cheat, cheat, cheat then stick to your story if you get caught.

  37. Paranoia taught me... by asicsolutions · · Score: 2, Funny

    That all my fellow troubleshooters coworkers are all expendable. To spy on everyone. Use information to turn in communists. Keep your laser(pointer) ready.

  38. the History of TSR hobbies by sesshomaru · · Score: 1

    Actually, probably the best place to get real useful business information for D&D is from the History of D&D, specifically, the History of TSR hobbies.

    Here's a good starting point. It's a sad and horrifying tale of corporate intrigue that led to business failure.

    --
    "MIT betrayed all of its basic principles."
  39. Landscape construction, of course... by (H)elix1 · · Score: 4, Funny

    *I* know what a gazebo is.

  40. How to handle huge sums of money on the market by just+fiddling+around · · Score: 1

    I got most of my financial knowledge from "Corporate Shadowfiles": put options, selling short, commercial paper, hostile takeovers, the works.

    And I still have to acquire a multinational corp to put that into practice :-(

    --
    You're not old until regret takes the place of your dreams.
  41. History of TSR hobbies by sesshomaru · · Score: 0, Redundant

    Actually, probably the best place to get real useful business information for D&D is from the History of D&D, specifically, the History of TSR hobbies.

    Here's a good starting point. It's a sad and horrifying tale of corporate intrigue that led to business failure.

    --
    "MIT betrayed all of its basic principles."
  42. Tools. by Anonymous Coward · · Score: 0

    I know it's an old saying, but I learned it from playing RPGs (Shadowrun, in this case):

    "If the only tool you have is a gun, all your problems start to look like targets."

    Keep a creative and open mind and you'll go much farther than using the same ol' bag of tricks.
    I guess the corollary to this is
    "One dumb action makes things spiral quickly out of control."

  43. What I learned from reading this article... by hanako · · Score: 1

    ... is that your DMs weren't very good, especially when it comes to adjudicating magic. And everyone knows what poor management does to a business!

  44. Shadowrun taught me.... by morsmortis · · Score: 2, Funny

    That if I could trade a piece of my soul for the newest hardware, I would.....

  45. Anonymous Coward by Anonymous Coward · · Score: 0

    "Under late capitalism, entertainment is the prolongation of work."

    Theodor Adorno

  46. Networking your career in D&D? by Orion+Blastar · · Score: 1

    Poster claims she and her husband were hired by a DM in one D&D game they played a few months in.

    Never in all my D&D and role play games career, did I ever get offered a job. Sure I did a lot of problem solving and followed the same business advice in the original article. I even listed role play games as a hobby on my resume. I got my jobs by hard work at other jobs and building up a good reputation by writing reliable source code that optimized memory and ran faster than other programmers, plus I had good debugging skills.

    It did not work, eventually management went with "good enough" because computers ran faster than ever and with large hard drives and RAM memory, and then optimized memory and running faster didn't matter, as companies went with the cheaper coders who ran code "good enough" to get work done even if it crashed the system and servers 12 times a day. I got sick, and I learned that getting old and being married are job liabilities because management wants to overwork "salaried" employees up to 60 or 80 hours a week for no extra pay. Being older and married with children means I cannot spend the extra time a younger and single programmer can that does not have kids. Plus IT and Engineering jobs often get offshored to the lowest bidder.

    In short D&D and role playing lessons learned did not help me out in my career. The industry changed and turned on me. What jobs I had I got overworked at until I got stressed out and got sick and ended up on disability. Technology keeps changing to the point that even the sloppiest code runs fast enough even if it is a memory hog and crashes the system daily, the people who write the sloppy code agree to work for a low salary and work overtime for no extra pay and stay single with no kids, and people like me cannot compete with them anymore.

    My only hope is to start up my own small business of writing software, and hope the banks agree to lend to me to grow my company so I can develop and market my own brand of software. But the economy is really bad and banks refuse to lend to me because I am disabled. But the big companies are "too big to fail" so they get bailouts, but the small companies suffer and go out of business.

    --
    Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
    1. Re:Networking your career in D&D? by Esther+Schindler · · Score: 1

      Well getting hired as the result of playing D&D (by the 1st->5th level illusionist) does sort of require that the guy who owns the business is also the DM. But he was... and as I said, D&D does let people see how you cope with problems and which problems you volunteer for.

