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zomg
more Girl Genius?
i need it
 
What eez dis Girl Genius yoo Spaek ov?
 
Eet geeves hyu a beegger hat!
 
hot*
 
@BESW I see you speak crazy dwarf as well.
 
12:45 AM
 
Or was that crazy gnome.
 
@Novian Ve iz Jaeger, nozzing elze. Dat eez enuff, don't hyu tink?
 
@BrianBallsun-Stanton he's baaaaaack: rpg.stackexchange.com/a/25608/3548
 
@BESW When I typed in that style I had no idea it was relevant. my brain was just fried
 
12:47 AM
I suppose hot, het and hat are all correct jaegerspeak anyway.
 
@BrianBallsun-Stanton I'm impressed at his frequency.
 
@ObliviousSage who is this person.
 
@Novian we can't tell...
 
@Novian [dashes into the chat, turban askew] TROOOOLL in the Stack! [collapses]
 
@BESW heheheheh
 
12:50 AM
Hmm. he seems troublesome.
 
::Starts transfiguring back into a golden dragon::
Apparently I am one, these days?
 
@BrianBallsun-Stanton hy KNEW it!
 
Transfigures into a stone Dwarf
Silence
I make a good lawn ornament.
 
@Problematic It's actually remarkably apt. I'm a philosopher, I occasionally breathe fire, and I have power beyond the ken of mortal users...
 
and thats about it.
 
12:53 AM
You're also very grumpy when woken up.
 
Hmm, I think Ill go back to being an internet lich.
 
@BESW hehehehe, yes
 
@BESW isnt everyone?
 
@Novian There's grumpy, and there's Brian.
 
When I wake up im usually on my laptop already. Side effect of being an internet lich.
 
12:59 AM
nothing quite like the destroy button early in the moring is there @BrianBallsun-Stanton
 
@waxeagle nope. Mmmm, napalm.
mind you, the destroy button really doesn't destroy sufficiently
I wish it would actually burninate stuff
not just mark as deleted.
 
@BrianBallsun-Stanton Rumor has it that my college's server once went down because someone left a spliff wedged into a mainframe and it burned down to the circuits.
 
It's like burninating.
 
no, it's not
 
1:01 AM
... hotracking?
 
@Problematic I preferred N scale models myself.
 
mmm, I think modflagging as spam will work better with the inscrtable arcane eddies...
 
@BESW afraid you've lost me, sorry
 
@Problematic "HO track" = model train scale. N = another model train scale.
 
Ahh.
kickstarter.com/projects/1034531507/… people already building on FATE Core
 
1:13 AM
[blink] They're asking almost 7 times as much as the original FATE Core KS did.
 
It's thirsty work, steampunk is.
 
Okay, as an artist I can't argue with that; they're dedicating a lot of the money to Good Art.
 
@BESW cuircuis burning could be like, or worse, than burninating
it depends what kind you are using
 
Trogdor has spoken!
 
to my knowledge, burninating does not involve toxic gas, as some cuircuts and wires might
smoke maybe, but not toxic gas
 
1:16 AM
mmmm, plenum cables
 
yeah
exactly
 
Depends on the subject of burnination.
 
for when you don't want your cat 5 cables to be fuses...
 
Ah, I love wikipedia talk pages.
 
@BrianBallsun-Stanton well to those w/o 10k/mod powers it looks burninated
 
1:18 AM
Just came across a debate about imperial/metric scale comparisons in the List of Scale Model Sizes.
 
@waxeagle hrmph
 
> "Not good enough, Joe! Not nearly good enough!"
 
whats the matter with wanting perfection?
 
@trogdor nothing but the lack of acheivability :P
 
So long as you don't also expect it, nothing.
 
1:20 AM
anyone here running ubuntu?
(and want to volunteer?)
 
@BrianBallsun-Stanton not any more :(
 
@BrianBallsun-Stanton Alas, my dual-booted Kubuntu/OS X laptop died a terrible death several months ago.
 
I've got an easy peasy netbook up if that works
 
And then I dropped it.
 
1:21 AM
@BrianBallsun-Stanton I could get a vagrant box up and running pretty quick...
 
I've got an install script that I've tested to death but need to shove in front of a normal human.
(just as a note, it's probably not a good idea to install it on your primary machine..)
 
