https://www.twitch.tv/videos/386289757
and now an attempt to do space opera on a budget.
Sunday, February 24, 2019
Sunday, February 17, 2019
Threadbare - Happymeal Horror
https://www.twitch.tv/videos/382466197
Ever wonder what happened to Mcdonaldland?
Well, now you know. :)
Ever wonder what happened to Mcdonaldland?
Well, now you know. :)
Sunday, February 10, 2019
Monday, February 4, 2019
Riddles and Puzzles in Gaming and Dungeons and Dragons in particular.
This has been a white whale of mine.
I like the ideas of puzzles, but there are issues regarding using them in most games.
The problem with puzzles is 1. they either get solved trivially or 2. they stop your game dead.
So this is an attempt to integrate puzzles in a way that uses a level gauge to make them easier to use.
I have no idea if this will work, so this is a bit of a thought experiment.
1. Integrate: Make sure the puzzle is added to a normal encounter/skill challenge that can either make it easier or harder depending on the PC's actions. That way it's more like a condiment than the main course. They should be able to cut the Gordian Knot if it isn't working and continue onwards.
2. Using Real Life gauges with CR: It will affect the CR by adding a puzzle. It hit me like a ton of bricks what can be used.
Namely,
Using children's ages to get an idea of how much a CR should be added.
so here's a rough idea:
children 3 years = cr +1
children 4-5 = cr +2
children 6-8 = cr +3
I don't think any harder ones will be listed until we confirm if these categories work as they will most likely need to be adjusted.
Here's a link to see if it works:
https://www.castorland.pl/en/how-to-choose-puzzle
3. Traps are your Base: We already have a method of explaining cr for adverse effects: Traps. I would use either the DM's guide or Xanathar's Guide to everything trap gauge with the CR if it has any adverse effects and use the trap metric if they find a creative resolution either by using skill checks (aka investigation) or damage if they fail.
4. No Single Point of Failure: If it is that important, it needs to be given independently of any puzzle or created into a conceptual treasure (such as you solved puzzle #A, so now it's marked in your treasure list). I wouldn't do more then five characters if you want to spell something out to reduce frustration with the letters.
5. The Rule of Three: have three different ways to give an answer or solution for any clues on any puzzle or riddle. Examples include, but are not limited to: books with pages, mnemonic devices spoken by NPCs (and gives a great chance for those sneaky characters to hear over clues), and a sage on retainer whom can "work on the problem" while you work out other issues.
6. Minimize Red Herrings: If you have any doubts, don't put red herrings in your puzzles. All they do is a waste of time and annoy your players. If you use one, keep it to one per adventure. PCs have this ability to make things too difficult as it is.
7. Write it down: Flat out have your PCs write stuff down if important. Don't be obtuse that it's a riddle.
8. Use keywords: Parties will inevitably overthink the problem, so use keywords as clues to simplify the puzzle especially if they go down a tangent. We have them for conditions and damage types, so use them as pointers.
9. Hardest Puzzles First: Do the hardest puzzles at the beginning of the game session. Everybody's fresh and they are more likely to find it fun.
10. Theme: Make sure the puzzle fits the theme of the dungeon/location. If it comes out of nowhere, it makes the puzzle more difficult.
11. Character Participation: If you are writing it for a party, that becomes way easier as you know the strengths and weaknesses. However, a good rule of thumb is if you are writing something where you don't know the party composition, to flat out say what it contains so it's not a surprise and make sure the prebuilds have the appropriate skills.
If a game is likely to involve puzzles, generally discourage players from creating characters who are much dumber than the player is in real life. If their character should be much smarter, give them clues and/or rolls to get around it.
If the characters have divination spells that make sense, use them to reduce the nature of the puzzle. ex. If they use Guidance, they get a hint.
12. Team Effort:
The puzzle or riddle should involve everybody if possible. Nobody likes to feel like they aren't doing anything.
#dnd, #5e,
I like the ideas of puzzles, but there are issues regarding using them in most games.
The problem with puzzles is 1. they either get solved trivially or 2. they stop your game dead.
So this is an attempt to integrate puzzles in a way that uses a level gauge to make them easier to use.
I have no idea if this will work, so this is a bit of a thought experiment.
1. Integrate: Make sure the puzzle is added to a normal encounter/skill challenge that can either make it easier or harder depending on the PC's actions. That way it's more like a condiment than the main course. They should be able to cut the Gordian Knot if it isn't working and continue onwards.
2. Using Real Life gauges with CR: It will affect the CR by adding a puzzle. It hit me like a ton of bricks what can be used.
Namely,
Using children's ages to get an idea of how much a CR should be added.
so here's a rough idea:
children 3 years = cr +1
children 4-5 = cr +2
children 6-8 = cr +3
I don't think any harder ones will be listed until we confirm if these categories work as they will most likely need to be adjusted.