      Another day-job I got from playing D&D was really more the result of people networking. Someone else playing the game was also involved in Phoenix Mensa (this was a monthly Mensa D&D game, which sort of highlighted the wisdom/intelligence matter discussed elsewhere... any member could play, though of course the game had its regulars). After hanging out with 'em for a while I was asked to serve on a temporary board position, which led to someone recommending me for my first professional programming position. Straight out of programming school.

      The third gig was also from another D&D player. She was a semi-regular in the D&D group, but we also socialized separately (she ran the monthly general Games Night, which is how I learned to play Mah Jongg). Mind you, neither of us were in the computer industry at that point; I was in school, and she was working as a part-time tech writer while raising two little kids. We became friends, stayed in touch, and now she runs a well known company in the computer industry. A "Hey, I'm looking for work..." note in 2002 got me a writing gig 24 hours later, and that gig has continued (a few times a year) ever since.

      So yes. Be nice to people. You never know where they -- or you -- will end up.

    2. Re:Networking your career in D&D? by Orion+Blastar · · Score: 1

      Most people I played D&D and Traveller with were like me, computer programmers or in another line of work. Never managers with the power to hire people.

      Sure I've been nice to people, even hosting games at my own house with a BBQ and free snacks and soda. I've been nice to people at work as well. It never paid off, and many of my coworkers ended up backstabbing me in order for them to get promotions by downgrading me despite me being nice to them and helping them out when they were stuck at something and working as a team. I never did them wrong, and always supported them and did my job to the best of my abilities. But then those coworkers never played in the D&D and other role playing games with me, because I was always getting the group out of trouble and resolving problems and solving mysteries and saving people.

      --
      Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
    3. Re:Networking your career in D&D? by Esther+Schindler · · Score: 1

      The point of example #3 is that your fellow players/DMs might be equal to you today. But tomorrow they may be a Hiring Manager. I can't speak to you working with backstabbers. That sucks. But I'm just the DM; I'm not there.

    4. Re:Networking your career in D&D? by Orion+Blastar · · Score: 1

      Yeah funny thing about that, I was playing by D&D rules, and the backstabbing coworkers were playing by another set of rules developed before D&D was designed that allows such things as backstabbing the more talented coworkers in order to gain promotions and other things. Well look at it this way, eventually they'll backstab the managers and work their way up to CEO and have to fight each other for the CEO position.

      I worked until I became disabled, and in the D&D world a high level Cleric should be able to cast a major healing spell and cure me of my disability. In the real world no such thing exists, and I have to stay on disability and take medicine from doctors until I finally do die. So all of that hard work, and playing by the rules, and being a good employee and helping out others in a team, lead to miserable failure of disability and being too sick to work for the rest of my life.

      That sucks as well. But you are just the DM, you are not here. This is real life and in real life the chaotic evil characters win, and we lawful good characters end up dead or on disability.

      --
      Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
  47. Paranoia and CoC unfortunately... by tyroneking · · Score: 2, Interesting

    ... were my group's main games - so we learnt all about being an expendable clone (gives you the right attitude when working in an consultancy firm), living (and dying) at the inexplicable whim of the Computer (got me used to designing and developing big-iron ERP software) or power crazed Ultra Violets (helped me understand the motives of consultancy managers - i.e. they don't have motives, they are actually mad with power and fresh coffee).
    We also learnt a lot about unspeakable horror (which has helped me cope with the inevitable fallout when what a customer originally told you they want turns out to be something so wildly different and pointless that it makes grown men cry), inevitable loss of sanity (which usually happens when I find out what BAs and developers are actually doing), strange incantations that will raise you-know-who from his icy palace in the North Pole (I use a similar technique to get senior management to tell BAs and developers off for whatever they were doing) and all manner of spells and chants to excise minor minions of you-know-who in return for a minor loss of sanity (which I use to rid clients of big-5 leeches in return for never getting work from them again).
    So yeah, I learnt a lot.
    Also, I have nightmares (huge insect-like creatures with flashing beacons for heads, floating drums with tentacles, Thor, people dressed up in coloured overalls waving guns in my direction, a big eye in my PC monitor, and of course, a really weird dream where I take over a library by producing a small card voucher).

