@ObliviousSage Especially given @BESW's addendum to my proposal I'm having difficulty understanding the relevance of your comment. The idea is to use this as a proof-of-concept for a contest and let other systems host their own.
i'd prefer to see a contest that either 1) supports multiple contests (propose a "specialization" and develop it as a race (including feat support) in 3.5 or 4e, as a type a la vampire/werewolf albeit simpler in oWoD or nWoD, as a type/template in Dresden Files, plus in one other system of your choice not already in this list) or 2) is system-specific but rewards people for asking good questions or having good answers for the system (like Arqade's recent AnswerSwarm contest)
Then propose something. That's why there's a discussion going. @BrianBallsun-Stanton already tossed around a bunch of the ideas I've already proposed; the idea is to get input from the community and see if a contest can even be a thing we want
I'm not sure I can visualize 1), and I'd be very interested to see your proposal for it. Evaluating submissions in a cross-system contest without it becoming a system popularity contest is a stumbling block I haven't been able to think past.
The idea is to run up a little narrow-scope contest to see if anyone salutes, and if other people have ideas for improving it or want to propose contests for other systems, that'll happen organically.
If it fizzles, it fizzles. Your idea that it's inappropriate for the site is a good answer, because that's part of the dialogue that should really be out in the open.
Aw, thanks. [grin] People will take your (very important) point more seriously if it's not buried under hyperbole. Don't set yourself up for straw man offenses; people will do that just fine for you.
Aid Another is full of stupid edge cases. I think "add +2 to the best result for each helper" would fix most problems, though. Because nothing's more annoying than having a helper roll 20 while main actor rolls 1.
@BESW I'm having a hard time understanding why hosting a contest for critique, peer-review, entertainment and sportsmanship needs to be necessary, but I have some free time tomorrow
@Lord_Gareth [/devilsadvocate] Because it's work for the mods, distracts from the site's focus, and the resources and energy of all involved could be better channeled into the unique services provided by SE rather than spending them on replicating something other sites already provide? [/enddevilsadvocate]
Just because something isn't bad doesn't mean that the resources dedicated to it couldn't be better used on another endeavor.
@Lord_Gareth People like MartinSojka, who see any such contest as a form of Skinner box, are unlikely to be impressed with any social argument you might field.
@BrianBallsun-Stanton So if I wanted to link a funny song with NSFW content (extreme vulgarity) would such a thing be okay as long as I tagged it as such?
@BrianBallsun-Stanton Well if my high school English career is anything to go by (to wit: I had to read every villain part aloud, including Satan in Paradise Lost) I'm already at least a third of the way there
theoretically if one could execute a move action and a full attack action in the same turn could one combine the soulknife's Bladewind and Knife to the soul abilities?
just looking at the long list of 3.5 classes i have never looked at.
@BESW Actually, just the "participate here for this swag!!!" part of it. If the list/description of the prices is longer and more prominent than the contest rules itself, it's an instant turn-off. :)
I was wondering ... could a question about how to design a specific location (say, a haunted castle, an old ruined factory building where some squatters live now, or a crashed multi-generation spaceship) made to work in the format of this site?
I have a party of four 3rd level adventurers. They will be breaking into a temple dedicated to the worship of the Raven Queen. There will be a ritual taking place in the sublevels of the temple. I am wanting the party to encounter some defensive constructs or mobs before they reach the ritual....
My (slight) problem here is that for a game location, I need to consider at least three angles: Verisimilitude, to make sure the place makes sense in respect to both its stated history and current usage; Functionality, to make sure it isn't just a piece of scenery but actually limits some possibilities and allows others in some interesting (and if possible game-mechanically significant) ways; Inhabitation (or rather, ecosystem), ...
... from rather mundane (like vicious little fleas transferring diseases), intelligent (the squatters) to ghosts and rogue AIs and whatnot.
That's the thing; the first one (Verisimilitude) should fit on Writers.SE as well if I understood it correctly; so could the third one (Inhabitation), in parts - though the goal here is to have an ecosystem which is in some ways interesting for an interactive environment, not one which makes for good non-interactive story.
