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    1. Is there any interest in building a Tildes successor?

      I love Tildes. I am not the most active member here, but I do make an effort to contribute. This site fills a hole for me not even close to be filled by other sites. It has that small local pub...

      I love Tildes. I am not the most active member here, but I do make an effort to contribute. This site fills a hole for me not even close to be filled by other sites. It has that small local pub feel. All names are familiar, even if I haven't interacted with people directly and there is a general sense of people being aligned with wanting to be part of a 'better' community.

      I know there has been a lot of discussion about missing features here and that ultimately leading to some users wanting to leave, because they can't block the content they don't want to see.

      With Deimos's announcement that the site is being sunset, it immediately made we ask: Can we build a successor?

      That has to be immediately followed with acknowledgment that it would be extremely hard (both in building the software and building the community) and very unlikely to succeed.

      With that out of the way, is there any interest?

      If there is, I'd like to here from you in this topic with your thoughts on how it should be run, must have features missing from Tildes, any features of Tildes not needed in an MVP (minimum viable product) and really any thoughts you have on the subject. What would be a deal-breaker?

      I am especially interested to hear on thoughts of how it should be administrated. Do we like the benevolent dictator model? Would a committee be better? Are there other examples of systems that work well?

      Tildes isn't going anywhere for a long while by the sounds of it, which I'm really grateful of. Please don't read this as any kind of descent, mutiny or call to leave. I mostly just want to make sure that if there's desire for this community to NOT be sunset, there's at least an option.

      23 votes
    2. Any significant changes to Tildes are extremely unlikely

      I've been assuming that this is fairly apparent since nothing significant has changed here in years now, but I suppose it's best to be explicit. There is no intention to do anything like: Actively...

      I've been assuming that this is fairly apparent since nothing significant has changed here in years now, but I suppose it's best to be explicit.

      There is no intention to do anything like:

      • Actively attempt to attract more users
      • Implement new functionality or change existing functionality
      • Change the site's structure
      • Give any other people access to moderation/admin abilities or control of the site

      Or anything else of a similar level. The site has basically been in "minimum maintenance mode" for a long time, and I do not plan to start investing more time in it or otherwise trying to reinvigorate or reinvent it. I recognize that a lot of information and documentation on the site does not reflect this, but almost all of it was written aspirationally nearly 10 years ago, and those aspirations failed. To be clear, I definitely don't consider Tildes a failure—I'm proud and happy that we were able to create a small community that people (mostly) like being a part of. I enjoyed building it, and it's great that the community has managed to sustain itself for so long, but it's not the same as the goal that most of that writing had in mind. I should remove or update a lot of it, but there are very few new users and almost everyone here already knows how things work.

      I'm certainly happy to continue keeping Tildes running while people want to keep hanging out here, but you should only do that if you are satisfied with the state of the site. If you are unhappy with Tildes' current functionality, structure, design, userbase, culture, or any other major aspect, you should probably look for a different community (or start one, anyone can!). You should not pin your hopes on any major changes happening here.

      319 votes
    3. Waving goodbye, carrying my bundle on a stick

      Just wanted to say goodbye to everyone. Sorry if I upset anyone, and thanks for all the fun little interactions. I didn't really get to know anyone too to well I suppose, but there are some people...

      Just wanted to say goodbye to everyone. Sorry if I upset anyone, and thanks for all the fun little interactions. I didn't really get to know anyone too to well I suppose, but there are some people I'll miss interacting with. The way things have gone over the past week, I've definitely outstayed my welcome. Or the welcome has outstayed me, I don't know.

      ta-ra, hope everyone can live their best lives.

      25 votes
    4. What lesser-known sci-fi reads do you recommend?

      We all know the big-name ones: Dune, 1984, The Martian Chronicles, etc. What are some sci-fi books that you loved that you never hear about or that won't be making those top-of-all-time lists? Why...

      We all know the big-name ones: Dune, 1984, The Martian Chronicles, etc.

