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12:00 AM
That carved out a vast labyrinth of tunnels beneath the plains, accessible through occasional sinkholes where the roof of the tunnels caved in.
And, because it was a fantasy world, somebody opened a portal to Hell in the caves. The heat differential caused permanent stationary storms to form over each sinkhole on the plain.
 
Haha, thats pretty awesome
 
So there was a vast flat grassy plain dotted with eternal storms, with forested mountains rising on one side and steep limestone cliffs dropping into the sea on the other.
And a whole underground ecosystem linked to Hell lurking beneath the surface.
 
How did your party react to this?
Im guessing youve got a reputation for great maps
 
Explooooorrre!
 
HAHA
 
12:04 AM
Which was exactly the point of the game.
I never actually drew that particular map, but I did go through about five-seven years of mappery before I stopped running games that needed complex pre-made worlds.
 
@BESW Did you like that transition? Do you wish you made it earlier?
 
It was part of a general move toward campaigns which needed less away-from-table prep and were more responsive to player input: instead of the players being surprised by what I'd carefully planned, now we're all surprised by what we come up with together during play.
But I had a LOT of fun with worldbuilding, and I may return to it in a lesser capacity in the future if/when my gaming situation changes again.
The middle one is closer to how I'd be designing maps in the future; the first one is a bit too gimmicky for its own good while the third is defined by its medium (D&D 4e) more than by me.
 
hmm
other than map building what else did you make lean in development pre game
 
Well, early on in my GMing I'd make copious notes about all the major places and NPCs, statting up the significant players and coming up with detailed setting notes like laws and politics for each area.
Then my players would wander through the world discovering the things I'd made and interacting with them.
These days we use systems that are a lot looser. My prep is largely the first session of the game, where we all sit down and brainstorm general ideas about the world and specific ideas about our situation together.
Some major NPCs and organisations are loosely defined during the prep session, but many of them are invented spontaneously during play; prep is about creating a framework to fill in as we go.
For example: in our current campaign, one of our PCs had been involved with a cult when he was younger. So we knew there was a cult from the very beginning, but that was about it.
Later on we learned that it was called the Black Raven Cult (someone asked what it was called, so we had to give it a name), and that it had a lot of splinter groups (we had adventures with than one group of cultists using the same name but obviously not working together).
Then we did a flashback session, because we thought it would be fun: the young PC's initiation into the cult. And the other two players rolled up other cult initiates so they could be part of the flashback too.
From that we learned more about the cult, and those two new cult initiates were interesting enough that we decided they grew up to become major NPC antagonists in the modern-day campaign.
 
12:21 AM
@BESW it must've been interesting to have characters they once played as foes
 
It's been fun!
 
so I guess my question has become what do you now actually flesh out before each game
 
I come up with cool, dramatic problems and situations, and awesome setpieces.
Like, for our current adventure:
I did a little prep with how to describe their new headquarters and how they'd be greeted when they arrived.
Then I needed a new mission to give them.
I wanted it to help establish the new status quo, since the world has recently gotten very Weird while they were away in space, and I wanted it to take place locally to help them get a feel of their new HQ's location.
Their HQ is in Hollywood, and part of the world's newfound Weirdness involved most electric infrastructure going fzzt a few months ago.
So, I decided that Hollywood's new power station was having trouble and they were gonna be sent to troubleshoot it.
...Hollywood's new power station is a studio sound stage built like the engine room of the Enterprise from Star Trek, which actually works and provides power because of how Weird the world is now. But something's going wrong and it's not working too well anymore.
I thought about how to describe the set, and how to explain the problem without defining it too narrowly.
 
thats pretty funky
 
At the start of the session we used the Mission Briefing rules found here, so each player got to invent something their organisation's intel said would be a problem they might run into on the mission, and a skill that might be necessary to succeed on the mission.
 
12:28 AM
I think it takes a decent bit of practice with worldbuilding to probably easily implement this though right
 
And when we finally got onto the set (after running into a couple of the problems from the mission briefing), we used the Brainstorm mechanics in the same document: the PCs investigated and discovered facts which they then synthesised to figure out what was going on: the engine only works when the actors are in character, and William Shatner was collaborating with a psychic being to make them break character and stop the engine.
 
haha
 
@user507974 I'm pretty much the only person in the group with much/any experience running games, much less worldbuilding for RPGs (only one other player has really built and run a world before, until we recently got a new player with more background as a GM).
 