The more I think about it, the more it seems like there's three different kinds of questions. :)
The "Functionality" part of it, I think. What's to do with the location to make it more than a piece of scenery? Which game-mechanical elements to attach to it to fit its theme? I'm thinking of a checklist like "slanted and partially broken floors on the space ship make for bad footing, unless used with magnetic boots, which they are designed for; hand rails everywhere to help in zero-G can be used for climbing; ..." and so on.
If only my design process wasn't all over the place in terms of which part of the location I'm working on ... :D Oh well, that's part of the motivation here, to bring a bit of structure into the whole mess. I can't improvise everything. ;)
I'm almost done reading through Apocalypse World now. Downloaded it the other day. I thought it was a nice idea, since my all-time favorite rpg, Dungeon World, is a hack on it.
So far I like it, but I'm not very fond of the sexual undertones in "adult rpg's" such as this.
I simply don't find it interesting
I don't see the "necessity" of adding "sex moves". Can anyone explain to me why they are even there? Is this something that was added to attract a mid-puberty audience?
@Rob That's the thing ... I'm looking more for a believable and interesting location, built from the ground up, else I'd be just improvising on the spot. Some things are easy for me (How does a medieval castle ruin look and work? Easy, I have several in the walking distance from my home), but others (How does a typical US household look like? A modern rural Chinese village?) ... less so.
@Undreren Well, kinda. Reading up on Apocalypse World now. Depending on the theme, sex might actually be an important element.
@Undreren Then I've got nothing. The "sex moves" seem as valid (or silly) as "eat moves" (bonus after you ate something), "dump moves" (bonus after you took a good dump), "sleep moves" (bonus after you got a good night's sleep) and moves for any other basic and necessary activities.
Anyway, I don't care much of his ordering of the upper layer - or choice of a pyramid as the structure - but the basic needs at the bottom are pretty basic, if not necessarily of the same weight relative to each other.
This also means there should be a lot of kids around (... with lousy survival rates, potentially). Again, not necessarily the tone the game strives to have.
@MartinSojka Ah, yeah. It's a process that I've spent a lot of thought on, and really it comes down to "noodle around a lot, play to your strengths, then rip out everything you can't make related to the campaign at least tangentially."
@BESW It's kinda hard to change things as based on a campaign when you don't have one - not even an adventure, just a point of interest the PCs might or might not approach some indeterminate time in the future, depending on how the decide to deal with their problems and goals.
@waxeagle Not directly, no. It disables the location bar though (if I remember correctly) and you can pre-set everything you don't want anyone to use into the "everything's restricted" security zone to be sure no scripts or similar are executed (no clue if you can prevent page loading though).
@waxeagle I just tested it in IE 8, and it works. You just have full screen IE mode without any bars, not even location bar. You can end it with Alt+F4 obviously.
Well, dropping a small script to execute "iexplore -k hulu.com" on startup should be fine. Make it an auto-restart service if you want to be extra annoying. :)
mmm. The goal is to create a system my dad can use for Hulu/Netflix type stuff, and has relatively full non-Internet-related functionality, but which he can't hack around to get into the Internet.
@BESW Those are cute. My dad got one from me too, so he can play online games, talk on Skype with friends and watch porn without messing up other's computers.
My mother loved her tiny little EEE laptop (back when they only sold them with the Linux OS), but it died a sad death: something on the motherboard stopped being able to register battery life, and none of the techs we could get it to here or in the mainland had any idea what to do with an EEE.
They'd look like we'd asked a body shop to reupholster a couch.
The really sad thing is, tinkering with his Frankenputer tower is one of the only manually dextrous, intellectually stimulating things my dad does these days.
But it's reached the point where it's just not reasonable for him to be online, and Frankenputer is dying a slow, lingering death, so we're taking the opportunity to give him a closed-case computer and install controls on it.
(He now thinks browser-based services that evaluate your hardware or do a virus scan on your system are safe, so long as you use the ones that have their own web pages. "Because that way if someone hacks their site, they'll know quickly.")
I mean, idiot-proofing something is only useful until they build a better idiot, but building a control system that only works on the ignorant is an unfortunately common blunder.
@waxeagle No. I once got a piece that used combinations of auto-formatted tabs, manual tabs, manual tab stop, and spaces to control the white space on each line.
At least most of them are just giving me the content in Word, and I can do my own work in InDesign. I've only ever had one client who needed me to do the entire layout in Word from start to finish.
