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Joined 1 year ago
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Cake day: July 15th, 2023

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  • Hey, I’m pretty darn leftist (democratic socialist, not tankie) and pretty opposed to the current state of affairs regarding CEOs, so I feel this is targeted at me… and yet totally misrepresents the position.

    CEOs are not useless. CEOs absolutely set the “tone at the top” and create the entire culture for a company. At the same time, CEOs do not work 400 times harder than the average worker, yet that is what they are paid. CEOs are also capable of doing great abuse to those beneath them, and have next to zero accountability for it. CEOs are kings in their little fiefdoms, and I say down with all monarchy. Note that “down with kings” does not mean “down with leaders”, nor does it say or even imply that kings aren’t leaders, or that leadership is useless to have.



  • If you want to make them think a little differently, try a blackjack-esq dc. Set a RANGE they have to hit with their collective skill checks (that add together). If they roll below the range, or above it, either way the control doesn’t quite work— maybe a different consequence for too low or too high. Let them also choose whether to increase the sum or decrease it with their skill check, in the case of overshooting.

    And make a variety of skills they can use to control the godling, so that they can strategically try to use the most appropriate bonus to get them where they need. Maybe using certain skills requires doing something on the battlefield too, like standing in a certain spot relative to the godling or some such. Or perhaps doing that sort of tactical movement can let you manipulate the roll or take 10.

    That’ll get them thinking different! But if you make it fiddly like this you’ll need to make the payoff for successful control powerful enough to make it worth it.


  • In the end, using your idea will only work if you really know your players. With an arbitrary random group, I figure the result would be either 100% success rate (they all agree with each other and coordinate perfectly) or a close to 0% success rate (they rarely cooperate). Neither situation is what you want.

    Luckily, when you want a certain percentage of success, that’s exactly what dice are for! Now, my group tends to be one of those “cooperators” so I’d tend to want to balance it assuming the party will always agree on what they want the godling to do. Then, maybe use a combination of religion, arcana, and diplomacy checks across the party to determine whether their characters are able to successfully pull off coordinating themselves to control the nigh-uncontrollable thing. I’d still use the “they have to agree on the action it will take” thing but then use the dice to add uncertainty.

    If, on the other hand, you expect a lot less agreement amongst your players, you can still use dice, but this time, make the skill check determine whose commands get followed, with close results or consistently low results across the whole party leading to no one’s commands being obeyed and it doing something random and chaotic instead.

    In the case of a cooperative party, we’re using dice to lower the success rate. In the bickering party, we’re using dice to increase the success rate. But in both cases, we have in mind a certain target success rate, and it is dice that will get us there.


  • Ah, I see what you are saying now. Basically, the thing I was hung up on was that I figured they would get what they could and leave it at that. But basically, they aren’t satisfied with getting what they could and simply want to get it all, court order be damned. And there’s no way to comply with the court order AND get it all, so violating the court order was the only option.

    Expect that now, with an independent organization drawing the next map, they might lose even more than the paltry two majority congressional districts. Good.