python 3.x – How do I use Selenium web drivers to test 2 players participating in the same game?

I'm trying to create a web-based board game (in Python, Flask & Angular)
Players navigate to the site and enter their name. There, they enter a lobby where they can create a new game or join an existing game.
I want to test the frontend with Selenium web drivers to see if a player can join the game when he creates it.
I've tried to do this with a combination of threads that create new Webdirver objects, or threads that use the same Webdriver object – but no matter what games they seem to connect to.

What would be the best way to achieve this?

Game Design – If an MMORPG has no limit on the number of players, will all players eventually focus on the same server?

Suppose the hardware power and network bandwidth are unlimited

You still have latency. "Bandwidth" is the transmission rate … I mean how much data can be sent and received in a given period of time.

That says nothing about how much time a given piece of data needs to reach its destination. That is, latency.

Why should there be a bad latency? Because of the network. I'll let Grace Hopper explain you nanoseconds.

Due to the poor latency in a game, the server's response takes some time to reach the clients. A. k.a. Lag. Of course, this is not the only cause for delays. Regardless, network latency causes delays.

So you can have a magic server that has infinite storage space and executes commands in virtually zero time, and the game still has a delay.

That means that regardless of the magic of the servers, it still makes sense to distribute multiple servers geographically across the world. And of course, everyone would connect with the one closest to him.

Of course, you may have multiple Magic Servers and load balancing between them, preventing all uses from being aggregated into a single server. In this case, however, no load balancing is required magically …

… except, well …

If we have a hub where millions of characters are moving … your server may be magical, but the client may not. It is a good idea to logically separate entities, if not physically, so that the client does not have to render everything. Why? Because the client's hardware is another cause of delays.

Since you have a perfect magic server, you can decide exactly what each client should see, so that clients do not have to spend time deciding to draw …

… waiting …

(This may be an open question, I'm not sure if I should ask questions here, but there does not seem to be a better place to put them, and I hope I can be inspired by discussions.)

Welcome to Worldbuilding Stack Exchange.

In a world where servers are magical, the server can render for the clients.

is there a corresponding economic, sociological and ecological model behind this?


In this universe, the computing power is unlimited. That does not mean it's free. We did not say anything about the energy consumption.

I do not know if it applies in your fictitious universe, but in ours there is a maximum theoretical data density. This means that your magic servers take up an unlimited amount of physical space (I expect to grow as needed).

Likewise, we have a theoretical minimum time. The plank time. Since we can not really do anything in less than a plank time … to do more things in the same time, we need more CPUs.


In the game

If we have a conventional MMORPG, there is a chat window. Imagine the chat window with news in all the languages ​​of the world passing by at ridiculous speeds. While not separated by physical servers, it's a good idea to be able to filter by language.

There is also the problem of the masses. It's a good idea to have fewer channels to separate people. Not only because of the customer's performance, but also because large crowds can adversely affect the gaming experience.

Save game

A server that can grow indefinitely will certainly attract the attention of the authorities. What if it grows from a jurisdiction? Will different laws apply to different parts of the server?


Back to energy consumption. We do not have a growing server that could eat ecosystems … we have to feed the beast, and power plants affect the environment.

I would actually have to do the calculations – I do not take that answer seriously – to find out if you need a Type I civilization to have these servers.

See also: Matrioshka brain.

Let's face it, you do not really have the problem of having magic servers. All you need to know is that the network has latency.

System agnostic – Convince players to be less bound to a concept for characters before Session 0

It is perfectly legitimate for a GM to accept / reject characters / rules / etc in their game.

Some players argue / question the decision, but ultimately this should not be an insult, unless you are very clumsy in the way you announce and / or explain it.

Personally, I recommend that you talk about why you do not want to allow this, and your players should respect that. As GM, you've got the last word in everything, but in my experience, a GM who simply puts his foot down without any explanation has a good chance of simply annoying his players, who may be going to find another table.