What's it installing?
 
@BrianBallsun-Stanton You need a "normal human," and you're asking here?
10
 
a server to manage instances of an android archaeological data collection software.
It's... not particularly interesting unless you're into data aquisition
mind you, if you do have this and an android, I'd be happy to take you through the full... thing
 
What's yer script written in? bash?
 
1:25 AM
@BrianBallsun-Stanton My android is at the cleaners; he keeps eating tomato sauce.
 
@BESW One is glad to be of service, sir.
 
lol
 
Wha, butchered that one.
 
@Problematic Yeah, the film really did butcher the novella, didn't it?
 
@BESW ... harrumph
 
1:28 AM
@Problematic yeah
lots of apt-getting
 
@Problematic You walked into that one.
 
@BrianBallsun-Stanton If you want to send it my way, I'll spin up an EC2 instance and let it party. Unless I need a window manager, in which case I'll have to download an image.
 
@Problematic nupe
EC2 isn't going to cost you monies, is it?
(App is designed for 12.04)
 
@BrianBallsun-Stanton meh, a few cents if that
 
@Problematic hokay. Only if you want to. If this is interesting to you and you have an android, we can talk further.
 
1:35 AM
@BrianBallsun-Stanton runs with sudo?
 
invoke sudo bash foo
yes
I've written it so it should only require a password once
 
1:53 AM
I was gonna remark that this was making my laptop heat up, but it's running on a remote server. So... I wonder what's making my laptop heat up.
 
@BrianBallsun-Stanton Server software's built for Heroku, then, or the devs just like Foreman?
 
we just like foreman, cause we've got 4 proccesses
 
Fair.
 
2:12 AM
it sounds like it installed
 
Looking at the code while ruby compiles
 
funstuff :)
thanks mate. I owe you one
 
More of a python guy myself, but glad to help.
 
but yeah, if you have an android, I can show you how awesome this is...
well, kinda.
we have to cheat a bit, it's not designed to use the innertubes
 
I do. May have to take a raincheck on account of time this evening, but I'd like the tour.
 
2:17 AM
works
(is android 4?)
 
Aye, Jellybean or what have you.
 
awesome
then yeah, inform me, and thy shalt have a tour
 
@BrianBallsun-Stanton Just the mod I was sacrificing kittens to demons for!
 
@Lord_Gareth da?
 
Wanted some help sculpting a question. I'm looking for advice on how to teach my players to think tactically (in those systems such as 3.5, Pathfinder, and Legend where it's important)
 
2:25 AM
@Lord_Gareth shock collars.
3
 
God I wish
 
When the character takes damage, the PC is shocked. :)
 
... script installed ruby 2.0, and is now backtracking and installing 1.9.3
 
@Problematic yeah. it's ... fun?:)
1.9.3 is our specific app version
ruby 2 is just general systems stuffs
ruby is such a bloody shifting target it's not even funny
 
Got it.
 
2:27 AM
Sorry, Gareth, in the middle of a work day.
 
I understand
 
will talk to you in a bit.
 
IRL first and all that jazz
 
Gems installing, things look good so far but I have to run. I'll check on it when I return.
:P
 
@Problematic ?
oh, complete lack of unit tests? :)
 
2:52 AM
@Lord_Gareth Present explicit, well-defined tactical challenges to them. "The archers on the walls will keep shooting at you until you get to cover" (get to target). "The goblin chieftain is clearly the only thing that keeps them fighting" (kill target). "The wizard is working on a ritual, and will banish the ghosts in 5 rounds" (defend target).
Of course, all this is so much easier to model in 4e...
 
@Magician - Mm, bit simplistic. And in any event that doesn't cover ideas like making tactical evaluations, situational use of combat manuevers, etc, etc
 
@Lord_Gareth They have to start somewhere
 
Aye but I don't think the first grade is where they need to start. Narrative systems have tactics /that/ simple
And they do narrative systems just fine
 
@Lord_Gareth Aye, but now that they have an explicit goal, they can try and make tactical decisions to attain it. As opposed to the general unstated goal of "kill shit".
 