Here's a link to see if it works:
https://www.castorland.pl/en/how-to-choose-puzzle
3. Traps are your Base: We already have a method of explaining cr for adverse effects: Traps. I would use either the DM's guide or Xanathar's Guide to everything trap gauge with the CR if it has any adverse effects and use the trap metric if they find a creative resolution either by using skill checks (aka investigation) or damage if they fail.
4. No Single Point of Failure: If it is that important, it needs to be given independently of any puzzle or created into a conceptual treasure (such as you solved puzzle #A, so now it's marked in your treasure list). I wouldn't do more then five characters if you want to spell something out to reduce frustration with the letters.
5. The Rule of Three: have three different ways to give an answer or solution for any clues on any puzzle or riddle. Examples include, but are not limited to: books with pages, mnemonic devices spoken by NPCs (and gives a great chance for those sneaky characters to hear over clues), and a sage on retainer whom can "work on the problem" while you work out other issues.
6. Minimize Red Herrings: If you have any doubts, don't put red herrings in your puzzles. All they do is a waste of time and annoy your players. If you use one, keep it to one per adventure. PCs have this ability to make things too difficult as it is.
8. Use keywords: Parties will inevitably overthink the problem, so use keywords as clues to simplify the puzzle especially if they go down a tangent. We have them for conditions and damage types, so use them as pointers.
9. Hardest Puzzles First: Do the hardest puzzles at the beginning of the game session. Everybody's fresh and they are more likely to find it fun.
10. Theme: Make sure the puzzle fits the theme of the dungeon/location. If it comes out of nowhere, it makes the puzzle more difficult.
11. Character Participation: If you are writing it for a party, that becomes way easier as you know the strengths and weaknesses. However, a good rule of thumb is if you are writing something where you don't know the party composition, to flat out say what it contains so it's not a surprise and make sure the prebuilds have the appropriate skills.
If a game is likely to involve puzzles, generally discourage players from creating characters who are much dumber than the player is in real life. If their character should be much smarter, give them clues and/or rolls to get around it.
If the characters have divination spells that make sense, use them to reduce the nature of the puzzle. ex. If they use Guidance, they get a hint.
12. Team Effort:
The puzzle or riddle should involve everybody if possible. Nobody likes to feel like they aren't doing anything.
Type of Puzzles:
1. Riddles: Since the riddle is one of those most common fantasy puzzles since the Hobbit, everybody wants to use them:
Besides the above rules, thinking I would do the following:
a. always use one that can easily accessible from the internet.
b. I'd pretty much use CR +1 for the base
c. If a character makes a high enough int or related skill check, I would point them at the answer via the internet. If your gaming without internet, I'd scroll the answer on a small sheet of paper and let them flip it over.
d. The riddle itself should be a clue or other "enhancement" that gives them an advantage in a future encounter, even if it is just giving inspiration or advantage in a particular situation.
2. Mechanical Puzzles:
Whether a Rubiks cube or a jigsaw puzzle, the idea is to physically assemble something in the real world. This has the problem that the DM cannot just handwave it without having it hang over the party. It's probably better just to treat it as a pattern puzzle for all involved.
3. Pattern Puzzles:
Whether it is a series of gems, buttons or a certain set of musical keys from Goonies, these are puzzles where you have to put or push objects in a particular order. I would do a skill challenge if they aren't into it as a backup (using investigation, perception and any appropriate artistic skills as a base).
A personal favorite is the checkerboard floor that has a pattern to cross.
4. Situation Puzzle:
These are the puzzles where one person has the answer (in this case the GM) and the pcs asking questions until completed. I'd keep any such puzzles as a maximum of 20 questions and restrict any questions as "yes/no."
I would still treat it as a fairly low cr basis if used independently of an encounter, but it should be short enough for the resolution to be able to stand on its own.
Ultimately
Since dnd is based on a gauge, I'm going to keep fiddling with it. Expect this post to change over time.
It might be because I just got the following book, How to Measure Anything: Finding the Value of Intangibles in Business, and am curious if a similar procedure could be used in gaming to make puzzles more formulaic.
Ultimately
Since dnd is based on a gauge, I'm going to keep fiddling with it. Expect this post to change over time.
It might be because I just got the following book, How to Measure Anything: Finding the Value of Intangibles in Business, and am curious if a similar procedure could be used in gaming to make puzzles more formulaic.
#dnd, #5e,
Sunday, February 3, 2019
Feng Shui 2 - Fast Food and Faster Fists - Part 1 - Can I take your Order?
https://www.twitch.tv/videos/374844908
Three servings of Meatballs and beatings, with a side of rage.