  48. However, Real Life as Real Consequence by Anonymous Coward · · Score: 3, Insightful

    So isn't it good to ***play*** and work out what Real Life holds for you ***in the future*** rather than wait until you get there and work out the rules?

    What is play for but to try out the rules of Real Life?

    And as for nizo's comment later, I gained a hot (if slightly older) girlfriend at D&D. Didn't stay, but that wasn't D&D's fault.

  49. From Cyberpunk: 2020, I learned... by Ironica · · Score: 1

    - The right shoes can be a weapon if you have the appropriate melee skill.

    - Rockerboys are mostly just good for "creating a distraction."

    - You may have come up with a great narrative, but you need the numbers to back it up. (I'm a grant writer for a living; I can write up a great proposal, but if the budget doesn't work, it's irrelevant. When I tried my hand as a GM the first time, I had a good storyline, but hadn't actually specced out my NPCs at all, so combat fell apart.)

    --
    Don't you wish your girlfriend was a geek like me?
    1. Re:From Cyberpunk: 2020, I learned... by Dexter+Herbivore · · Score: 1

      That if you are ever going to shoot someone in the back and claim it was accidental... don't use 2 magazines.

  50. I learned by Al+Al+Cool+J · · Score: 1

    that the rules of business are much like the rules of an RPG simulation. Some can be bent, others can be broken.

    Oh shit, no. Sorry, I learned that watching The Matrix.

    1. Re:I learned by bertoelcon · · Score: 1

      All rules can be broken with the right "skillset", not just business.

      --
      Anything can be found funny, from a certain point of view.
  51. Better than... by Upaut · · Score: 1

    Better than the lessons I learned playing Diplomacy... How to lie, cheat, and swindle your best friends to their face, then band with my enemy to crush them and take their lands... So I might be that much stronger when I go for my true enemies...

    Though the lessons one learns LARPing also throws in how to tread softly, gain confidence and outtalk your enemies, to make friends, how to fix 'Anything' with duct tape, that you are not paranoid if everyone really is out to get you, and adds a good amount of running around in fresh air... Really, if you love D&D, look for your local NERO chapter (nerolarp.com/) and give being an NPC a shot, a free way to experience the game... (Yes, there are other LARPs out there, but its a good starting point...)

    --
    3 degrees of separation from Vladimir Putin
  52. Running away by Michael+Woodhams · · Score: 1

    We were playing "Grim", where the PCs are children transported into a dark fairytale world. (Just about the first thing that happened to us was that Hansel and Gretel tried to eat us.) This is a world full of Big Bad Wolves, evil princesses etc, and we were just children. I very quickly developed an aphorism which proved very useful:

    "A problem run away from is a problem solved."

    --
    Quattuor res in hoc mundo sanctae sunt: libri, liberi, libertas et liberalitas.
  53. Most D&Ders will disagree that this is good, b by Mewtwo · · Score: 1

    Min-maxing. Get the most out of every situation with the least put in, whether that be biggest return on the smallest monetary investment, most work done in the least amount of time, etc. Make every iota of effort, energy, money, anything you put into the world pay you back as big as you can.

    --
    09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0 SU CK IT MP AA
  54. Role playing is overrated by Anonymous Coward · · Score: 0

    I learned that unlike in D&D, hamming up your real life characteristics that are unpleasant does not award you more gold or experience. There is not story xp awarded for stealing your co-workers stuff just because you like being sneaky and taking shiny things. Failure in real life really means failure not additional experience points for acting like an asshole just because you are.

  55. Re:Wisdom? by Dragonslicer · · Score: 1

    That video games are a pretty bad place to gain wisdom from?

    Are you kidding? Just the other day, I found a magical hat that gave a +5 bonus to Wisdom.

  56. only one lesson... by Anonymous Coward · · Score: 0

    I learned only one lesson in D&D. That is if you don't play D&D, your chances of getting laid by a 7 or better increases by about 2^32%.

  57. In life, as In D&D by Monsuco · · Score: 1

    In life and in D&D the number one lesson is if things aren't going your way, argue with the person in charge that they should, be they dungeon master or boss. Come up with a reason, however illogical, why they should go your way, wham, your in.