Hrm. Would be easier to do in Legend where I can provide enemies with tracks like Bastion or Virtue; abilities that make them clear and present high-priority targets
Bastion's the big one - turns every buff on that enemy into an aura
Needless to say this is extremely painful to face down.
 
3:28 AM
@Lord_Gareth wrong level of abstraction
tactical changes should occur not mechanicaly, but as a player's perception of the battlefield's affordances.
When training your players, train away the "kill dude to win" mentality. Otherwise they stay as Murderhobos.
There's defend, hold, clear, avoid, etc...
start training your players by bloody ordering them to achieve those goals
and set up the narrative environment such that it's supported
don't try to simulate with any deftail, either. There's insufficient granularity in D&D, and everything assumes that everyone stays and fights until one side is dead and dusted.
And sure, to a point, these all presume support is nearby and on the way.
So if players are operating on their lonesome, some... adapatation (read: magic) is necessaary
everything in D&D, by default, is operating on the Clear objective, save for some stealth runs that don't clear until they're discovered.
The trick is to clearly describe the objective, the environmental triggers that support the objective, and let the players go to town. Infinite minion spawners tend to be very useful in this regard.
 
4:16 AM
@BrianBallsun-Stanton @Lord_Gareth At about level three I gave my 4e players an escort mission. The escort was nice and solid, hard to kill, but unable to kill (both narratively and mechanically), so he couldn't mow through the hordes of enemies between him and his objective.
 
@BESW escort is fiddly, but yes.
The problem is that escort comprises a huge number of tactical objectives that are kinda... ignored?
 
I presented it as a set of encounters in terrain-heavy maps, with the individual objective "get everyone in the party including the escort to the other side of the map."
 
I.e. a good escort mission won't have enemies and the escort on the same map
huge amounts of scouting, counter-ambushes, etc..
but yes, "get to the other side of the map" can be quite quite fun
and it's amazing how players.... get distracted by shiny shiny death
 
@BrianBallsun-Stanton Oh, I made sure that would happen because while the general goal was "get the king out of the currently-being-invaded city," the first step toward that goal was "convince the king he shouldn't stay in the city."
 
right, and now to go to the shops
 
4:19 AM
@BrianBallsun-Stanton Ah, shiny death. About two missions in, they stopped to "clear this road of enemy soldiers."
Every round I added soldiers equivalent to "a number of minions equal to the number of rounds they'd been fighting."
That is, first round: 1 minion. Second round, 1 standard. Third round, 1 standard and 1 minion. Fourth round, two standards. And so on.
It took them about five rounds to catch on that I could and would do this forever, because they were in the middle of a full-scale city invasion.
At which point they booked it and played it very smart and fast for the rest of the escort, but they'd lost so many resources by trying to turtle that it became dicey.
 
@BrianBallsun-Stanton I appear to have foreman start'd successfully
 
@Lord_Gareth I hope that helps you get some ideas. Also, it's 4e but Kobold Quarterly 16 has some lovely concepts (though the mechanical implementation is a bit rough) around making the use of minions tactical. You might see if any of those ideas could translate.
The basic concept is to make the death of an easy-to-kill opponent complicate the (literal or metaphorical) landscape in ways that smart tactics can mitigate, avoid, or take advantage of.
But yeah, Brian's right, the big issue is how to present narrative contexts that make "kill everything and let the gods fight over them" a suboptimal choice.
 
user61230
5:08 AM
I'm looking for some help phrasing a question in a constructive way. I'd like to ask about the effectiveness of group world creation.
 
user61230
The idea being that the GM doesn't always capture the feel/mood the players are looking for when playing a game, and can let the players guide the creation, history, magic, and culture of the world as they want, at least in its creation. Then, of course, the GM creates the actual campaign and world detail - but the framework and tone have been set by the players.
 
user61230
But I'm having trouble thinking of a constructive way to ask this question. Any ideas?
 
@Problematic awesome, thanks, mate!
@BESW ooof
@KnightswhosayNi speaking as someone who has done just that, it's delightful.
@KnightswhosayNi look at the various group chargen posts.
 
user61230
@Brian Hmm, interesting! Thank you! I'm going to do some more research, then, before asking. Didn't know about that!
 