      What are some sci-fi books that you loved that you never hear about or that won't be making those top-of-all-time lists?

      Why do they stand out to you?
      What do they do well?
      Why do you think they didn't get wider appreciation?

      7 votes
    5. Looking for an effective self-block application for Android

      My phone is a Samsung A55. Fully updated. I have ADHD and autism, which is to say that I have a very obsessive personality. I have used various blockers over the years to prevent me from wasting...

      My phone is a Samsung A55. Fully updated.

      I have ADHD and autism, which is to say that I have a very obsessive personality. I have used various blockers over the years to prevent me from wasting time on apps and websites.

      Lock me Out has helped me for many years to curb my smartphone usage. Unfortunately, it stopped working, as it became easy to circumvent by either forcing the program to stop or uninstalling it. I have been in contact with the developer, but they weren't able to find a solution and eventually stopped responding to my emails.

      So I need an app that prevents me from disabling blocks at all.

      While I can pay for an app even if it is a little expensive, I cannot justify an expensive subscription priced in US dollars (although I might do so if there's no other alternative).

      Any suggestions that could help me out? I'm using my phone 24/7, I can't stand it anymore. And I cannot simply turn it off because I have a toddler, and I must be accessible to my wife for emergencies when she leaves the home with him.

      There are also many ways to use a smartphone that are actually useful, positive, and non-addictive. And I'd rather be able to access these functionalities.

      Thanks!

      7 votes
    6. How often are you eating plant based meals?

      I'm not strictly talking about adherent vegan or vegetarian lifestyles, though those certainly do count towards this discussion. I feel like there's an absolute plethora of good, different reasons...

      I'm not strictly talking about adherent vegan or vegetarian lifestyles, though those certainly do count towards this discussion.

      I feel like there's an absolute plethora of good, different reasons to reduce animal based proteins. The big one for most people right now is obviously cost. Simple meals like meatloaf or stroganoff simply aren't worth it (to me) to make with beef when beef is $8/lb for 70/30. But lots of other reasons like the environment, animal welfare, and health consciousness exist.

      As far as a lifestyle goes, it definitely feels like the winds have shifted considerably. While IRL here in the southeastern US you do still have those "I'll eat 1 steak for every vegan who cries about it" types, online, that type of talk is extremely cringe in most contexts and circles. Now I just feel like when people say they are vegan, there isn't an instant visceral reaction from everyone like there used to be. I recall not too long ago, everyone's favorite joke was "how do you know someone is vegan? Because they'll tell you!" when all that person did was decline a burger. In fact, quite the opposite seems to happen today. There's a lot of "good for you/I wish I could do that" type comments. Just seems like things are shifting culturally.

      I'm not personally vegan or vegetarian, but I have drastically reduced my animal products. I make black bean burgers instead of regular burgers. I make my fried rice without any meat. I make a lot of curry that just happens to be vegan. I just bought groceries for the next 2 weeks and the total amount of animal products is 1 pound of ground pork, 1 pound of scallops, and 8oz of mozzarella cheese. That's it. Years ago I would eat animal products pretty much for every meal.

      Is it just me? Or have most people reduced their consumption too? It's hard to tell because everything at the grocery store is "protein protein protein" and there's a lot of social media content of body builders eating a dozen eggs and 3 rotisserie chickens for dinner and that type of content, but I'm not sure how much of that actually exists in real life. Seems too expensive for the average person.

      34 votes
    7. Defective D&D magic items

      A while back I had an idea for some D&D magic items that were, in a shop keep's words, "Greatly discounted due to minor defects". The general idea was that these items would be a gamble to use...

      A while back I had an idea for some D&D magic items that were, in a shop keep's words, "Greatly discounted due to minor defects". The general idea was that these items would be a gamble to use each time, sometimes offering great benefits, sometimes offering catastrophic backfires, but all at a greatly discounted price any adventurer could afford. With my most recent addition (the Potion of Prior Authorization), it occurred to me that it could be fun to share my list here, for feedback and other potential additions to it. My hope is that the next time it's my turn to run a campaign, I can offer these items to my players.