  58. Star Wars was my RPG by Anonymous Coward · · Score: 0

    I learnt heaps - using Force Points to meet 'impossible' coding deadlines.

    Don't accumulate too many dark side points though - you will end up as a middle manager

    1. Re:Star Wars was my RPG by Anonymous Coward · · Score: 0

      Hahaha, the one other person who played it :D

      Actually I never played it, except on a MUSH.

  59. Re:Everything I really needed to know re: Real Lif by Anonymous Coward · · Score: 0

    Everything I really needed to i learned from playing with myse.. whoops, i haven't finished writing it yet....

  60. Anonymous Coward by Anonymous Coward · · Score: 0

    If you can't outsmart an orc, and also can't fight him... just FLY AWAY! (AION) lol

  61. Patience, Usefulness and english language by adokink · · Score: 0

    After many hours playing RPG I learnt, and I am still learning 3 main things: -Patience: Sometimes you just do not know how many times you will have to redo an incredibly boring routine until you earn what you deserve. Call it money, experience or just jumping through that damn rock path (this appeals to many platform games too). -Usefulness: I used to carry everything I found until my players where full of junk. Spetially important in games as Oblivion. If junk can be just sold out, some real hard times were when you had a great orc killer item and an in general terms better item, but you had to choose. Sometimes you just can bury it and get back to it later. When I was 12 years old it taught me to take decisssions in terms of usefulness for the future. It now looks naif, but hey, it has helped me a lot in real life. - English language: For non native english speakers, when no game was translated to our languages, RPG, as they have lots of dialogues and backline stories, were quite difficult (remember I was 12 back then). I say, with no doubt, that Betrayal at Krondor and those damn chest games taught me more english vocabulary than Sesame St., Muzzy, English lessons and Oxford's dictionaries together. Yee olde english language! - Why not saying this! I have a pretty good orientation sense when I get lost in dungeons!

  62. Re:Everything I really needed to know re: Real Lif by whyloginwhysubscribe · · Score: 1

    What's so funny about that? I work in the supermarket stacking shelves and tetris has helped me a lot!

  63. Paranoia by sckeener · · Score: 1

    What I learned from Paranoia: Success or failure does not matter. Only making sure you are the only person left to tell what happened matters.

    --
    "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
  64. 15 years says by kenp2002 · · Score: 1

    "The More You Give The Players The Less They Try" - Do not overcompensate people, they get indulgent and lazy. Free coffee at work is one thing, free cappacinos is another.

    "Never have a fight with more then 5 opponents at once. The logistics of managing it far outweight the adventure of it." - Throwing more bodies at a situation doesn't make the situation better by default. Too many people means you spend more time managing peopel the getting the task done.

    "Never have the players fight a dragon. It will always be either too powerful and kill them or too weak and boring." Do not use deadlines and milestones as be-all end all measures of success. They'll either blow them out of the water and become paranoid of missing them and thus take shortcuts that will put the whole event at risk. Throwing a giant uber project at them isn't needed. The PM should give them what they need to know so they don't get overwhelmed.

    "Beat the crap out of the players, they'll enjoy it more then being an invincible force." - Challenge people or they'll get bored. Keep them busy and keep the work flowing so they always have things left unfinished for the next day.

    "Always scale the challenge to their level or they'll get bored." Promote people and keep them challenged in their career, not just their daily work.

    "Take time away from the role playing and give them opportunities to just have fun with the mechanics of it." Give people te opportunity to break out from their work routine periodically. Cross train, volunteer work, and inter-department knowledge sharing.

    I coudl go on but I am officially bored writing this :)

    --
    -=[ Who Is John Galt? ]=-
  65. How to deal with powergamers... by elodoth · · Score: 1

    Start them off at epic level with a slew of common [but powerful] magical items. This makes them happy while effectively keeping them all relatively equal. Then I just scale up the adversaries, get creative with unique items and artifacts and craft difficult challenges for them. This makes them feel special and important and saves my sanity. Twenty becomes the new first level. No idea how this applies to real life at all, but I figured someone here might have the same problem. :)

  66. Just DO it by Anonymous Coward · · Score: 0

    You have to get out of the basement and DO something how 'bout that lesson?