#Fengshui #Gaming
Three servings of Meatballs and beatings, with a side of rage.
#Fengshui #Gaming
Monday, January 28, 2019
Greek Mechology - Part 4 - Automatia and Special Equipment
“The Greeks were known for their brains, the Romans known for their drains.”
- Anonymous.
Technology varies widely in this world. Some locations are effectively the stone age. Otherwise, are automated to the point where it’s approaching the modern quality of life. The theater drove technological innovation by such greats as Pythagoras and Ptolemy (who are sort of around) who defined musical rules and regulations.
If there is a way it differentiates from our own timeline, it is the change in mentality. In the original history, most of these automatons were little more than toys and rarely intended for practical application. It only takes one person to change this mentality and that person is Archimedes. By surviving, he acted as a catalyst for a change in technology.
This is further enhanced by 1st Punic war. It was far worse than in our timeline, and they didn’t get the massive influx of slaves, so it stirred the automation catalyst.
Furthermore, the shades of the past allowed certain knowledge to not be lost, so it was then expanded on.
But ultimately, it was a simple change in thought allowed for all the pieces to be brought together: cross-indexing. Nobody is quite sure where it came, but the development of reference scrolls that allowed the sorting of material not only in alphabetical order but also in categories. It has allowed creativity to create associations for new and exciting ways that spurred technology.
The Technology of the era.
The Aeolipile:
(Gts-tg - CC BY-SA 4.0)
This was originally conceived by Hero of Alexandria. This was the first steam turbine. It performed a simple task and levitated a sphere above a jet of steam. Archimedes was given a couple of these machines as part of his surrender and learned that the steam could be used to push a fan in a circle, thus allowing a device to be propelled, then combined with screws, nuts, levels, gears, pistons and pumps allowed for great versatility.
The Antikythera Mechanism
(Gts-tg - CC BY-SA 4.0)
This was the 1st Analog computer and it is a machine that originally used gears to predict the movement of astral bodies decades in advance. Unlike in our timeline, this device was duplicated and innovated to use such clockwork, thus allowing analog devices to drive wondrous devices, often programmed by a drum with pins.
Auto-drawing Lathe.
This copying device has been automated with a rudimentary mechanism with a photocopier to allow ideas to be transferred via scrolls.
Electroplating
The plating of metal was incredibly prolific. It has allowed the development of grinding up of metals into grains smaller than sand and then fuse them to a medium to produce subatomic effects. While originally performed with precious metals, it has expanded to use a wide variety of more conventional metals.
This has allowed plating on objects to essentially have them change color depending on the light and has been used in military application to provide camouflage.
They also have used phosphorous to shield metal underneath from weather effects and has experimented with strange metals to make weapons with unconventional material (ex. Rare earth metals) to enhance their combatant properties.
Electrostatic Battery
These reinforced jugs contain electric rays and provide a rudimentary charge that can use as a catalyst for many types of machinery.
Stentorophonic tube
Setup along Greece and Rome at military forts and often are used as means of sending messages quickly as well as listening posts.
Rutways
These paved tracks were originally developed in Diolkos. While originally of limited use, combining this with the aeolipile development has allowed a steam engine that gives rapid movement of goods and rapid deployment by defense forces. Such tracks Crisscross the Italia Peninsula and the Greek Leagues. These are in particular the pride of the Achaean League as they have used this to dominate their neck of the woods.
Sinous Rope
Rope made from animal tendons, while not exactly high tech, are usually the source of tension in most devices (ex. crossbows, gear crankshafts). There has been a recent usage of a metal thread to increase durability. Also certain fantastic creatures have tendons that are even more springy for use.
Vending Machines
These were originally used to dispense holy water in the temples of Egypt thanks to the legendary hero of Alexandria. The toy war caused them to spread far and wide for objects that are generally nonperishable in areas of high traffic. They are particularly prolific in Egypt, Greece, and Rome.
Automata of Note
Bubos
(pic from clash of the titans)
These mechanical owls are designed to act as a helper and apprentice. They are small and clockwork. They look to be made of gold, but in fact seem to be plated with a more common shiny substance.
Centipede
This is strange automation that is used for that most difficult of operations: namely the landing of troops from sea and land. It has a Greek Fire spray and then uses its fairly low profile to drop off troops on the beaches for any and all invasions. It has been adopted by all Greek powers and even the Carthaginians have adopted these to ensure control of the sea.
Colossus
(Talos from Jason and the Argonauts)
While these are few and far between, these huge statues are automated as guardians. They are usually designed to be somewhat amphibious and often use ocean waters to reduce heat issues. The driver rides in the head. Noteworthy Colossus are in Alexander, Athens, Rhodes, and Rome.