If your players argue this could make your job more difficult, but you should be patient with it, at least until the point where your players are stubborn and can not compromise.

Since your goal is to make sure you do not run counter to your players, you'll probably need to explain how and why you do not particularly like to accept this character.

It is difficult to give you examples / arguments to answer this question, as you will not discover any of the reasons why you do not want to accept this character in your game.

Is it the style of the game? Do you feel that one of these characters does not fit into a kind of Gothic horror game?

Is it because it's not appropriate to be a homebrew class you do not like?

Is it because the theme of the character does not fit into your game? As an example, I once wanted to play a clergyman with a GM I had never played with, and only knew in Session 0 that his homeworld did not contain any divine magic, since the gods had long left this world the GM and I are leading this discussion where he told me that, and I was trying to find out if he would tolerate a "different kind of divine conjurer who would get his spells from another source in this matter homebrew world. In the end, I was not allowed to do it, but since the explanations made sense of the kind of game the GM wanted to perform, I had no problem making another character more appropriate for the game. In addition, my character was later allowed to build multiple classes in a divine spell class up to level 3, as it turned out that the backstory of the campaign was exactly the gods. It turned out that as a divine wizard, I simply could not begin (and in the end, I have not classified myself as a clergyman since the gods somehow turned me off to return to this world – both OOC and IC, lol).

If you edit your question for more information about what you dislike about the character concept and why, I would like to process my answer accordingly. Let me know in a comment if you do, please!

Good luck with your group!

New Players – Help Build an Archfey Warlock / Ranger Pact Blade?

I'm a freshman and this is my second campaign. What I have so far is a Baalzebul line (Crown of Madness / Disease Ray instead of preset Depth Abilities) with a cowardly patron. My problem is that without experience it would be difficult to make a Feylock useful (Level 14 Feylock vs. Level 14 Fiendlock Anyone?). What values ​​/ spells / cantrips should I use to make sure my PC is not muddy or useless? I also plan to take some ranger level for Flavor or Dual Wielding later, but please tell me how to build this character!

dnd 5e – How do I start Death House for 3 new players without healers?

Me and five friends wanted to try DnD, none of us played before, but I know DnD best (read: I listened to The Adventure Zone and watched some videos on YouTube), so I volunteered as a DM I decided to run Death House because it sounded cool and then saw how we got on from there. I realized that it was going to be too hard, so I decided to reduce the number of monsters and give them clues here and there.
But then one of my players got sick and another decided that he did not want to play yet. The patient wanted to play as a clergyman, and the remaining three do not want to play a class that can heal for some reason. Now I'm stuck trying to run Death House for three players without healers. We play in three days. So it's not like I have time to prepare something else, even if I have no work. Any advice?

World of Darkness – Which Geographic Area Would Be The Easiest Start For Players In A Vampire: The Masquerade Today?

After talking to friends visiting a country around the world, I think about "Where will it be easy to be a vampire?" To. (Yes, I know, I ask strange questions) that I am in "Which geographic area would be the easiest start for players in a vampire: the masquerade today?"

In my search I decided to divide the world into nine areas (I tried to use facts and only these, and it was really interesting):

  • Western Europe: No carrying weapons are allowed, so hunting is easier in the early night, but many people do not go outside late at night.
  • Eastern Europe: More weapons, weapons storage is officially or indirectly allowed, making the hunt harder, but the government has more control over the information, making the masquerade easier to maintain, but Firstlight will also find it easier.
  • North America: Weapon sites are usually allowed, so hunting is more dangerous, but their people are out all night, making it easier to find a prey, but all is open 24/7 so you can live, without needing a ghoul.
  • South America: Like Eastern Europe, but with more nature, werewolves could kill you more often
  • Africa: The whole area is more or less at war, life as a person is hard, and so is the relatives
  • Middle East: The Antidiluvians are here and awake, so it's not a good area to be kin (or to be human)
  • North Asia: The largest part of North Asia is Russia, just like Eastern Europe
  • South Asia: The government is strong, making the masquerade easier to maintain, but Firstlight will also find it easier. Kuei-Jins are here so it may be hard to be a relative
  • Oceania: "The whole fauna and flora want to kill you" Meme does not apply to you and the gun control is now bigger, so the hunt is easier

