@Miniman at this point I suppose we should just do a quadratic fit and call it a day. "Look! My collection of 3 numbers has an exact quadratic fit! That's awesome!"
Was going to go to the city tonight, didn't get enough work done to justify 7 hours away, and now I'm sitting at my desk not working. This sounds like a horrible perversion of Randall's nacho problem:
@nitsua60 no actually that is too deep for that,... But there is almost nothing nice to see deeper than that, and I sometimes have trouble clearing at that depth
For those who don't know, clearing is the thing you do on an airplane when the pressure changes when you ascend or descend
Except when diving you gotta do that every few feet
And the consequences for not doing it are,... A lot worse than on a plane
It typically holds all your equipment for you, including the tank on your back
@nitsua60 yes exactly
Your reg is the price that has the mouthpiece that connects to the tank so you can breath, but the BC has one that plugs into the tank as well for both emergency breathing for your buddy, and so you can inflate it to float after you surface
It is not to be used to try to surface with, for multiple reasons
The biggest one being you will most likely get the bends from that
@nitsua60 Obviously that's a grapple check for the tackle.
GM: Okay, in Ironclaw your character is supposed to have a personal motto.
TOAD HEALER: Don't Touch Me
WATER-BUFFALO DRUID: I'm Too Old For This Shit
ELEPHANT NOMAD: Patience Is A Virtue
CENTIPEDE ASSASSIN: I'll Bite You
CORGI PALADIN: SQUIRREL!
Here's a question. I'm in the process of putting together a PWYW pdf with the variant rules & the "especially nasty" monsters I've been making for 13th Age. Which means I need to apply for a "13th Age compatibility" license, which means I need a name for the whole thing sooner rather than later. The only thing I have come up with is the aforementioned "Especially Nasty". Do you think that's a decent name for a small monster supplement?
Ah, that's... better with context but maybe not completely redeeming.
> Determinator. You have an extra minor consequence slot and an extra moderate consequence slot, but they do not give you fate points when you concede.
> Defermentator. Once per session you can ignore all your consequences for one scene. At the end of the scene, take stress equal to the sum value of each consequence ignored.
Not bad, will need to think some more. Another idea was to have the title somehow reflect that it's my version of the game, what with multiple sub-systems and weird monsters. But then it just sounds like a vanity project. Which it is. Still.
@BESW note to self, fantasy world could be improved by crazy trade speculation of oddly mundane items, especially because of the strife from the eventual bubble collapse and/or success when it turns out to not be a bubble at all and someone is now a wealthy aristocrat on the basis of lawn gnome trading.
@eimyr BESW's explained his perspective on what *punk means here; the long and short of it is that punk is about dismantling a system using the tools of the system itself, thus colonypunk is about dismantling a colonial presence using the tools of the colonial presence itself.
a good real life example is the Maori: they had British colonials land on their shores trying to take over, so the Maori learned their language and customs and organised a treaty with them.
The notion of the treaty they were making, and the language they were using to negotiate, were both of British origin, but they used it to dismantle what the British were trying to do there.
He's explained more or less this stuff somewhere in the chat archives, I just can't find it right now, so rather than spend time trying to find it I figured I'd just explain the above.
(The Maori probably had their own concept or analog of treaties, but to have the British accept it, they had to figure out what the British would accept as a treaty -- and propose and work on that variety of treaty.)
My main motivator is that I was thinking about what kind of genre After Adventures belongs to and feudalpunk comes to mind. However, most definitions on the internet (TVTropes et al) focus on the misalignment of technology and cultural ideas, de-emphasising the power structures and the punk punk defiance
@eimyr Calling it a punk story wouldn't be my first impression, but it does seem to be using typical fantasy adventure context to press against typical fantasy adventure narrative. So it's countercultural in that lens.
@doppelgreener I'm thinking that since it's a game about upwards social mobility (disguised as a fantasy adventurer trope deconstruction) in a society that is founded on class divide, it sounds pretty punk to me, but I'm not sure if there isn't some unknown factor that I'm missing.