For me I guess a big barrioer has been geography, the college diaspora is still in full swing
 
Yeah, after I came home from college my group was just me, Trogdor, and his brother for a long time.
For the last couple years my group's been pretty spotty--five or six people total, but only one that'd be reliably there every week.
So we've changed our format to a more episodic kind of storytelling.
 
12:37 AM
@BESW that was what I kinda planned because our interest pool was massive
 
We play a lot of one-shot games, and our main ongoing campaign is divided into short episodes like a TV show with individual plot-of-the-week stories that add together to become a season arc.
 
on my end though im only in town roughly once a month though myself
 
I know a lot of games that are only once a month. It works out okay for them.
My group is actually more of "All my friends know they can come by any Saturday and we'll hang out," and most of the people who show up want to play RPGs so that's what we do most weeks.
 
heh
 
It took a lot of jiggering to figure out how to run games (and identify systems) which fit that new paradigm, but we're getting better at it!
Part of it was finding systems which scaled to varying-sized parties really well.
 
12:45 AM
@BESW which was?
 
Like, 3.5 was awful at scaling encounters. D&D 4e did much better, but had a hard floor on certain types of encounters and scaling up increased runtime dramatically.
Fate, on the other hand, scales dynamically and responsively by escalating the GM's side of the fate point economy in proportion to the players at the table.
And games like Roll for Shoes and Great Ork Gods just don't care.
I ran a nine-player game of RFS last year. Half of the players were brand-new to RPGs, and none of them had played RFS before ever.
 
that mustve been interesting
hey quick question
meat to thaw for dinner tonight
i cant decide
i have a bit of everything thats even relatively common to find on a table
 
On Friday I made a tuna-and-string-bean stir-fry with penne pasta.
 
and i really should put things to thaw before it gets to evening
 
But that's the closest I get to cooking with meat; for my family's dinners I cook basically vegan-plus-fish, as that's the best intersection of everyone's health needs and dietary preferences.
 
12:56 AM
heh
I'm a perfect omnivore, I eat a lot and almost anything as long as I think there isnt a massive health detriment to it
 
And lately most of my meals are based on what you can put in a cast-iron skillet.
Been doing a lot of hashes and stir-fries.
(The trick to a good stir-fried tofu is not draining it so much as broiling it for a little while.)
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I realized I was a bit too hungry so I went and quickly made a little something
vegan sounds hard though
right now I have a friend whos birthday is coming up but they are non gluten, fish only, and non dairy
so i am not too sure what I can make for them
 
1:13 AM
Non-gluten is something I don't have much experience with.
 
@BESW yea, technically if I drop the non-dairy I have many things I can make but that is whats really killing it for me
 
Soy or almond milk works just as well in most things I make.
And there are a lot of "vegan egg" alternatives depending on what you're making.
(I don't mean products trying to be eggs, but actual things you can use to take the place of the purpose of an egg in baking)
Like, in most baking you can use applesauce or a chilled mixture of water with ground flax or chia seeds.
And for making things rise and be fluffy, baking soda and vinegar is surprisingly effective.
 
@BESW she does still eat eggs actualy
applesauce is interesting, it can sub butter or eggs in baking a lot of the time
 
Cheese, however, is super hard to find a decent replacement for.
I haven't yet found anything that actually works for me.
 
these are amazing if you dont have to worry about dairy thekitchn.com/…
if you dont have a hard anti dairy restriction in the house i suggest you try it
they are amazing enough me and my bro split a 25 lb bag of tapioca flower
With those restrictions I swear the only thing I've made that fits the bill is sushi
 
1:22 AM
I'd do some Googling for recipes and alternatives. There's a LOT of good guides out there.
I imagine it'd be pretty easy to find a non-gluten alternative for the flour in my pumpkin gingerbread muffins, for example.
(I started with this recipe.)
 