      Weapons and Armor

      Broken Throwing Axe of Recall

      Weapon (Handaxe), Uncommon

      A heavy, pitted handaxe wrapped in frayed leather straps.

      • The Gamble: You can throw this axe at a target within range (20/60 ft). Immediately after the attack resolves (hit or miss), roll a d6:
        • 1–3 (The Pull): The axe locks in space and violently pulls you to its location, leaving you landing adjacent to the axe (or target) and knocking you prone if you travel more than 15 feet.
        • 4–6 (The Return): The axe flies straight back into your open hand.
      Shield of "Tag, You're It"

      Armor (Shield), Rare

      A beautifully polished steel shield painted with a vibrant red-and-white bullseye.

      • The Gamble: Grants +2 AC. When a ranged attack misses you, you can use your Reaction to attempt to deflect the projectile. Roll a d4:
        • 1: The projectile is redirected directly at you, automatically hitting for normal damage.
        • 2–3 (Random Target): The projectile is redirected at a random creature within 15 feet (excluding you). Roll randomly among all valid creatures in range (friends, foes, or innocent bystanders). The original attacker makes a new attack roll against that target's AC.
        • 4: You perfectly direct the projectile back at the original attacker, dealing maximum weapon damage on a hit.
      Dagger of the Overzealous Assassin

      Weapon (Dagger), Rare (Requires Attunement)

      A sleek, razor-sharp obsidian dagger that whispers encouraging murder tips to its wielder.

      • The Gamble: When you hit a creature with an attack using this dagger, you can declare an Overzealous Strike to deal maximum weapon damage plus an extra 3d6 Necrotic damage.
      • The Catch: The dagger demands follow-through. Immediately after resolving the attack, you must use your reaction to move adjacent to the next closest creature (friend, foe, or bystander) and make a melee attack against them. If no other creature is within reach, you must stab yourself.
      Helm of the Backseat Driver

      Wondrous Item, Uncommon (Requires Attunement)

      A sturdy iron helmet imbued with the spirit of a long-dead, incredibly critical dwarf adventurer named Barnaby.

      • The Gamble: While worn, the helm grants a +2 bonus to AC and Advantage on Initiative rolls (as Barnaby yells warning signs).
      • The Catch: You have Disadvantage on Stealth checks and Concentration checks. Barnaby never stops giving loud tactical feedback ("Watch the flank! No, your OTHER left!"). If you ignore his advice during combat, Barnaby pouts: the AC bonus drops to +0 until the start of your next turn.

      Wands, Rings & Cloaks

      Wand of Aggressive Empathy

      Wand, Rare (Requires Attunement by a Spellcaster)

      A twisted birch wand that vibrates with intense emotional resonance. Has 3 charges (regains 1d3 charges at dawn).

      • The Gamble: When casting a healing spell through the wand, spend 1 charge. The target receives maximum possible healing for that spell slot.
      • The Catch: The exact amount of HP restored is instantly dealt as Psychic Damage to a random creature within 50 feet (ally, enemy, or bystander--excluding the target and caster) as they are overwhelmed by the target's previous pain.
      Cloak of Screaming Invisibility

      Wondrous Item, Very Rare

      A magnificent crimson velvet cloak that smells faintly of throat lozenges.

      • The Gamble: You build up an "invisibility bank" by screaming at the absolute top of your lungs. For every 1 second (or 1 full round) you spend screaming out loud, you gain 10 seconds (or 10 rounds / 1 minute) of total Invisibility.
        • Attacking or casting spells does not break this invisibility.
      • The Catch: The screaming can be heard up to 300 feet away, instantly alerting the entire area to your presence before you go stealthy. While screaming to store up time, you cannot make Stealth checks or cast spells with Verbal (V) components.
      Ring of the Overconfident Gambler

      Ring, Rare

      A flashy gold band set with a single spinning die where the gem should be.