@kviiri so, the context, After Adventures is a game where the players are lowborn (or somehow disgraced, e.g. bastard, excommunicated etc.) adventurers who dream of making it big in a medieval society, BUT the society would prefer these adventurers stay where they belong. The play focusses on taking advantage of scarce opportunities (as players are assumed to have modern sensibilities) and bucking against the established feudal order, making enemies all the while.
For example, people in the movie industry using weight they have to assist the current (well-earned) fight against omnipresent sexual abuse in the industry and to assist in reforming the standards the industry must hold itself to.
In genre's capacity as a marketing tool I'd give it a label of gritty fantasy or something, and group it in with shows like game of thrones which are seeking to explore the feels-bad areas of fantasy.
I am looking for a genre specifically to avoid this one. Gritty fantasy evokes the themes of brutal but ill-conceived "realism", mainly through evoked through evisceration, but still centered on power fantasy as the main appeal.
I am writing this to deconstruct the power fantasy inherent to the RPG culture
@eimyr Well, your game is about brutal realism & people suffering through their fantasy stories, so yes, I would make that comparison and label it as such.
@kviiri Yeah, problem is the game skews into that direction, but I'm trying not to make it too political. Courtly intrigue and scheming is part of the game, but I'd rather not have it as a main focus of the game. But, despite my efforts, it does seem to become a default.
@eimyr agreed, most readers don't look for that capacity -- it'd be the kind of thing some reviewers will mention, for the benefit of the kinds of people who even read reviews of rpgs.
@kviiri I remember, there used to be a website that was able to merge two images in such a way that through exploiting the resize algorithms the thumbnail would show one image and full size - the other one
Originally I thought I'd just take the whole package and learn Fate Core right away, but now I've got many friends pining for something simple and I want to try test driving Fate with them, so I took a look at the Accelerated version. Seems like a game for me
@kviiri Fate Core is more traditional than Fate Acc, but the main concepts are the same, once you know one you can almost painlessly transfer to the other one.
Fate Core presents an awful lot more writing about core philosophies and advice, and goes a lot into depth about avenues for customisation. It's written largely for people who are interested in customising and developing their own games, and so explains how to tweak itself, its own capacities, etc.
Fate Accelerated pares it down, does away with a lot of the philosophy (although all of it still applies), and presents the much-simpler Approaches, some straightforward stunt templates, and a more straightforward approach to stress and consequences, specifically to provide something we can pick up and run with pretty much right away.
I think Fate Accelerated is more useful for jumping off of if you want to play right away; Fate Core is actually a little weird in that I don't think it's ideal to run with in and of itself, but it's useful to examine, modify, and create our own games from. If I ran a pirate story for my friends, I wouldn't run it off Fate Core specifically -- I'd make small adjustments to it (e.g. its skill list) and wind up with Very Slightly Customised Pirate Game and play that.
That all makes sense though because the whole point of Fate Core is that people will use it to learn the Fate system, make their own games based on it, and sell those, expanding the Fate brand. Fate Core being free was a marketing decision specifically to those ends.
@eimyr Via Fate Worlds, via selling supplementary products like the Fate Dice, and via developing and selling their own Fate Core games. Fate is popular, so sometimes someone wants to make a fate game but doesn't know how. Evil Hat are the de facto experts, so they get consulted to create the game, and that earns them money.
@eimyr I know they facilitate consultation with companies reaching out to them wanting to make a fate game, and I can't imagine them doing it for free.
They're for what they say on the tin: they're built as a general reference document for the game. What goes into them exactly depends on what the authors decided to put in there to build that reference — there's no set standard. Some SRDs are enormously comprehensive libraries of just about every...
That answer contains links to Fred Hicks and Evil Hat talking about why so much of their Fate products are free/PWYW.
70°F = 21.111(...)°C so the volume difference adds up
@BESW Canada should invade the USA, give it the metric system and universal single payer healthcare, maybe fix up a few more things while it's there, and leave again while apologising for all the trouble.
