[HN Gopher] Dungeons and Dragons taught me how to write alt text
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       Dungeons and Dragons taught me how to write alt text
        
       Author : ohjeez
       Score  : 51 points
       Date   : 2024-07-24 20:35 UTC (2 hours ago)
        
 (HTM) web link (ericwbailey.website)
 (TXT) w3m dump (ericwbailey.website)
        
       | markus_zhang wrote:
       | I have heard that a DM is a full-time job, and I agree full
       | heartily after reading this.
        
         | pavel_lishin wrote:
         | As a DM, it's certainly something that's very easy to sink time
         | into. And rewarding, too!
        
           | markus_zhang wrote:
           | I agree! I'd expect my DM to have knowledge of multiple
           | worlds so that he can pull out things such as Solamnia
           | knights got caught up in a time-space torrent and appear in
           | Greyhawk.
           | 
           | I guess it takes a lot of reading and planning.
        
             | pavel_lishin wrote:
             | Oooh, you'd be disappointed by my style, I think.
             | 
             | I know the broad strokes of the D&D "canon", but I have no
             | idea who the Solamnia knights are, I can name maybe five of
             | the gods of the pantheon, and not much else.
             | 
             | I prefer to run homebrew games, personally - let the
             | players inform, decide, and deduce the world.
        
               | markus_zhang wrote:
               | Nevermind, everyone has their own style.
        
       | jamesponddotco wrote:
       | I've to write alt tags daily and I still suck at it, since I suck
       | at describing things (which is weird, since I write documentation
       | every day). I might start attending my friend's D&D sessions just
       | to improve on that.
       | 
       | For now, I wrote a tool[1] that uses AI to do the job for me.
       | 
       | [1]: https://git.sr.ht/~jamesponddotco/allalt
        
       | RyanAdamas wrote:
       | D&D taught me how to worship SATAN!!!!! EL DIABLO...
       | 
       | https://www.youtube.com/watch?v=-leYc4oC83E
       | 
       | Shout out to the greatest indy film and by far best D&D
       | representation.
       | https://en.wikipedia.org/wiki/The_Gamers_%28film%29
       | 
       | Good write up, very helpful - KISS principle.
       | 
       | Edit: Downvoted immediately? Wow, the pettiness here never ceases
       | to amaze me.
        
         | retrocryptid wrote:
         | I think the CoC says ixnay on the arkisness-ay. I also get
         | downvoted for similar reasons sometime. No point complaining.
         | It's not your circus, you don't get to pick the monkeys.
         | 
         | [note, however, as a conniseur of fine s*rk, I did not downvote
         | you.]
        
       | kelseyfrog wrote:
       | Related, but for me it was Dwarf Fortress. The item descriptions
       | aren't exceptionally good per se, they're auto-generated after
       | all. But they employ particularly poignant verbs[1] over more
       | adjective-heavy descriptions. Taking a cue from that style
       | dramatically improved my alt text.
       | 
       | 1. like encrusted, encircled, adorned
        
       | nealmueller wrote:
       | The author says in the first paragraph that he used to play a lot
       | of D&D (dndbeyond.com) and now prefers Dungeon World (dungeon-
       | world.com; PDF is $6). Does anyone know why he might prefer the
       | latter? As context, I play D&D weekly, love it, and am always
       | interested in learning more. Dungeon World is designed to focus
       | on creativity and shared storytelling with simpler mechanics to
       | make the game more fluid. However, there's nothing simpler than
       | having a clear D&D rule for something like fall damage, instead
       | of having the party debate if a player survived the fall. Dungeon
       | World doesn't have fall damage calculator and instead relies in
       | the narrative, presumably from the pre-written story or DM.
        
         | ipsi wrote:
         | Most people who prefer DW would say that D&D _sometimes_ has
         | clear rules for something, but often has no rules, boring
         | rules, or rules that aren 't necessarily "fun". Combat, while
         | tactical, tends to be slow and can frequently consume a lot of
         | time in a session, plus the majority of rules and character
         | powers are focused on combat.
         | 
         | If you're playing sessions with a lot of RP, DW will have a
         | much better balance of rules:session-time, it's much easier to
         | prep for, and given how rules-lite D&D really is outside
         | combat, will probably have about the same amount of narrative
         | input. Note that it's not necessarily the "group debating if
         | the player survived", but typically the GM giving the player a
         | choice when they fail to climb the wall, like "you fall and
         | take a little damage, or you slip a little, cursing loudly and
         | alerting the enemies at the top to you".
         | 
         | Done well, it gives the players a lot more agency, and much
         | better buy-in for the story as they're now shaping it, instead
         | of just being along for the ride. I would also say that pre-
         | written narratives aren't really a thing for DW (at least, as
         | far as I know!), so it's really down to what the DM sees as an
         | appropriate penalty or choice, often phrased as "you succeed,
         | _but_ <thing>".
         | 
         | It's not really better or worse than D&D overall, I'd just say
         | that it's _much_ better suited for certain play-styles. If you
         | enjoy tactical gameplay and using miniatures, then D &D (or
         | maybe Pathfinder) are much better options. If the thought of
         | _yet another fight_ makes you want to gouge your eyes out, I 'd
         | recommend giving DW a try.
        
         | Retric wrote:
         | D&D has rules for fall damage that make no sense, worse they
         | encourage people to jump from extreme heights because the risks
         | are well understood.
         | 
         | In 5e players fall at 500 feet per round which works out to 56
         | MPH and take the same damage falling 30 feet onto a stone
         | floor, pile of hay, or a lake and ignore what you're carrying.
         | By comparison 'No Rules' just means do something reasonable for
         | the situation, arguing about it is more an issue for your table
         | not the game.
        
         | pavel_lishin wrote:
         | > _However, there 's nothing simpler than having a clear D&D
         | rule for something like fall damage, instead of having the
         | party debate if a player survived the fall._
         | 
         | It's _simpler_ , but it's not necessarily _easier_. I don 't
         | remember the rules for fall-damage, off-hand - and it's
         | certainly easier to just say, "you take 2 HP of damage" than it
         | is to dig out or start googling around for a rule.
         | 
         | I play a lot of D&D as well, and to me, it's a great framework
         | for collaborative storytelling - but that's because I'm
         | familiar with the flow of the game. That's not true for
         | everyone, and for some people, it's more fun to have fewer
         | rules and a more collaborative decision-making process.
        
       | hinnisdael wrote:
       | Great advice: describing things in order of importance.
       | 
       | Most people intuitively describe images from foreground to
       | background or left to right, a bit like they are mentally
       | completing a checklist of all the things to describe. As
       | correctly noted by the author, describing by importance first has
       | the added benefit of allowing screen reader users to skip
       | irrelevant/uninteresting images early.
       | 
       | Compare:
       | 
       | Torn-up painting in a gallery, observers standing in front of the
       | work.
       | 
       | vs.
       | 
       | Gallery interior, people standing in front of a painting with
       | visible damage.
        
         | dyauspitr wrote:
         | The first sentence leads me to imagine a torn up painting and a
         | group of people clustered around it.
         | 
         | The second sentences leads me to imagine a large gallery space
         | with high ceilings with a smattering of people in front of one
         | of the paintings.
         | 
         | Both ways have their pros and cons. Describing the space first
         | lets the reader paint a setting for the eventual object of
         | interest.
        
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       (page generated 2024-07-24 23:00 UTC)