While these are few and far between, these huge statues are automated as guardians. They are usually designed to be somewhat amphibious and often use ocean waters to reduce heat issues. The driver rides in the head. Noteworthy Colossus are in Alexander, Athens, Rhodes, and Rome.
Dolium Duarum Laminarum
This is a barrel with a rotating blade that circles as it moves. It is a cheap means to tear through infantry in enclosed areas: just wind it up and let it rip.
Myrmidons
This man-sized automata are designed to supplement standard infantry. They are expensive to maintain, but often are great for mopping up troops. They are armed with retractable spears and shields, but often contain chest weapons for ranged attacks.
Scarabs
These dog-sized mechanical beetles are an invention of Alexandria. While they can be used for warfare, but also used in mining operations for their digging capabilities.
Weapons of note
Archimedes Claw
Imagine a gargantuan crane with a grappling hook used to pull down ships. This was originally used in Syracuse, but the Romans have adapted this to their automation as a means of allowing them to grapple their opponents at range and to climb. It is mounted on the arm, but its winch and spool are mounted on the back to reduce strain on their machines.
Auto-Polybolos
This automated repeating straight string catapult fires heavy arrows in succession has been augmented with the crank has been put on a piston track, allowing a hail of arrows that is easily moved by chariot, or even more bizarre constructs.
Auger Spear
This wind-up rotating drill-like blade on a short stick is good at catching enemies’ blades and breaking them, as well as helping with penetrating armor. Produced in mass, they are the default weapon of most modern infantries.
Retractible Emota Tridenti
Originally a means to have some sort of polearm on the march, it somehow gained popularity with Women fighters as it provides reach and leverage. It is an electroplated segmented pole with three blades that can easily retract into a baton for easy carrying. It has two buttons, one that merely extends the blades for close quarter fighting and when that telescopes the handle to act as a polearm.
Greek Fire
This alchemical formula may or may not have been originally been created by the Greeks, this napalm-like substance sprays like a sticky oil and lights them ablaze. It is a weapon of war that is currently sprayed not unlike a modern-day flamethrower.
Also, Barrels filled with sulfur, naphtha, and niter are either fired by catapult or floated as a weapon of denial.
Also, Barrels filled with sulfur, naphtha, and niter are either fired by catapult or floated as a weapon of denial.
Heat Ray Packs
Archimedes pride and joy that allowed the defense of Syracuse for a while, its secrets have been rolled into the Roman forces. While it was originally believed to be polished surfaces, it is, in fact, crystal light amplification creating a laser that can be used to ignite the fire or cauterize wounds. It has been shrunk down to a backpack-sized weapon that allows Romans a unique advantage. If it were not for the requirements of certain rare materials, they would be standard. Instead, they are used in specialized legions controlled by generals and are used as shock troops.
Land Mines
Earthenware jars are often buried originally to make quicksand to create areas where infantry can move over, but larger vehicles will sink into the earth. This is sometimes enhanced by the use of Greek fire contained in such canisters.
Steam Gun
While fairly slow, they act not unlike a pot that boils over. Shooting a blast of steam through a pipe, allows a fist-sized bronze ball to hit with high velocity. They are mounted on Automata and defenses.
Vehicles of Note
Armored Steam Chariots
This one-man chariot is best described as a dune buggy powered by a rudimentary clockwork engine and with descent Shock-Absorbers. Its speed and maneuverability allow an incredibly maneuverable ranged weapon platform. The Romans have begun to use these in formations as a sort of cavalry.
Icarus Machine
Daedalus and his nephew Talus are rumored to have made his machine, and their shades revealed this knowledge. It is essentially a one-man frame covered in feathers and frames that when launched from a height and then are propelled using a mixture of chemicals. While masters claim to say they can stay up for hours, the truth is the average practitioner has roughly 10 minutes before gravity inevitably prevails.
Land Galley
(artist - triggerhappy from sufficentvelocity.com)
This vehicle seems to be the main defense of war machinery. It is a vehicle with treads used for transporting and patrolling along the main roadways.
Scythed Chariot
Originally a Persian attempt to stop the heavy Greece Phalanx of Alexander the great, it has been updated to use rotating steam blades to penetrate tight formations.
Semaphore Wagons
These retractable wagons are easily wheeled and popped up to allow long-distance communications. Both the Greeks and Romans are notorious for changing their codes on a regular basis. They are built around an iron stove that blows smoke or fire depending on the time of day for long-range communications.
Wall Wagon
This collapsible wagon is designed to pop out at an instant, not unlike a tent trailer, but reinforced with heavy wood and iron, allowing for both relative comfort and instant defenses. These are a new addition to Roman Legions as they increase range and reduce logistical issues.
#greek
#greekrpg
#roman
#romanrpg
#rpgmaker
#rpginspiration
#worldbuildings
#greekpunk
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