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sambeastie, to startrek in Small Voyager Easter Egg from Picard Season 2 Episode 2

I’ve never understood the “these people hate Star Trek!” take I’ve seen around the new shows. It’s clear that nobody working on these sets out to intentionally make a bad show. Some of the Easter eggs and references are deep cuts, so it seemed obvious to me that the people working on these are big fans.

sambeastie, to startrek in Anyone else out there who actually really loved Discovery's S1 style of Klingons?

To give credit where it’s due, RotS and many of the Disney-era Star Wars products have gone a long way to fitting the glamorous, shiny prequel aesthetic into the gritty, used, “lived in” aesthetic of the OT. I’m not the biggest fan of The Last Jedi, but I actually think the implicication of the shiny galaxy just being a property of the rich inner rim planets was a great move in unifying everything.

sambeastie, to startrek in Anyone else out there who actually really loved Discovery's S1 style of Klingons?

I’m going to be honest, Klingons in the TNG era always felt too goofy to me. They weren’t a proud warrior culture so much as borderline clownish space vikings who spent more time getting drunk than actually conquering anything. A redesign and change in how their culture(s) present on screen was welcome for me, and I think Discovery did a great job. I even liked the way they recontextualized the Klingon language, to make it sound more alien and more threataning than the staccato, oft-mispronounced mess that we got in the TNG era.

That said, I also think there was a missed opportunity with them. For a long time, I’ve had a head canon of the different looks of Klingons throughout all of the eras could be chalked up to these all being distinct peoples from within the Klingon Empire. It stands to reason that over a long enough time scale, an empier spanning multiple stars would start to consider people not originally from their homeworld “Klingon,” even if they might be genetically different. I always thought it would be cool if the TOS smooth forehead Klingons were actually just one species that were culturally Klingon, where the Worf-type were another, and the General Chang type was yet another. It would provide a way to smooth over the aeshetic differences with an in-universe explanation that doesn’t require any retconning except for a handful of episodes from ENT that die-hards didn’t like anyway.

But oh, well. One can dream.

sambeastie, to trees in 70's strains from High Times

Go for the Dynavap. It’s the thing that feels the most like smoking to me, but you get the benefits of it not tasting like an ashtray and it being slightly better for your lungs. They’re cheap enough that it’s not a huge financial outlay either.

It’s not the only vape I use and like, but its the one I use the most often.

sambeastie, to dnd in [CBR] D&D: How To Write & Run An Old-School Dungeon

Ben Milton’s take on traps is, I think, the best way to handle them.

Don’t use traps as a hidden thing. Make the trap itself obvious to the players, and describe it’s positioning. The trick should be for the players to figure out how to either avoid or safely disarm the trap.

One example he uses is a pit trap with a narrow board serving as a bridge over the top of it. The smell of volatiles indicates that there may be some kind of fuel at the bottom of it. The board is on a rotating mechanism, and if anyone tries to stand on or otherwise move the board, it ignites the fuel below with flint inside the mechanism, like a lighter. Since the pit is too large to jump across, players will need to find another way across.

In my own game, I recently pointed out a section of floor filled with skeletons whose legs were partially sunken into the tiles up to the knee. Since the sections of the floor were too long to jump across, they tested what was wrong by throwing objects onto the tiles and seeing what happened. Once it was clear that only objects that had been stationary for a few seconds sank in, they sprinted through the hallway and made it to the other side fine (one character lost a boot). They had fun, nobody felt it was unfair, and I would call that a win.

Unfortunately for them, the floor on the other side of this trap was greased, so they went sliding down a chute to the fourth floor of the dungeon, and had to look for a way back up, which came in the form of a previously inactive elevator that was a shortcut back to the first floor.

Sen’s Fortress in Dark Souls 1 is a good example of how traps like these can be utilized. They’re all obvious and easy to avoid, and serve more as positioning puzzles than as gotcha mechanics.

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