@BESW yea, also dairy is the one they are least serious about so like they dont shy away from butter much
 
Oh, if they're okay with a bit of dairy... [rummages around]
 
interesting recipe
 
Dec 23 '13 at 7:26, by BESW
Equal parts dry rolled oats, chunky peanut butter, and milk powder, and a bit less honey (ie, if everything else is 1/2 cup, honey is 1/3 cup). Mix it all together.
Dec 23 '13 at 7:27, by BESW
Make balls of the mixture roughly 1 tablespoon each, and roll them in more dry rolled oats so you can pick them up without getting your fingers sticky.
Dec 23 '13 at 7:27, by BESW
Refrigerate for at least an hour, but 12+ hours gets the honey to start crystallizing and that's lovely.
 
@BESW thanks
its funny how sweets are generally the easiest, basically its because most foods left are starches and cheese isnt much of a desert food
 
1:30 AM
Heh, yeah.
I mean, I could suggest various stir-fries that I've made.
 
@BESW if you feel like it sure, I am a very adaptable cook in general so ideas are always interesting to me
 
Fry up hashed potato, diced string beans, and tuna with onion and garlic, adding ginger, soy, brown sugar, and Tabasco to taste. Blanch chopped kale on top at the end, serve on quinoa.
 
would rice work as well?
 
Absolutely. I'd use sticky brown rice.
Oh, and carrots go nicely into the fry also.
Add the brown sugar early to help get things to brown.
(Honey works instead of sugar, but you have to get the right kind of honey to mix the flavours.)
 
@BESW yea, I broiled some carrots earlier and other than salt pepper and oil I dashed just a bit of brown sugar to help with that
 
1:44 AM
Dice and broil tofu until it's just barely turning brown on the corners. Fry in a pan with onion, garlic, and veggies of choice, slowly adding a mixture of Worcestershire, honey, apple cider vinegar, and ginger over the cooking time. Mix in toasted walnuts and serve with steamed sweet potato on brown rice.
(I like using a steamer plate on top of the rice cooker.)
Sautée diced bell pepper with onion and garlic (are you noticing a theme?), then add a mixture of apple cider vinegar, honey, and Tabasco. Simmer until it becomes a lovely relish for putting on hot dogs or other foods.
String beans, (sweet) potato, sunflower seeds, (onion & garlic), lemon, pepper.
 
onion and garlic are like two of my favorite things on the planet so its a theme that resonates well with me
 
My aunt says, "Provided it is fresh, one can never have too much garlic."
3
 
last night i just spontaneously ended up eating dinner with a friend/neighbor and i just ran back home and prepped a light onion, garlic, and mushroom topping
 
I also use curry powders, turmeric, cumin, and red pepper to kick things up.
 
@BESW all of those great choices, last year when I started living on my own Armenian Chicken curry was a regular dish
 
1:56 AM
Not a stir-fry: cut tofu into thin wide strips and place on a bed of large-chunked veggies in a baking dish. Drizzle with something like this. Bake.
Also not a stir-fry: mash garbanzo beans (chickpeas) with a potato masher. Add tuna, diced pickle, paprika, red pepper, turmeric, garlic salt, lightly sautéed onion. Mix in (hot) mustard, (organic) ketchup, and lemon juice until it sticks together. Use as a sandwich spread.
Drain and mash leftover strew. Mix with oats and egg (or sticky-like-egg substitute) until it can be made into patties. Fry your stewburgers.
 
@BESW [develops sudden wild headcanon about BESW's aunt secretly being a vampire hunter]
4
 
@doppelgreener I'd watch that show.
 
@BESW and a fabulous cook, too, I presume! Both get attention.
 
And while I'm sharing recipes:
in The Overlook Hotel, Nov 14 '15 at 6:09, by BESW
> Cranteade. Mix ingredients to taste.
cranberry juice (not punch)
lemon, lime, calamansi, or similar juice
ginger salabat punch powder (you'll probably have to fudge this one; it's ginger powder with a little bit of cayenne pepper, lemon, and sugar)
hot tea (I like using red herbal teas, like Celestial Seasonings' Red Zinger)
carbonated water
brown sugar until it's not too strong for your guests
(Also called the Pink Ranger.)
Lately I've been using a mix of black and wildberry tea; wildberry is sweet enough that I don't need to add any sugar.
 
2:33 AM
 
@nitsua60 [consults magic 8 ball]
I think it's broken.
 
It could pass like a kidney stone... =(
 
Lovely.
 