      • The Gamble: Before rolling a d20 for an Attack, Ability Check, or Save, you can call out a range of 3 numbers (e.g., "14, 15, or 16!").
        • If the die lands on ANY of your called numbers: It counts as an automatic Natural 20 (Critical Hit / Highest Success).
        • If it lands on ANY other number: It counts as an automatic Natural 1 (Critical Fail).
      Ring of the Dramatic Entrance

      Ring, Uncommon

      A flashy ring adorned with a polished ruby that sparkles a bit too brightly under ambient light.

      • The Gamble: Whenever you enter a room or combat encounter, you can trigger a flash mob of illusionary fanfare (pyrotechnics, trumpet blasts, and a choir shouting your name). Roll a d6:
        • 1–3 (The Hecklers): The illusion fails embarrassingly--a lone slide whistle plays as a phantom crowd boos. You take 1d4 Psychic damage and have Disadvantage on your first attack or initiative check.
        • 4–6 (Main Character Energy): All enemies within 30 feet who can see or hear you must succeed on a DC 13 Wisdom save or be Stunned until the start of their next turn out of sheer awe.

      Footwear & Accessories

      Boots of the Nudist's Escape

      Wondrous Item, Uncommon

      Light leather boots with wing patterns stitched on the sides.

      • The Gamble: Allows the wearer to cast Misty Step up to 2 times per day as a bonus action.
      • The Catch: The teleportation magic only transports organic material and the boots themselves. Every stitch of clothing, set of armor, backpack, weapon, and gold purse stays behind in a tidy, disappointed pile right where you were standing.
      Boots of Unpredictable Friction

      Wondrous Item, Uncommon

      Boots made of polished glass soles that constantly alter their texture.

      • The Gamble: As a bonus action, click your heels together to cast Expeditious Retreat (allowing you to Dash as a bonus action).
      • The Catch: When the spell ends, roll a d20:
        • Even: The soles become hyper-adhesive. Your movement speed drops to 0 until the end of your next turn.
        • Odd: The soles lose all friction. You immediately slide 15 feet in a random direction and fall Prone.
      Bag of Withholding

      Wondrous Item, Uncommon

      Acts like a standard Bag of Holding, but suffers from severe separation anxiety.

      • The Gamble: Reaching in to grab an item requires an action and a DC 12 check:
        • Strength (Athletics): Ripping the item out by force.
        • Charisma (Persuasion): Coaxing the bag into letting go.
      • The Outcome:
        • Success: You pull the item out cleanly.
        • Failure: The bag snaps shut, dealing Bludgeoning Damage. It refuses to open for anyone until the start of your next turn.
      Mirror of Honest Feedback

      Wondrous Item, Rare

      A handheld silver mirror that speaks in an insufferably smug voice.

      • The Gamble: As an action, hold the mirror up to an enemy within 30 feet to deliver a devastating personal critique. The target makes a DC 14 Charisma Save:
        • Failure: Target takes 4d6 Psychic damage and is Frightened of you for 1 minute as its self-esteem crumbles.
        • Success: The mirror turns to you instead, roasting your life choices. You take 2d6 Psychic damage and have Disadvantage on your next attack roll.
      Feather of Uncontrolled Flight

      Wondrous Item, Uncommon

      A bright peacock feather that twitches nervously when held.

      • The Gamble: As an action, hold the feather above your head to gain a Fly Speed of 60 ft for 1 minute (no concentration required).
      • The Catch: You can only fly in a straight line at full speed each turn. You cannot stop midway unless you hit a solid object (taking 1d6 Bludgeoning damage per 10 feet traveled). Changing direction requires your action and a DC 13 Strength (Athletics) check to manually shift your momentum.

      Consumables & Scrolls

      Potion of Prior Authorization

      Potion, Uncommon
      A colorless liquid that, for unknown reasons, appears jet black when inside of any container. Has a surprisingly bitter taste.

