Account for the purpose of accessing the Lovecraft community !lovecraft@ka.tet42.org

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Joined 1 year ago
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Cake day: June 11th, 2023

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  • The Crew - Mission Deep Sea - card game with a simple trick taking mechanic. Difficulty is very modular as you decide a difficulty level before each game. Difficulty is decided by the numbers of missions taken and the relative complexity of those missions (this is all explained on the mission cards). Missions are based on which tricks you win, with simple rules like “I win no 1’s” or “I win at least 3 9’s”.

    Hanabi - Card playing game where you don’t know your own hand. You describe aspects of each others hands (colours of cards, numbers on cards). Your goal is to place a pile of the cards 1,2,3,4,5 in each of 5 colours. Don’t play with mathematicians.


  • I just go for completed series nowadays. It’s just not worth the time ranting and actively waiting for the completion of certain series. I’ve made a conscious decision not to start on Rothfuss’s trilogy until he finishes the final book.

    I also find that recently I go for books with more mature themes; not gore- and sex-fests where everyone is morally grey for the sake of it, but stuff like Robin Hobb’s books which explore feminism through a fantasy lens, or stories with characters who confront their flaws rather than being some ideal version of a character archetype.


  • Jack Vance (namesake of Vancian magic) introduced two interesting concepts in his Dying Earth series. In earlier books magic was essentially invented by the ancient masters who were expert logicians and scientists. Each spell was essentially a proof of concept that a sequence of actions compelled reality to act in a certain way.

    By the time of the first short stories in the Dying Earth series, mankind has long since deteriorated due to an overreliance on what is essentially magic to the layperson. Even the wily magicians of the modern time are only capable of rote learning a few arguments at a time; hence the fire and forget Vancian magic system of old D&D.

    In later books, magicians have returned to near godly power. They’ve somehow found a link between djinn-like creatures capable of controlling portions of reality, and the rote rituals of old. They’ve learned to essentially cut out the middle-man and directly enslave these djinni to do their bidding.