An area I am close to revealing to my players was barren rock, until I realised adding a few kinds of plants and some crystal spires (which have very good reason to be there) took the location from dull to intriguing in the space of half an hour.
It occurs to me that adding plants and (possibly)...
@BESW That and a few more here. Alas, my idea sets for a lower if more practical (I hope) goal: A series of useful things to consider when all you start with is a few keywords ("haunted castle", "factory ruin, squatters", "huge crashed spaceship") and your goal is to have a location with some three to ten pages worth of relevant details.
I'm actually working on something like that for my FATE campaign: to replace my usual detailed worldbuilding, I want a selection of questions I can ask my players in the middle of the session when we get a new location or NPC, so they can flesh it out instead of me having it prepped beforehand.
The generalised part is here that you can apply it to any kind of setting (or game rules set) by just deciding which of the info doesn't matter and skipping that one.
So, it's a castle, so it needs nearby food sources, some reason to be there (guarding a trade route, territory control usually), someone powerful and known has to have built it so their banners and symbols should still be visible somewhere, and their history researchable if any civilisation is left in the area. It could potentially have some damage from sieges, and one such is a good choice for the reason of the haunting.
... and so on.
It has a keep, some kind of water source (possibly dried up by now), cellar(s), stables, ...
And yes, the result is a list of things which you need to think about for building that location as well as how those fit together.
I can talk about the filled double-wall architecture providing ample scope for hidden passages, the use of right-rising spiral staircases to block invaders' sword arms...
And since it's a haunted castle, we get all the Scooby Doo tropes to talk about.
It's helpful to have a checklist, even for things known. It's even more helpful when I try to design something I have only the vaguest idea about. How would a Midwestern town/settlement of about 1000 to 3000 people in the USA look like? I know what they look like over here in Europe ... but I have the feeling just copy & pasting them over will look silly at best.
@BESW That would make the answers (likely) less wordy and list-like, but would have the downside of not concentrating the knowledge on this site. Well, aside from references to printed material which you can't just copy here verbatim anyway, like AD&D's World Builder's Guidebook or Rolemaster's Castles & Ruins. :D
Still thinking about it. I dislike asking too detailed and narrowly-scoped questions (like "Why does a ghost of a small peasant girl haunt the castle?"), because at some point they tend to miss the "big picture" I like to keep in mind at all times. Like the "Guards for a Raven Queen Temple" question linked earlier - magical construct and summons need someone to construct and summon them; human guards need a place they come from, families (or something replacing them) and supply and logistics.
Casters will have to be present if they are part of the cult; or they can be found and drilled for intel if they were just doing work for hire. Supply chains can be broken or manipulated; family members used against the guards. And so on.
Unfortunately, D&D magic negates just about all of that.
Guards are teleported in from their homes hundreds of miles away, or kept in magical stasis until intruders are detected by the permanent magic spells cast by someone long dead.
D&D magic basically turns logistics into an exercise in creative abuse of power.
@BESW That and a few more here. Alas, my idea sets for a lower if more practical (I hope) goal: A series of useful things to consider when all you start with is a few keywords ("haunted castle", "factory ruin, squatters", "huge crashed spaceship") and your goal is to have a location with some three to ten pages worth of relevant details.
He wants to ask a set of questions that basically boil down to "What should I consider when worldbuilding an X?"
Ever hit that point with a game where you realize you might have to kill the current story to prevent the party from eating itself alive, resulting in no more group?
Rocks fall. Everybody wakes up from coma three weeks later. Just in time for their commanding officers to congratulate them on a job well done and hand them their well-deserved medals.
We have a rule for system-recommendation in place, which basically states only to write down answers which you can back up by personal experience. Could the inclusion of such a clause help to make the question generate better answers?
@waxeagle Well ... that's why I made sure to include game-related stuff as a major part of the question. The goal is still to create a location - without a priori assuming anything about how the protagonists will deal with it, just with enough details for the GM to be able to handle most simple questions and have a solid and logical framework to build upon where the need for improvisation arises.
@MartinSojka I don't think so. You've got two problems. The first is a lack of specificity. You're asking for pure speculation on the motivations of a ghost, something that's not necessarily answerable (even with a subjective bent, because nearly anything is a right answer). The second is in my opinion a lack of a direct connection to RPG play. I understand that world building is an important part, but tbh, this question could be asked on a site for short story writers with one change.