  67. From RPGs I learned: by Sobrique · · Score: 1

    From RPGs I learned:
    I don't need to own a TV.
    If you find it fun, do it - a santimonious arsehole has no right to stop you doing so.
    It's more sociable than slobbing in front of the TV.
    Getting involved in stories is fun.

    From LARPs I learned:
    Social interaction is easier than I thought.
    Camping trips with friends are good, and having a game going on at the same time is even more fun.
    You still get sanctimonious arseholes that disapprove, but you're still the one having fun and they're not.
    Being machiavellian and devious in a consequence free environment pays off.
    Being a prick in an environment where people can, and do react to it violently is also a good reminder of when you're being a prick.

    From MMORPGs (EVE) I learned:
    The value of money (utility vs acquisition)
    That a market is dynamic, and sometimes just picking a number and selling something at that is better than trying to figure out what it's 'worth'
    That the world is fundamentally pretty immoral
    That there is _always_ a bigger sucker
    And that stupid is a truly infinite resource
    That leading people is both easier and harder than I thought, but when you get it right it works nicely.

    And I still don't own a TV, and am less stupid than the majority of people who spend 3 hours a day vegetating.

  68. lessons from D&D by splatter · · Score: 1

    1) Don't trust anyone. That thin weasel looking level 10 neutral fighter is probably a level 18 evil thief assassin, robbing you blind, skimming from the loot, and waiting to have you killed so they can loot your body.

    2) The DM cheats,life isn't fair, deal with it if your nice and don't piss him / her off they may cheat for you and help you out, be nice don't start shit, & keep your head down you might just make it.

    3) For god's sake don't forget your rope, tinder box & canteen. Your in for a long trip if you do.

    4) It's not a bad idea to know a few of the enemies or foes language, and don't go blabbing that you do unless it's beneficial and the time.

    5) Intelligence (not the stat), spy's and fore knowledge will save your ass use them wisely but also protect your source.

    6) Security is a fallacy. No matter how bad ass that armor & sword is, no matter how much you train there is ALWAYS something that will kick your ass.

         

    --
    "(I) have this unfortunate condition that causes me not to believe a single thing any politician says when a mic's on.
  69. Basic economics by DanJ_UK · · Score: 1

    I learnt about the whole supply and demand thing, et al.

    --
    - Dan
  70. Better models in a philosophy book by CarpetShark · · Score: 1

    if you are involved enough in the game you must learn to do it well, with rules that work even in the real world.

    As you say, games simplify reality. If you want a real model of life, go read proper philosophy, not the cut-down element/spell explanations and witty one-liners you'll get in D&D books. Yes, there's some value in that, but not that much, compared to what you can get elsewhere. Try the Tao Te Ching for a relatively easy intro.

    1. Re:Better models in a philosophy book by gmuslera · · Score: 1

      My comment was a bit more generic than small D&D parties. In big MMORPGs and similars, with thousands of players, you not only learn theory, but put it in practice, test waters and new ideas, see what works and whats not, and even starts all over if something goes badly wrong. Yes, is a simplified world, but as i said, with real people behind.

    2. Re:Better models in a philosophy book by CarpetShark · · Score: 1

      Yeah, I wasn't replying only to your comment, but to the thread above you too. Specifically on what you said... I want to agree with your points and I see where you're coming from, but I disagree that games with people are just simpler versions of real life, with many of the same rules to be learned. A few might be learned, but let's face it... you'll learn learn those social rules much faster, immersed in a real social environment. More importantly, there are things you can learn in MMOs that are patently unreal... like the cheating that usually goes on to level up, where people actively cheat in public, doing repetitive, unreal tasks, to get ahead.

      Hmm. I just realised that people actually do do this, in gyms. Never mind :D

  71. My favorite lesson by magictiger · · Score: 1

    I think my favorite lesson would have to be "When faced with a dragon, keep in mind that you don't have to outrun the dragon, you just have to outrun the rest of your party."

    This has served me well.

  72. Shadowrun by FrozenFOXX · · Score: 1

    All the life lessons one truly needs can be found in Shadowrun. "Watch your back, shoot straight, conserve ammo, and never, EVER, deal with a dragon."

    --
    "Just a fox, a whisper."
  73. Not in the role-playing games I played by kpharmer · · Score: 1

    While there was a bit of greedy butchery and mindless power-acquisition going on mostly what happened was story-telling, character development, working as a team, out-smarting opponents, building alliances, etc.