@BESW right, but our compressor works at 110 PSI (or 7 atmospheres). I need to convert the volume moving at 1 atmosphere (27NL) to 7 atmospheres. Thankfully, we keep our space at about 70F, so no real calculation needed for that.
current mood: why doesn't netflix have uplifting tv shows why are all the shows about terrible people doing terrible things and/or good people in terrible situations
The Good Place is about a selfish woman who dies and finds herself in The Good Place, where she obviously doesn't belong, so she strong-arms an ethics professor into teaching her how to be good so she can stay. It's a sitcom!
The Court Jester is a 1950s musical comedy that's kind of a Robin Hood parody, with lots of EXTREMELY witty banter. Its comedic timing is perfect, but each scene goes on just a little too long.
(Also, for the 1950s, it's got a surprising number of prominent powerful female roles.)
(Pushing Daisies is a romantic comedy series about a man whose touch revives the dead... until he touches them again. He makes a living as a piemaker because his pie fillings have literally the freshest possible fruit.)
There's some good stuff there. I recommend Due North (about a Canadian Mountie who's so earnest and hyper-competent that the Mounties send him to Chicago because he's making them look bad), The Littlest Hobo (a stray dog hitches rides from town to town and has ridiculous adventures that make Lassie and Benji look like chumps), and Slings & Arrows (a local theater struggles to stay solvent in the face of changing public opinion and internal drama).
@NautArch I don't see that on the list yet, but they're uploading more stuff over time.
@NautArch I don't think wanderer is trolling anybody. At least in my experience, they've always been a pretty serious member of the community as far as questions go. My guess is that they're trying to use the system for something that it inherently isn't designed to handle.
@NautArch It seems like the question that should be asked (instead) is why/when/how should the combat XP system be applied for measuring non-combat challenges
The premise seems so absurd, I think that a frame-challenge would be a more-than-adequate response
Yes, fate. (It hasn't been an acronym for some time now.) Most iterations of the system give players three to five stunts, with the option for more as the progress and/or by trading in other PC resources or giving the GM more NPC resources.
> Smash! If you succeed with style when using an Overcome action to move through zones, you can modify or add an aspect to each zone you leave.
> Not big enough for the two of us. When you start a conflict, before initiative is determined, you can make a free Overcome check against an opponent in your zone to make them move into an adjacent zone.
> Talking my way out of this. (Assumes DWAITAS initiative.) Once per scene you can take a Runner action in the same round that you took a Talker action.
@BESW Detective Jordan is trying to squeeze information from a local sleuth Emil Kelmi. Kelmi is a tough negotiator, and finally agrees to provide the information - but Jordan will owe him a favor. How would you implement this in Fate (Accelerated)?
The first thing that springs to mind is introducing an aspect to Jordan, "Owes Emil Kelmi a favor"
It could maybe be a consequence, for failing to convince him otherwise... would that work?
There are a lot of ways it could go, but an aspect is probably the most straightforward.
Perhaps it's framed as a social conflict, and Jordan takes the "owe a favor" consequence to absorb a particularly hard hit by Kelmi so he can stay in the negotiation long enough to close the deal.
Or it's just roleplayed and the GM decides that a floating "owe a favor" aspect on Jordan is the best way to represent the outcome.
DFRPG toys with "pre-paid compels," which might be an interesting mechanic to explore for a campaign with lots of that kind of deal.
Basically you get what you want by agreeing with the GM that at some point in the future you'll take a compel based on the situation without getting a fate point--because you already got the benefit up front.
Messing with the fate point economy that way isn't usually recommended, but if you've got a noir-style story where favors and debts are an oppressive element of the genre, it might make sense to shift the reward to the front end so you've got all the good stuff now and the bad stuff is hanging over you. (Compare to the normal fate point economy, where taking a compel gives you a fate point at the same time so it eases the sting a bit.)
This trilobite has over 40 spikes on its body for protection - EVEN ON IT'S EYES!!! Imagine stepping on this on the beach!! (Image M Heaton) #TrilobiteTuesday
@kviiri Broadly speaking, aspects represent something that's always true and might be good or bad; skills represent ways you get things done; and stunts represent specialty in a particular context.
There's overlap, but relying on aspects for "getting things done" features leads to problems unless you're using the aspects-only variant.