13
A: Creating the setting with the players

Brian Ballsun-StantonIn the past, I've developed histories, theologies, and factions with a combination of Microscope and Kingdom. In the living history I've developed, you can see the records of a game of Microscope which developed the history of the world, and a game of Kingdom, which detailed the factions and his...

 
user61230
5:17 AM
Though I was leaning a bit more towards world history than character creation
 
in fact :)
 
user61230
Ha! Wonderful. Precisely what I was looking for!
 
@KnightswhosayNi It's amazing how high rep users can take the place of the search box :)
 
user61230
Oh, trust me, I have been searching :P But they were all along the lines of "group world creation"... didn't think to search for anything like that
 
user61230
5:21 AM
Thank you, though! I suppose I won't need to ask at all... better for all of us that way :P
 
6:00 AM
@KnightswhosayNi There's some pretty good stuff out there, but if you find you want to discuss anything particular to your situation, I'm sure there are plenty here (including myself and Brian) who would be happy to oblige.
 
DD.
hello all
 
Hi
 
@DD. Hi!
 
DD.
i'm new to this room...
how about u guys
 
@DD. relative to the lifespan of the earth, I'm also new.
relative to any normal lifespan, like the creation of the room, I've been here for a while.
 
DD.
6:07 AM
oh nice:), relative to stackexchange?@BrianBallsun-Stanton
 
@DD. I'm one of the site mods and owner of the room.
 
DD.
nice to meet u hero:)@BrianBallsun-Stanton
 
hero? I'm no hero....
 
I'll attest to that.
 
DD.
anybody worked on cocos2d android?
 
6:10 AM
@DD. this... likely isn't the best room for that question
 
DD.
oh ok got, is this the room only for general chat? or technical also? @BrianBallsun-Stanton
 
@DD. this is the room for role playing games chat.
 
This chat is for the RPG stackexchange group; we're about tabletop role-playing games like Dungeons & Dragons.
 
We're part of the stack exchange network, but we're not stack overflow.
 
Electronics-based gaming of all kinds, including CRPGs, is something that some of us are familiar with as individuals but isn't the focus of this venue.
 
DD.
6:14 AM
great platform:) anyways thanks for the information
 
No problem.
Perhaps you're looking for gamedev.se or arqade.se?
 
DD.
gamedev.se
 
ding Hope they can help you!
 
DD.
ding? name of the person or?
 
"Ding": the sound of success.
 
DD.
6:24 AM
ding.... ok:)
 
6:35 AM
also for leveling up
at least as far as how BESW uses it
 
 
1 hour later…
7:42 AM
Hey all
 
8:26 AM
Im either blind or Im not reading the same book as the answerers of my Bow question :-\
 
Rob
8:43 AM
Different edition?
 
9:01 AM
Never heard of the 1.5 cap in my french non-20th anniversary edition, neither in its errata.
 
 
3 hours later…
11:49 AM
@trogdor Yeah, that's a holdover from my WoW days.
Hmm. Anyone here familiar with the concept of Narrative Time, in the causal sense?
 
 
1 hour later…
1:21 PM
@BESW the speed of plot?
 
@Problematic Narrative time in the causal sense is about the perception of reality as storylike: That is, if you think of yourself as being part of a certain kind of narrative, you interpret events in that framework.
Are you the suave hero in a drama? The tragically downtrodden underdog who will get his reward someday?
The kind of story you're in will influence how you interpret events and how you make decisions.
 
Reminds me of Stranger Than Fiction where Will Ferrell tries to decide if he's in a tragedy or a comedy.
 
The kind of story you're in will influence how you interpret events and how you make decisions.
General example: If you're in a story, that means that events might be foreshadowed.
Your suffering now is caused by the fact that you will triumph later, because that is the way the kind of story you're in works.
@Problematic Yes, that's it exactly.
Not every individual lives in narrative time, but societies usually do.
 
I'm living in a community-edited encyclopedia.
 
That must give you whiplash.
 
1:27 PM
No. [citation needed]
 
1:42 PM
Narrative time is something I come back to every now and again, because it's at the heart of a lot of human interaction. Right now i'm thinking about narrative time in terms of how RPGs can be structured/designed/run to explore it, or its lack.
FATE obviously believes firmly in a kind of narrative time: your failure now guarantees a success in the future.
 