    Grinding? In playing d&d, gurps, etc with a good group of people it *never* felt that way. We may have spent 2 years and never made it past 3rd level and struggled every step of the way - but it was a fun memorable time. Perhaps grinding happens more in computer-based "rpgs"? Or groups of kids that want nothing else than to have a 20th level character. Either way, in many years of playing I never really felt that.

  74. Back in "the real world" by Impy+the+Impiuos+Imp · · Score: 1

    Some of these qua business strategies are decent, but as rules of thumb for D&D, they're sorely lacking.

    1. Feed the DM. Gamers

    Bribe those in power, got it.

    1. One spell, used well, can be more powerful than an entire book full of spells. I first met Ivan when he showed up for a

      game in Steve's standard D&D world. Ivan drew up a first-level wizard character who had almost no hit-points and only one

      wimpy spell: cast an illusion. Whereupon Ivan's character cast an illusion of a 5th-level illusionist... and proceeded to

      run that powerful "5th level illusionist" through the rest of the game. Years later, Ivan played in a play-by-mail dungeon

      (yes, children, we did those things before e-mail) in which the DM permitted custom spells. Ivan's "swap" spell seemed

      Mostly Harmless: Transpose a 1" cube of anything with another 1" cube of anything. Whereupon Ivan set up a magical FedEx

      business (for very short messages) and a sideline of an assassin-business (swap a square inch of heart muscle with anything

      else; who could tell that murder was done?). This taught me to get everything possible out of the tools at my disposal. It

      also taught me to expand my notion of "What do I have, and what can I do with it?"

    These are treated as "exploits" in online games, because they actually work and are fun. The game disables anything that actually works, such as a sword. You didn't think a caster, who can't wear armor because it interferes with their delicate hand movements could continue his delicate movements, so easily disrupted, when a 10 foot tall ogre was swatting at them with a sword, did you?

    And what would be the business parallel to some little thing done well being more powerful than tons of money and power?

    "Hey, I bought this drill and metal saw at the hardware store. Let's sneak into the bank late at night and use it well!"

    1. It's better to out-smart an orc than to fight one. Young D&D players get into the game because they want an endless

      repetition of "Find a monster. Kill it. Get its treasure." But your character (and career) can get hurt that way. If instead

      you set up a situation in which the orcs think that they were attacked by the goblins, the orcs will blow up the goblin

      castle in retaliation. That leaves your party to walk through afterward, picking up the spoils (and the experience points).

      "Let's you and him fight" is a very effective business strategy... or it's far safer for you, anyway.

    It's better still to have a brain and set up your character to actually be effective in the limits of the rules. This isn't "metagaming", i.e. taking advantage of knowledge and behavior outside the game itself (like knowing the details of some monster you're not supposed to or what's around the corner on this module). It's just realizing that a fighter is a fighter, and a wizard, a wizard. Everyone else is a librarian or carwash attendant, and would do predictably well on an adventure.

    Oh, and yes, one can be just as clever in figuring out "alternative solutions". Guess who'd be the better thief character, too?

    And for the above example, if they literally blew up the castle, most of the good loot would be destroyed. And if they just attacked and killed everyone, they'd take the loot, leaving precious little for you. I don't think Nomad would be pleased.

    1. "I'm the DM. I'm not there." D&D players often turn to the DM to ask for information about the universe. ("Is the person

      offering me this three-headed dog trustworthy?") The DM often doesn't know, or he isn't telling; just because he puts

      something in your path doesn't mean you need to trust it, accept it, fight it, or buy it. Experimentation without

      investigation can be very painful; learn to ask questions. Steve didn't ask a single clarifying question about the beautiful

      fairy-fly before he decided to catch it... and it burned a hole straight through his

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    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  75. What is the sound of one hand smacking your face? by Anonymous Coward · · Score: 0

    Congrats for learning common life lessons from D&D. Want a cookie? Those lessons can be learned in many ways other than playing D&D, and not everyone who plays D&D will learn those particular lessons. So, you pretty much have no point. May as well have told us what color shirt you wore last Tuesday, for all the transferable value you imparted. Yes, you're a unique snowflake and your life experience will never be duplicated... zzzzzzzz.....