      • The Gamble: As an action, you drink this potion to submit a preemptive claim for emergency medical coverage. The coverage remains active for 1 hour. If you are reduced to 0 Hit Points while the claim is active, you do not immediately fall unconscious; instead, you immediately roll a d20 to process your claim:
        • 1 (Claim Denied -- Pre-Existing Condition): Your claim is flatly rejected. You fall unconscious as normal and immediately suffer 1 automatic Death Saving Throw failure due to processing delays.
        • 2–10 (Claim Denied -- Out-of-Network): Your claim is denied on the grounds that the damage type, enemy, or environment was non-covered or out-of-network. Nothing happens, and you fall unconscious at 0 HP as normal.
        • 11–19 (Claim Approved -- Subject to Deductible): Your claim is approved! You immediately regain 50% of your maximum Hit Points. However, to cover your deductible, you instantly lose gold equal to Your Character Level multiplied by 10 (or your highest remaining spell slot if you are broke).
        • 20 (In-Network Miracle): Fully covered with zero copay. You immediately regain 50% of your maximum Hit Points and gain Advantage on your next roll out of sheer bureaucratic relief.
      • The Fine Print: If you have taken damage from the same type of creature earlier in the day, the DM may rule the damage a "pre-existing condition," imposing Disadvantage on your claim roll.
      Potion of Delayed Reparations

      Potion, Uncommon

      A bright pink, fizzy liquid that tastes like strawberry soda and impending doom.

      • The Gamble: Drinking this potion instantly heals you for 4d8+4 HP.
      • The Catch: At a time to be determined by the DM, between now and 1d4 hours later, a spectral glowing fist materializes out of thin air and punches you square in the jaw. You take 2d8 Bludgeoning Damage, and must pass a DC 12 Constitution Save or be stunned for 1 round.
      Potion of Schrödinger’s Healing

      Potion, Rare

      A murky gray liquid locked inside a completely opaque lead flask.

      • The Gamble: Upon drinking, the DM rolls 4d4 for healing, but does not reveal the total to you. Your HP on your character sheet does not change.
      • The Outcome: The healing exists in quantum superposition. The exact moment you take damage that would drop you to 0 HP, the potion's health retroactively triggers 1 microsecond before damage is applied, potentially saving your life (or leaving you dead if the roll was too low).
      Scroll of Almost Fireball

      Scroll, Uncommon

      A scorched leather parchment that smells faintly of sugar and lemon juice.

      • The Gamble: Casts a 3rd-level Fireball spell (20 foot radius, range 150 ft).
      • The Catch: Instead of fire, the point of impact explodes with billions of aggressive Fire Ants.
        • Creatures in the area take 8d6 Piercing/Acid Damage (Halved on DC 14 Dexterity save).
        • The area becomes Difficult Terrain for 1 minute. Anyone starting their turn in the zone takes 2d6 Acid damage and must pass a DC 12 Constitution save or suffer Disadvantage on attack rolls due to ants crawling in their clothing.
      Scroll of Summon Bear (Subjective)

      Scroll, Uncommon

      A scroll bearing a crude drawing of a furry creature. The definition of "Bear" is left up to cosmic interpretation.

      • The Gamble: You cast the scroll to summon a creature for 1 hour. Roll a d4:
        1. The Ursine: A standard, extremely territorial Polar Bear. It attacks the nearest creature every turn (friend or foe).
        2. The Huntsman: A large, hairy, and very flamboyant Human Barbarian named Barry appears. He speaks with a booming voice, has a glorious handlebar mustache, gives great fashion advice. Barry wields a great axe (1d12 damage). He will defend you as long as you regularly compliment his mustache.
        3. The Softie: A tiny, mundane Koala. It has 3 HP and 0 attacks. Whoever carries it gains Advantage on Wisdom saves and immunity to being Frightened because it is absurdly calming to hold.
        4. The Drop Bear: A carnivorous Koala lands on the head of your target, dealing 3d6 Slashing Damage and blinding them until they spend an action to pull it off.
      46 votes