#Poll: have you ever had #halva?

https://en.wikipedia.org/wiki/Halva

Back in 2001, when I was reading #LordOfTheRings, I had a small carton of sesame halva that my mom left me.

When I was reading the part of the book where Gimli is discussing #Lembas, I was enjoying the halva, and ever since then, whenever I have halva, I call it lembas. ^__^

It's really, really, really good. It's obviously not a kind of bread, unlike Lembas, and it's of dubious nutritional value, but it is very tasty and filling.

Yes, and it is glorious.
65%
No, and I just realized that my life is incomplete
35%
Poll ended at .
Halva - Wikipedia

@rl_dane Loosely related. In the absolutely terrible Lord of the Rings board game, one of the players gets stuck in the mountains. Every turn, they roll 1d6 and 1-3, they insult the lembas bread and lose a turn.

The entire game was designed that those two characters have to be in a certain location before another player gets there.

But, due to random dice roll, I insulted the bread twenty-two times in a row and ended up dead-locking the entire game. No one could advance forward because I couldn't get out of the mountain and the event that another player had to be at when I finally escaped the mountain couldn't be resolved because they had already passed and were locked on me.

It was a really bad game.

@dmoonfire

That's hilarious. I'll send a link to your toot to my friend that loves, collects, and even designs board games.

@rl_dane Every time we end up driving in the mountains, Partner or I will look at each other and say "whatever you do, do not insult the bread!" and then we start laughing.

The kids have no context for the joke.

@rl_dane This is also a game that has a "good" and "evil" meter. If you keep doing evil things, you get to the bottom. If you get further evil, you roll 1d6 and add good points to avoid getting "too evil" (ditto on the too much good means you lose 1d6 points) so the "too much good" and "too much evil" was utterly meaningless.

And... since getting good or evil is based on the result of a 1d6... we bounced off the evil floor way too many times.

@dmoonfire

The Marvel Superheros RPG I used to love playing in the 1990s used a Karma system. It was the 1980s "MSHRPG" made by TSR. Very complex and quite good system, honestly, although I'm not a gaming expert by any means: neither video, nor board games, nor #ttrpgs.

If you were a good guy, doing good things would increase your karma. Doing bad things would decrease or even wipe out your karma.

If you were a bad guy, doing bad things would increase your karma.

There were many times that the heroes would attempt to neutralize a foe but go just a little too far, leading to the villain dying. That would zero out the hero's karma, a phenomenon we liked to call the "Karma Toilet." IIRC, one of us would actually play a .wav file of a toilet flushing when it happened, or walk to the nearest bathroom and flush a toilet, or something.

Man, the 90s were fun. I really miss constructive boredom and community.

#MSHRPG #Marvel #TTRPG #MarvelSuperHeroesRPG #RPG

@rl_dane @dmoonfire I think (I only know from listening to an actual play) the new-ish rpg Masks (https://en.wikipedia.org/wiki/Masks:_A_New_Generation) has a similar system that just allows you to become a supervillain (and I guess, vice versa) in case you let certain stats slip.
Masks: A New Generation - Wikipedia

@jollysea @rl_dane When I was running superhero games (HERO and DC), my players were already evil so it was just a plot item. I've never been fond of a single metric to describe "villain", mainly because there are so many antiheroes out there who really should be treated as villains. I like things individually tracked, such as when players switch to killing attacks, specific betrayals of individuals. It also lets them have plots to do damage control (I love those adventures because they usually go so, so wrong) or have to choose one faction over the other.

@jollysea @rl_dane I like my corruption plots to be intimate and heartbreaking. Like setting up a three year real-time plot to betray players for something they did on their fifth adventure. :D

(In my defense, I did warn them ahead of time. And they were the ones who decided to accept the "forgiveness" of that person and then used that person as the manager of their secret base so... I didn't feel too bad.)

@dmoonfire @jollysea

Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaang!

@rl_dane @jollysea According to my players, I ran my games like I write my novels. I think I do a good job to ensure they have a satisfying arc.