@nitsua60 plot twist: there isn't one
 
@nitsua60 yeah,...that would be just fantastic
 
2:50 AM
@doppelgreener that's my take, too. "Who's your patron?" "I serve a loving god, a god who knows all and-" "yeah, that's what I said."
 
@nitsua60 The difference between a Cleric and a Warlock is whether your patron wouldn't channel enough power through you to make you explode if it was convenient.
 
Alternately: the difference between a cleric patron and a warlock patron is how awesomely you have to stab 'em in order to make it stick.
 
hey there @nitsua60
 
hiya
 
how're things going?
 
3:03 AM
just about to end the night. Wrestling with Cauchy sequences, and I'm going to let some other parts of my brain work on it while some parts take a break =)
 
@nitsua60 ah. wondering what'll happen to the question about clerics vs. warlocks. :p (it'll be interesting to see the answer, especially in light of Jherala)
 
3:39 AM
I'm definitely interested in the cleric vs. warlock question (I favor keeping them together, in hopes of developing a single useful taxonomic test, sort of like regex golf but with power level.)
 
3:51 AM
Unrelated: what do you do when you, as the GM, get tired of a campaign while your players are still into it? It's a large enough multiverse that theoretically almost any idea in a fantasy-adjacent genre could be worked in, and yet when I'm reading/watching something and get excited and start thinking of how that item/theme/character/location would work in an RPG, as soon as I remember that I could/should put it towards this campaign I get un-excited.
 
See if one of the players could take over as the GM? Burnout happens.
 
How about handing it off to someone else in the group to run for a while, so you can find out what they're excited about as players.
 
I would say it's that I'd rather be playing adventures than writing them, which is probably a good chunk of it, but I recently started playing in 3 different DND games and was plenty happy to do character development (including a fair amount of world-building) for those.
 
You can also take a break by running something else; just because you stop a game doesn't mean it won't ever start up again.
 
But I guess that's a lot less pressure than writing an adventure that's fun for the whole group. Especially since they're very much a "So what happens next?" looks expectantly kinda group so the GM's primarily responsible for driving the story forward.
 
3:58 AM
I wonder what a short Dungeon World adventure would do for that group.
 
@BESW I'd be more comfortable with that if I wasn't trying to bring things to some kind of satisfying conclusion before 2 of the 5 of us move away. But again, that pressure is probably part of the problem.
@BESW What's the relevant feature of Dungeon World? I'm not familiar.
 
Dungeon World does two things that seem relephant.
First, it cues specific moments in the narrative when players are asked to say what happens next. It's not an open-ended question, though, it's narrowly defined enough that people don't get choice paralysis.
Second, it does the same thing for the GM: the system lists the things that the GM can do, and triggers for when the GM is allowed to do them. This, again, offers a supporting structure to narrative creativity which can mitigate burnout.
For example, if a cleric casts a spell and rolls poorly but not horribly, the player chooses one thing from a list of possible drawbacks.
These include losing the spell or taking a penalty to further spell rolls, but it could instead be "You draw unwelcome attention or put yourself in a spot. The GM will tell you how."
So when the player fails a roll, the GM asks the player what happens because of it, and the player might say "I get into some trouble, but I want you to tell me exactly what it is."
And then the GM has a list of moves that he draws on to decide what that is.
Like, "put the player in a spot" means "A spot is someplace where a character needs to make tough choices. Put them, or something they care about, in the path of destruction. The harder the choice, the tougher the spot."
So there's still a lot of creativity, but it's very carefully guided because the player has asked the GM specifically to give them a tough choice they have to make.
This would reduce your creative overhead by giving you structure and prompting the players to make choices they're normally leaving to you.
And when they do turn to you and say "What happens next?" there's a list of moves for the GM to make in response, so you can glance at the list and tailor it to the situation instead of having to come up with something from scratch.
 
That does sound like a good time, though I'm not sure it would have much effect on other games, unfortunately. I've brought up the question of "y'know... you guys can also make things happen and make things appear in the game world and stuff..." and the response was "nah, participationism sounds good"
Although more than one has expressed interest in GMing and one has done so a few times
 
4:13 AM
@SirTechSpec Telling people they can do something, and using a system which expects them to, can have very different results.
 
@BESW Good point.
 
Last night in our Fate game, while we were all captured in the brig, @doppelgreener compelled the antagonist (William Shatner) to arrive and reveal his evil plan through dramatic monologue.
 