@BESW is it the kind of story you are in or the kind of story you think you are in? Or does that ultimately matteR?
 
@waxeagle Usually, makes no difference. Are you passingly familiar with Anna Karenina?
 
@BESW unfortunately not
my familiarity with great literature is rather flawed (yesterday was my first exposure to gatsby...)
 
Narrative Time Cliff's Notes: Anna has some unhappy things happen to her when she's young.
She decides this means that she's the beleaguered heroine of a tragedy, and behaves like it.
Everything good that happens to her, she expects to be ripped away untimely. This, of course, is a self-fulfilling prophecy as she fails to care for her worldly goods because they will be taken away from her, she fails to maintain her friendships and family and so they abandon her...
In the end, she realizes that the only way her tragic story can end is with a noble suicide.
A split second before the train hits her, Anna realizes that her entire life, all the horrible awful things that happened to her, are her own damn fault. Then she goes splat.
 
2:00 PM
@BESW I see. Character's perception of the world and their place in it informs their actions which then reinforce that narrative
which is basically how D&D justifies it's murderhobos plotline
characters are (or believe themselves to be) grand adventuring heroes saving towns from untold danger (real or imagined).
 
Aye.
 
Whereas if you look at it from a cynical outside observer's view point. These guys are people who cause untold destruction with the side effect of occasionally cleaning up after themselves.
but only because they can then extort the town mayor once they've cleaned up.
 
@KnightswhosayNi Hi!
 
hi
 
Hey.
 
2:12 PM
I need to read Anna Karenina
 
Don't worry, I haven't.
 
Is there any recognized Anna Karenina complex?
I think I have it
except for the train part
 
My mother once met a Russian who said that Russians don't read War and Peace because it's too long and boring.
 
nobody reads war and peace
I've read les miserables, though
@BESW Also, what if I want a story like the one you described here but the game is a D&D lifelong campaign?
 
@Zachiel Neither suffering nor triumph need to be absolute.
 
2:26 PM
@BESW how obscure
 
...how is that obscure?
You don't need to have triumph only at the end of a story.
And the end of a single plot isn't necessarily the conclusion of the overarching story.
 
@BrianBallsun-Stanton We tried that once with punches on the shoulder. The kind that does not really harm you but makes you feel real pain on the nerves. The real problem was that I was running all the NPCs. We stopped the experiment in 3 minutes.
@BESW Clearer now.
 
@Zachiel Consider your long-running campaign as a series of novels.
Each book in the series has at least one plot that starts, moves, and concludes within that single novel.
Often, a plot will also appear, be important for a handful of novels, and then reach its conclusion.
But neither of these kinds of plots, when they reach their conclusion, require the overall story of the series to also end.
Thus you can have suffering and triumph, challenge and victory, moving hand-in-hand in large, medium, and small doses throughout the campaign.
 
A good novel that intends to be a series should have several untied hooks and several subtle details that can be built upon in further detail at a later date. A good story teller has those ideas roughly mapped when he finishes the novel (at least in my mind). And subsequent novels should include further potential hooks for future novels. If you don't then you're really minimizing your potential success. The same is true of D&D campaigns. You may never get back to that skull you gave that NPC
Way back on your first adventure. But if you need a quick plot, you've got a ready made hook.
 
Digger is a good example of that.
She was probably at least 1/3 of the way through before she figured out specifically how it would end, but by then she'd dropped so many "Maybe I can use this later, but it's interesting/amusing/dramatic enough to justify itself if I don't" elements that she could tie the whole thing together.
 
2:38 PM
I think the first 4 series of the new doctor did it well too with recurring plots and subtle gestures throughout building to a final conclusion
 
You mean RTD's run with Nine and Ten?
 
@BESW yep
 
Or the Pond Story?
...I'm sorry, but "Bad Wolf" was really stupid.
 
But I can't plot for a grand finale if there's never going to be one.
 
@BESW we haven't gotten to 11
@Zachiel why not?
@BESW fair enough
 
2:40 PM
@Zachiel Then forget the large plot and just move between small and medium ones.
 
just because you know you won't get to the end, doesn't mean you can't have an idea of what the end will look like
 
We were talking about a story where you let the hero feel bad because you know it's gonna change in the end, right? If there's no end, the whole thing ceases to be that interesting. A good subplot end is not going to shine that muck, knowing things will start again from bad experiences.
that's why some series should just end at the end of a plot
 
@Zachiel This is very true, but it depends on the nature of the experiences.
 
