Nothing in and of itself, other than "why would you want to limit a community to Christian men?". It signals a particular worldview and set of values, most of which involve excluding or degrading others.
Look around the webring. You'll find statements like:
> "Feminism is without a doubt one of the key ideologies in perverting the Christian worldview. The rhetoric “patriarchy”, is a denial of spiritual fatherhood. I’d wager most feminists would admit they’d give up their man-like life in return for a loving father."[0]
And
> "What would happen if we got rid of the lower education industry? Kids wouldn't have anywhere to go during the day so many mothers would probably be forced back into the home and fathers would be forced to stay with and support their families. This would actually be really great for society."[1]
Been a longtime D&D player since high-school (cut my teeth on the soft-cover D&D Basic Rules Set), with a long hiatus between college and recent years.
While saddened to see the increase in rules complexity since that time (my attention dwindled around 3e), imagine my surprise and joy when I came across Basic Fantasy!
If you’re looking for a nearly zero-cost way to get into a game that “feels” like classic D&D (less focus on tactical combat and more on the role playing aspect, supported by modern d20 rules), I’d highly recommend it.
- Its UI is very well implemented and simple to learn;
- Should you decide to build your game for other platforms (Win/Lin/Mac, you can;
- If you have a budding interest in game development, you’ve already started with a good engine choice, and can pivot to adding graphics/sound, animation, 3D, multiplayer, etc afterward.
I’d recommend you take a look at Godot. With in-built VR and C# support, a new major version peeking over the horizon, and many, many Unity devs coming over due to recent fallout in those circles, the time truly has never been better.
Arch Enemy’s “Aces High” cover-song autoplayed one too many times at too-high a volume first thing in the morning while preparing to drive to work. I eventually cleared out my Apple Music songs and much more calmly welcome whatever pop station my wife leaves the radio on instead when I start my car.
I’m really rather excited to see communication protocol as code, however what sort of latency does having “Hathora-in-the-middle” incur?
I’m particularly interested in the proposed GDscript support (to the level that I want to contribute), but I would recommend separating “packet validation” from “everything else”, so that it could live inside a game-server without the necessary performance cost (however minimal) to an external actor.
Someone on the discord server already hacked together a multiplayer Godot game using Hathora!
I'm not sure I understand the "Hathora-in-the-middle" piece -- Hathora isn't quite a Backend-as-a-Service like Firebase if that's what you were thinking. Hop on the discord server if you're interested and I would be happy to chat in more detail.
Joplin user here. I’ve installed it on every device I own, and sync my notes with my NextCloud code instance. A few synchronizing snags aside, I’m extremely happy with it.
I would be more forgiving to hand over the term "roguelike" to roguelites and other PGC-based games if I had a term to replace it. The problem is - what's a better term than "roguelike" to mean "more like Rogue than the other things which are (sometimes only very slightly) like Rogue"?
"Classical roguelike" usually means "direct descendent of Hack/Angband/Larn/Moria" (Rogue itself produced very few descendents, I think). "Traditional" excludes several interesting categories which are uncontroversially roguelikes: games not part of the current 'body of practice' like Dungeon Hack; radically different PCG approaches like 868-HACK; and the Japanese design lineage in e.g. Shiren or Baroque which uses a very different approach to progression dynamics than today's roguelites.