Overall, I guess it probably is just burnout, so I should 1) scale back my expectations for how much can happen before the end of the summer (spent several weeks on the first adventure and have been trying to zoom out and scale back ever since; a year later, we're about halfway through what I initially thought of as the prologue) to the point where I can 2) ask others to GM more
 
That sounds workable.
I've been in the same boat, where a campaign turned out to be a lot longer than I expected.
 
@BESW I feel like you wouldn't have to work too hard to get Shatner to do that. :P
 
4:19 AM
@SirTechSpec ...no, it was pretty natural.
(Turns out, Shatner is making an actual working Enterprise which he will use to force TV producers to make a Star Trek reality show starring himself as captain of an actual starship.)
 
That would sound weird had I not gleaned something of the condition of your game world. As it is, that just sounds awesome. :D
 
I've been expecting to burn out on this campaign for almost a year now, but it hasn't happened yet.
 
Steady as she goes, then :)
Thanks for your help @BESW. Time for me to hit the sack. Night all!
 
ttfn
Good luck!
 
4:44 AM
@BESW Got a minute or five? I'm still trying to figure out a trading mechanic.
 
What's up?
 
Well, first, I think you mentioned Diaspora having crunchy trade. Could you please summarize it?
 
Let me go look at it again.
 
Or, hah, I found SRD. Didn't expect that.
 
Ah, yes. It has one of those.
 
4:49 AM
Right. Assets as a skill, with a stress track and consequence, and a limit on the number of invokes that can be spent on the check.
I don't think that quite works for what I'm after, as there's little sense of barter, of actually having things in the cargo hold.
 
Yeah.
It's not very granular.
 
yeah -- I don't think that'd really capture much
 
I haven't found anything that really matches what you're after, as I understand it.
 
@Magician what are you after rading-wise?
 
So. Current, unrefined thoughts. Each port has a small table of how much it values all items. For simplicity, have a generic table with maybe even random variations.
> Fuel 2
> Food 4
> Trade goods 2
@Shalvenay I'm adapting Sunless Sea into Fate. A major component is a trading game, bringing goods from port to port.
 
4:55 AM
@Magician gotcha.
 
(trade goods include money as well as generic small but valuable things)
 
a table that varies across geography but is constant across time will leave the door open for infinite arbitrage
 
What is the purpose of trading in your game?
 
@Shalvenay It could change over time if needed - this isn't a pre-programmed computer game, after all. And I'm not concerned with them going back and forth.
 
@Magician having it change over time is basically a necessity to avoid all sorts of holes showing up
 
4:57 AM
@BESW Survival, problem solving.
 
Then... you probably need to mechanise it as a problem-solving system.
@doppelgreener "Wild Headcanon" would be a good name for a Trock band.
 
@BESW Elaborate?
 
@Magician Well, in Fate mechanics do things. They don't just sit there, they're tools for pro-actively solving dramatic problems.
 
@BESW Well, an example that recently came up in the game was a prisoner (not quite, but doesn't matter right now) the party wanted to talk to. They decided they will break them out, but the idea of simply buying them out was also brought up.
 
So, like a brainstorm or a conflict, I imagine trading would start with identifying the problem that triggers the mechanic: "We need a new flux deflector before the ship blows up" or "The Abbess of the Hand won't tell us where to find a cure for lycanthropy unless we get her a flock of blue sheep" or "We owe the Stone Prince a favour and he wants us to establish trade between his city and the spider-silk weavers of Far Genosha."
 
5:05 AM
@BESW A common problem is generic "we're low on food", though.
 
So this is mostly a "Party ship needs money badly" kind of thing?
 
Often, yeah. You scrape by, and sometimes needing stuff gets you into adventures to pay for it.
 
Are we talking about more of a Firefly scenario, then?
 
That's the point of tracking fuel and supplies, too: it forces the party to stop along the way to replenish them one way or another, not just zip from destination to destination. Which offers more opportunities for stuff to happen.
 
Enforced random encounters.
 
5:09 AM
@BESW Sometimes. But in Firefly "making money" is an excuse for adventures, money are not tracked, really. You always run out.
 
