An alternate joke I wanted to use here was that the other players were not afraid of the monster per se, but afraid of getting involved in a battle which would require knowledge of the grapple system as well as the byzantine system of attacks of opportunity, and they were terrified of trying to wrap their heads around all of this while fighting a many-tentacled creature.
The gist was that they were fearful of spending the next four hours leafing through the rulebook trying to figure out how to wrestle with this thing. There is some truth (and thus humor) in this idea, but I couldn’t figure out how to deliver the comedic payload.
So instead you got this.
– Shamus, Wednesday Oct 11, 2006
Interestingly, missing that punchline has made the comic age ‘better’. Not that having a joke about an old system would have been actually bad, there’s pros and cons to both, but as it is I understand it far better than I might have (as a younger D&D player) if it had been a joke about a system I never used.
Well…almost never used.
It might look like a stormtrooper and a child in a bike helmet are playing some sort of war game here, but in reality those toys are marking out towns on a map in the first game I ever DMed. I’m the kid in the stormtrooper helmet, Peter’s bike helmet kid, and Issac is presumably under the table (There is a spot for him at the table, I can see that. Maybe he got bored?). I have no idea what those markings I’ve got in front of me are, maybe some attempt to show initiative and whose turn it is? And why are the only dice I can see six-sided? The world will never know.
I did read the handbook, I remember that, but I’m sure every single thing we did in that campaign was laughably wrong.
Crysis 2 has basically the same plot as Half-Life 2. So why is one a classic and the other simply obnoxious and tiresome?
Grand Theft Railroad
Grand Theft Auto is a lousy, cheating jerk of a game.
The Strange Evolution of OpenGL
Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.
The true story of three strange days in 1989, when the last months of my adolescence ran out and the first few sparks of adulthood appeared.
The product of fandom run unchecked, this novel began as a short story and grew into something of a cult hit.