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Comic profile: 20 Quid Amusements
20 Quid Amusements
A cliched webcomic about games, life, and the whole world in general.
Comic avatar
Comic language: English
Genre: Gag-a-day
Activity status: Active
Archive url: Visit archive
Last update: 2 days ago, 11:00 PM
Number of comics: 301
Number of subscribers: 11
Visitors: 81538 visitors (348442 pages viewed)
Rating: 5 (26 votes)

Comic description

This webcomic dedicates itself to parodying the funny and illogical parts of games. It also sometimes dabbles in the problematic lives of the average (or rather extreme) gamer. You'll probably need an acquired taste, but give it a try, you might just like it.


I'm awesome, let's leave it at that.

Most recent comments left on 20 Quid Amusements

2 days ago
Yes, he took that photo for his "research", which is also why he grabbed that box of tissues. If you know what I mean.

So... do you think this would be funnier if I took out the part where he says he got a tonic from it somehow?
I left that in, because that was going to be the original punchline, since it makes no sense where those tonics come from, and how taking photographs makes them appear.
Left on Say Cheese
9 days ago
I just had to make this reference for my 300th comic. And what better way to make a reference to a film about a war, than by using a game series all about war.
Left on The Poke to Victory
3rd Apr 2018
Well Minecraft actually came out in 2009, not 2011. But the "finished" version was released in 2011, so Doug's not completely wrong.

Also I feel old just knowing that fact. Has it really been eight years since I first discovered Minecraft?
Left on Attention Span
3rd Apr 2018
Awesome, thanks for the reply. I really appreciate it.

So basically, a good idea to keep things moving along at a reasonable pace, is to not only know the general rules and have notes, but also to offload the stuff relating to the player characters, to the people actually playing them.

Thanks again. :)
Left on Playing Dungeons & Dragons
Geeky Meerkat (Guest)
29th Mar 2018
As a dungeon master the trick is to not memorize everything. Get a general idea for all the rules so that if you need to make a decision you can do something that seems right (IE: Ask the players to roll d20 and do stuff with that number and then decide if things worked). While you have a general knowledge of things, and have notes related to your specific adventure (IE: that this monster has so much health and is so hard to hit), the players should know their characters fully.

What I mean by that is you might know a general idea of their abilities and what not, but they should know the specifics of their own character. You can help them understand something if need be, but it's their job to know and use their character to it's fullest not yours. If for instance their character has some sort of magic shield that can be used twice a day to create a globe of energy around the party that protects them... you told them about the shield once but it's on them to remember it can do that. If you forget... well your the dungeon master it's not your job to remember all the tricks your players can do. You have notes for that if you ever need to look it up anyways.

Sometimes you'll get a player that will know a rule that you don't. So you as the dungeon master will say 'Okay this is the ruling...' and then they'll say 'Well actually...' and if they say that before the round is done and aren't a twat about it then ya be cool and say 'Ah I stand corrected.' but if they are a twat about it or they try to revisit a past decision just remind them that it's more about the story and that we'll keep in mind the specifics of the rule in the future.

If they are an extreme twat about the rules then always remember that the dungeon master makes their rolls behind a screen and oh wouldn't you know... the bad guys are getting lucky on their attack rolls towards him.
Left on Playing Dungeons & Dragons