So...
You have an economic stress track, with consequences. It gets filled in as you go along. Economic stress and consequences go away primarily through trading, though you might also be able to get rewards or convince people to clear debts for you.
 
What I'm after is... "We're at Island A. We need to get to Island B. On the way, we'll have to stop at Island C to refuel somehow. And if we take a detour to Island D, we could sell them the goods we have, which'll make our lives easier." Which is all to make the party go to all those islands along the way, and have stories happen there. Which is different from Firefly (at least in the show) which didn't have the planning aspect.
@BESW I had started with something like that. But... stress on the track does not translate well to goods in the cargo hold, or lack thereof.
 
I think you're trying to mechanise more granularly than Fate is comfortable with.
Goods in the hold are part of moving toward a narrative condition that lets you clear your stress.
 
@Magician yeah -- you can have lots of goods in the hold but a heavily stressed economic track because said goods are highly illiquid
 
@BESW Well... Yes. It's like "hit point damage" vs "broken arm".
If Fate easily accommodated this, I wouldn't be coming for advice here :)
I think I can point to same Diaspora SRD as an abstract option, for those who prefer that. But for both my game and the post I'm writing, I want something more solid.
 
5:17 AM
So, here's one way I might do it.
Economic stress is inflicted when you buy stuff or otherwise lose money/capital. Stress and consequences don't go away on their own, you have to gain money/capital to do that.
 
also, there's a problem -- lumping actual liquidity in with tradegoods isn't quite right.
 
Each port of call has at least one "Has [good]" or "Wants [good]."
You acquire goods by buying them (economic stress) or stealing, gathering, etc (narrative permission).
 
@Shalvenay "Trade goods" in this case are a variety of things like jade or pearls, that effectively act as alternative currencies.
 
@Magician right -- but currency needs to be tracked separately, unless you're saying their is no actual currency in your economy just barter
 
Simply taking goods to a place that wants them is enough to clear your economic stress.
 
5:21 AM
(otherwise a whole slew of economic positions become useless or nearly so)
 
Clearing economic consequences will require something more specific/complex, depending on the situation.
....Actually, I take that back. No separate economic consequences.
 
Consequences from economic stress go into your ship/crew consequence slots.
@Miniman Grats!
 
Such a beautifully neat number :)
@BESW Thanks!
Of course, now I'll have to start placing bounties every time I gain rep so I can keep this.
 
lol
first rep problems
2
 
5:25 AM
@trogdor Haha
 
@BESW Would economic consequences be basically "in debt to X"?
 
@BESW -- what happens if a party keeps trading on an empty economic stress track?
 
@Magician Or "Running out of ammo" or "Poorly maintained ship."
@Shalvenay I'm not sure what you mean.
 
@BESW as it is, the party cannot accumulate anything.
 
I still don't know what you mean.
 
5:29 AM
no economic stress = that's it, basically (I'm seeing the economic stress track as an inverse bank account if you will)
 
What does "That's it, basically" mean?
 
in other words, if they make anything while the economic stress track is empty, it falls into the proverbial circular file
 
I think Shalvenay means you can't really accumulate wealth.
 
exactly!
 
Which may not be a problem, as the game's not really about that.
(Sunless Sea the computer game is, to some extent)
 
5:32 AM
it's a possibility that I'd prepare for any time trading is in play as a major game element
 
If you've got excess wealth, make it an aspect with free invokes. @Magician's story means you're not gonna stay rich.
 
@BESW I think that works, actually
 
Use the free invokes to absorb some stress that'd go into your economic track.
So, in an idealised situation:
 
So, hm. Would buying things in your idea involve a check of some kind, or is it straightforward stress equal to the value of the item?
 
The ship lands at a port which Has wool. They take a point of economic stress to acquire A hold full of wool. (This might require some convincing rolls if, for example, there's hostility between the wool merchants and anyone the party is known to associate with, but is otherwise just role-played.)
They may also take economic stress to begin recovering from a ship consequence like Tattered sails while they're in port.
Then they set sail again, and take a detour to stop by a port that Needs wool.
Provided they don't get robbed by pirates, or the wool catches fire, or anything like that, upon reaching the port which Needs wool they can clear their economic stress track and empty their hold.
(This may require rolls again if circumstances conspire to make the trade more difficult.)
However, the GM might offer a fate point to say that they were misinformed about the port's need for wool, or that trade agreements have changed, or the like.
Economic stress is a tool for solving problems, and running out of it creates problems. Trading is the way to regain use of that tool.
Trading itself involves moving goods from a place which has them to a place which wants them.
Aspects representing goods imply problems like overfull holds, awkward cargo (live cattle, anyone?), being a target for pirates, etc.
Drama arises when goods, or the politics of people who want/need goods, get complicated.
Successfully trading especially rare or difficult goods, or trading goods while your economic track is already empty, gives you extra wealth-related aspects.
 