@MartinSojka in that case, the question is in fact too specific. The question here would ask for the techniques for doing that instead of the specifics of the situation. does that make sense?
@waxeagle I'm not sure. It's the specifics which I'm after, after all - specifics and details which I (and anyone else) can quickly reference whenever I want to create a castle haunted by a small peasant girl. Specifics - a multitude of them - which usually takes a lot of time to think about and write down to make sure they make sense in the context.
I'm designing a D&D 4E campaign (set in the Forgotten Realms) for my local gaming society, which may or may not spill out into bigger things, rpg.se has given me too many ideas!
I want the party to be hired by a noble house or government agency (in Faerun) to investigate the new continent 'Retu...
There's your typical fantasy or medieval castle, complete with some lord or lady owning it, his or her castellan to deal with the daily business needs while they are busy doing their lordly and ladylike things, an assortment of servants and guards, the local sage, castle wizard and/or priest to d...
@waxeagle Heh, well I don't know the other users on the site well enough to be able to comment on that :op
My problem with getting rep is that my knowledge is very narrow, having only really played Savage Worlds to any great extent. It means I can answer those questions, but I usually go to the official forums if I have anything to ask.
@Phil ask the questino in both places. if you get a good answer over there, come back here and post a good answer based on what you learned (giving credit to answer there obviously)
@MartinSojka so narrow your requirements. Why does it matter why the ghost is there? What mechanical effect will the motivations have? tell us why it matters
Speaking of questions I'd rather have asked elsewhere, it seems we don't have enough experts on Faerun to answer even such seemingly simple as my previous one ...
I have a rough idea what I could give a Human or Elven girl to improve their opinion of me - flowers work pretty well in most cases, maybe one of those crystal flowers for a Drow, though with them an "exotic" (from a Drow's point of view) rose might work even better. However, I'm at a loss what w...
as with any female of any race it merely depends on the individual. Dwarf women can like just about anything from chocolate to finely crafted wooden statues.
@waxeagle It matters because I don't know what the PCs will do if they decide to investigate or deal with the ghost. It's the same why I like to have town maps of the towns the PCs are likely to visit; I don't know what they want to do there, so having that framework helps.
@Novian I was hoping there would be an actual official statement (or at least a quote from a book) about courting rituals of the dwarves, given the amount of material produced for the setting.
@MartinSojka ok, so let's talk general case. What's a good question for developing a map for a town? "Where do I place temples in a town?" maybe, but again, why does that matter. "What kind of quest givers should be in a town?" any one you want. "how do I develop a profile of a town leader?" still not sure
how do we develop a good question, that specific enough to meet your needs, but general enough to be useful to someone else who happens by?
@waxeagle Town map? For example, "Which industry you'd find in an about 13th-century European town of 2000 or so inhabitants located on a major trading river?"
There are some questions on good tablet/smartphone apps/sites/resources for GMing and playing. They are, unfortunately, years old, and I am sure that there have been and will be new releases and updates that improve on the current crop and provide new options for GMs and players of different syst...
I'm keen to use RPGwithme.com and it seems to require a character import from HeroLab or similar.
Would questions on how to use tools like this be on-topic?
@MartinSojka becuase they aren't typically directly related to the game and game play. The question to ask is, what specific information will an expert in RPGs be able to provide that an expert in history cannot? In the case of that example, the answer is "very little"
@waxeagle Oh, that's easy. An expert in RPGs can provide an insight into how to incorporate those elements into the game and how to model the influence of external, unpredictable agents (the PCs) on the situation.
do the historical research first then ask how the incorporation into the game works.
say, I've got a town of 2000 folks, I know it has xy and z in it. What external agents would be at play when my world looks like A, B or C. What external influences should be at play that I haven't thought of etc.
so in your ghost question, figure out the motivations of the ghost, and then ask about the game effects/consequences of the specific motivation.
It would be, in the case of the industries, the question of how much it would cost - in terms of an average monthly wage - to buy yourself influence, which restrictions would the guilds typically pose to such, and so on.
@waxeagle Most settings I saw still require tanners to be located somewhere where they don't stink up the whole town, mills to be situated in a secure distance from any other building for fear of explosions, have detailed info about who is allowed to run banks and issue loans, and are generally leaning heavily on real or romanticised history.