Ichigo saves the Shinigami world from the traitor? End of Bleach. Please.
 
If the hero's suffering is based on the plot that will end, and the conclusion is satisfying, you succeeded.
 
2:44 PM
@Zachiel yes, some stories have defined starts and ends and that's that. But those stories rarely end on a down note
 
If the hero's suffering is based on something which will never reach catharsis...
 
though I might argue that Gatsby is an exception. It ends on a serious down note, and there really isn't much else to go to there
 
@waxeagle There are a lot of stories like that, but it's their point.
 
@BESW is it just me not willing to play such an hero?
 
Zachiel doesn't want that kind of story, so he needs to use different conventions.
@Zachiel I honestly don't know what you're talking about with this whole "start again from bad experiences" thing.
 
2:45 PM
I'd like that kind of story if I was guaranteed that all the suffering was leading to the bright finale
 
@Zachiel Then do that.
What's stopping you from having all the suffering in the small plot lead to the bright finale of the small plot?
You're working under an assumption I don't know or understand.
 
And I was trying to tie that with some people on italian RPG forums telling me the pre-4e tendence to write stories that could never end was really an obstacle to enjoyment
The bright point can't be so bright if it's doomed to end
 
@Zachiel That... is something I'm unfamiliar with. Do you mean the idea that PCs have no level cap?
 
it's like fables, you know?
no level cap or however no story cap. Let's make another campaign with the same characters
however, about fables. epic story. Then they will live happily ever after.
 
@Zachiel No, I don't. How can "we defeated the vampire who was going to enslave this entire village" be a bright point doomed to end? You won, and now you're moving on to the next challenge.
You want the characters to retire? Retire them when it makes sense.
Why do you need a rule about when your PC is done adventuring?
 
2:50 PM
you got a triumph but the triumph means nothing 'cause you have a different problem to solve. You never reach happyness or lasting peace.
 
@Zachiel That's... frankly appalling. If I ever achieved a point where I had no challenges, I'd be very sad. And bored.
 
And I'd start a new story.
but knowing the old one had come to a satisfying end
 
But seriously. WHY do you need a rule for this?
 
it's like a Final Fantasy game. when you end it, you've saved the world
I don't need a rule
 
When the story's over and the PCs have reached a logical endpoint, leave them there and go do something else.
 
2:52 PM
The wish to have such a story conflicts with the wish to continue wit the narration of my estabilished character's story.
 
It's not like they don't have further adventures, they just aren't interesting to the plotline you created.
 
3 mins ago, by Zachiel
no level cap or however no story cap. Let's make another campaign with the same characters
 
(it always happens to me), I have two separate wishes for two incompatible things
 
That... rather implies a desire for a mechanical indication of when to stop playing a character.
Also, the fact that you're talking about it in terms of "pre-4e," which means "pre-level-30-cap-that-mechanically-tells-your-character-what-his-happily-ever-after-is."
 
uh well let's say "another module" (I usually play modules)
no, I'm thinking in terms of 4e epic paths
 
2:53 PM
I don't understand at all. You're saying things, and then when I repeat them you say that's not what you meant.
 
@Zachiel do you want to play another module with the same characters? or do you feel forced to do so?
 
at level 21 you choose an objective
 
@Zachiel That's letting character mechanics dictate plot, which I feel is a bit of a no-no
 
I want it. I grow attached to my characters. I also like them to amass fame and achievements
 
@Zachiel what about setting a narrative end goal for your character or party and quitting when you've reached it?
 
2:55 PM
@Zachiel That would be a mechanic that dictates when to stop playing your character and tells you what his happily-ever-after is.
 
that's sort of what Epic Destinies do in a mechanical sense, but there is no reason that a narrative limit couldn't accomplish the same thing
 
The problem is that I don't want to. I've just been asking confirmation of the incompatibility of my two desires.
 
What are your two desires? To keep playing your character and...?
 
@Zachiel I'm confused
What are you asking about then?
 
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