5:45 AM
@BESW yeah, live cargo is pretty awkward. being overweight and out of balance is no fun!
 
Most of the time, the complication in trading will be that places which want your goods aren't places you were going to anyway.
Which is the point of the thing.
 
6:27 AM
Grrrr, weapons-rules wonkiness in Pathfinder. You're an update of 3.5e D&D, you should have improvements over it such as explaining why in the world a cold iron point on a wooden spear shaft and a steel point on a whipwood shaft both work, but a cold iron point on a whipwood shaft doesn't.
(In a fashion more involved and/or reasonable than "If you make a suit of armor or a weapon out of more than one special material, you get the benefit of only the most prevalent material".)
 
6:58 AM
@GuidingLight Lord Gareth will have worlds to say about how they were claiming to fix all of D&D 3.5e's problems, and then yelled playtesters out of the forums who were saying the very same problems had only been exacerbated.
 
 
5 hours later…
12:05 PM
For dnd5's call lighting spell it indicates a point in air 100 feet up. Then it states (for example in a room that can’t accommodate the cloud). But the cloud itself is only 10 feet tall, is the 100 feet high a must or can I cast it in let's say a warehouse that can accommodate a cloud?
Slightly longer explanation:The spell fails if you can’t see a point of air where the cloud could appear (for example in a room that can’t accommodate the cloud).
 
@Rohan The cloud appears 100 feet above you.
If you can't see a point 100 feet above you, you can't see a point where the cloud could appear.
 
@Miniman Alright, thank you!
 
@Rohan Np
 
 
1 hour later…
1:31 PM
@Magician I think @BESW's description sounds pretty good in Fate terms. This isn't too far from how trading with the natives works in Colonization.
In that context, the thing that prevents you from profiting too much from reliable trade routes is that villages (especially small ones) tend to lose their "Need" aspect as soon as you bring them some, to be replaced with another one.
If you trade with your home port in Europe, that's lower-risk, lower-reward, much more reliable, but offered price of any given good will drop over transactions and recover over time, so you need to diversify more the more you're trading at once.
The first model is more dynamic, less bookkeeping, and more story-driven; the second (or at least including the second as an option for larger ports with ongoing needs) is more detailed but more bookkeeping.
Also, I haven't played Sunless Sea, but if it's similar to Fallen London I don't see a problem with treating the trade goods like jade and pearls as fungible, interchangeable currency - until you want to make a Thing of it, by ruling that some port is at odds with the Gracious Widow's empire and won't accept their jade in payment. Cue story!
@Magician On the other hand, it sounds like travel in your game is dangerous enough that you wouldn't need any of the 3 obstacles above to keep it from being too easy.
On an unrelated note, I think this question has been edited to make it a single question and could be reopened.
 
 
2 hours later…
3:33 PM
@Shalvenay second: "being overweight and out of balance is no fun!"
 
@nitsua60 how're things going?
 
Another yard of mulch down this morning... weekend's coming along.
Figured out the Cauchy thing in my sleep, so that's good. (Typing it up now.)
 
cool
 
 
1 hour later…
4:41 PM
Is this a specific reference to something?
> And for the unwanted leftover players, I hear that there’s a shady-looking elf
sitting at one of the tables in the back of the Green Dragon Inn...
 
 
6 hours later…
10:50 PM
@Anaphory Context?
The Green Dragon Inn is a common name in fantasy RPGs, because it's the name of an inn near Hobbiton in The Lord of the Rings.
And generally in an RPG context, shady folks sitting in the back of an inn are inspired by the scene in LotR where the Hobbits met with Aragorn.
 
11:38 PM
I'm brainstorming aspects for William Shatner as a Fate character in the Genesis room, if anybody'd like to help.
@DanB [wave]
 

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