I think Oceania is the easiest place to start as a vampire, followed by Western Europe and North America. But I could have been wrong in the statements that I made in my research (since I only need 2 hours for that).

dnd 5e – How do I deal with requests from players for attacks to cripple the enemy?

I'm taking part in a recent campaign with 5 new players. They are completely new for role-playing and role-playing games.
In a fight, they often phrase their attacks as "I aim my eyes to blind him and shoot my arrow," or "I try a quick shot forward to pierce her leg with my sword to the inability to act to reduce." their movements, "or" I unleash a mighty strike between helmet and chest plate to try to behead this enemy, "etc., and expect me to make the enemies suffer the consequences of their detailed actions, especially when they roll up on the d20.

My players are pretty excited about the RPG and tell them what they are doing and demand the same from me. I think that's great, because I love this style of play, it's easy for me to quench your thirst for narration, and I like to write. However, I tried to explain to them that such a combat approach may prove uncomfortable to the point that even the rules themselves simply avoid the subject:

The loss of hit points does not affect a creature's abilities
until the creature drops to 0 hit points.

PHB p.196, hit points

They were disappointed and wondered after the discussion, what is the meaning of the Kampfer count at all. They therefore began to misunderstand everything they say in battle: "I attack him", "I cast spells on him". This led to cold-mechanical struggles and boring narratives, though I tried to create a creative account of events without their influence.

I definitely do not want to get debilitating wounds into fighting because it can be pretty hard to rule over anything, and it's just a spit-pot from a shot at an enemy due to a critical hit "upside down". It would also overwhelm the PC if I did not balance it by allowing intelligent opponents to think the same, making everything even more complicated.

What can I do to engage my players in the fight count without them falling into insanity looking for headshots? How can I promote role-playing in combat without causing crippled and condition-causing wounds (such as arrows in my eyes)?

Related questions:

Have games dealt with the concept of the "good witch" that can be played by players?

I think that this closed question is valid if it is reworded, and also quite interesting.

We know that role-playing games often have character concepts from European folklore. For example AD & D Excavated Arcane has the Cavalier character class, reminiscent of the knight who has distanced himself from medieval stories. There are certainly hundreds of other examples in other games.

We also know the evil witch concept from European folklore, for example in Hansel and Gretel or the opening scene in hamlet, At the present time there is the idea of ​​a good counterpart, for example in The Wizard of OzThere's the good witch of the West.

So the question is whether a game, a shot or an extension of this character concept of the "good witch" that players can play has been exploring. Either as character class, template or whatever would be suitable for this game. I would be surprised if there were none, but I'm at a loss if I think about it.

Destiny – How can I get my players to play a high value resource skill without power gaming?

One of my players has a +4 resource and wants to equip his group with excellent gear (because he can). He can add an advantage "Excellent equipment" through Resource Roll. But I am afraid of using Powergaming with this ability to solve all conflicts.

How can I do that?

My thoughts are stunts that give each group member a free aspect of "excellent equipment" per session. However, it seems to me that in this way I restrict the ability of the player to use the skill according to the rules.

Movement – How do I prevent players flying too low in an infinite sky?

Suppose I have a game that allows the player a completely free, open world flight, and the world itself is a heap of floating islands. This causes some problems in flying too low, such as reaching the wrong "cloud floor", pinning without being able to get up, and so on. How can I prevent this without introducing an invisible "bottom" that repels the player when he jumps in?

I've been thinking of having a kind of in-universe wind near the bottom that could slow the player down and then push him back up, but I'd like to hear more ideas that are less artificial.