Jump to content
Please support this forum by joining the SH Patreon ×
Sturgeon's House

Toxn

Forum Nobility
  • Posts

    5,789
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by Toxn

  1. Uh, I'm actually pretty down with it (not DnD), so long as it's well coded,interesting and easy to create content for.
  2. Transfer to Duna, vanilla game and using this technique: http://forum.kerbalspaceprogram.com/threads/17423-Tutorial-Interactive-Illustrated-Interplanetary-Guide-and-Calculator I still fail miserably...
  3. http://www.skeptic.com/insight/pulling-a-fast-one-video-critique-of-a-viral-speed-archery-video/
  4. Pity the poor agnostic who has to spend eternity standing in queues trying to sort assignment out.
  5. Invoking the name of your god actually seems pretty sensible, given how these videos tend to end. It must simplify things considerably to have Thoth (or whoever) simply go "well I could have sworn... let's look at your recent record. Ah, there. You'll want the next underword over, first door on the right."
  6. Man, I can't even into transfer orbits properly. I am a ksp peon.
  7. Post-Roman could be an awesome idea, as I think a lot of us have mentioned already. As for your qualities as a straight man, I think you'll find your talents better served in other roles.
  8. An RPG RPG using RNG to calc THC while you watch the BBC. Seriously though: RPG-7 fits all your criteria.
  9. Ooh, because triple-poasting is the acme of good forum behaviour: We have another overlord! All hail! Now we just need one more... Also, I can offer my writing and drawing skills to this effort, with the caveat that I cannot into digital art or human figures. I have also happily played around with building a few RPGs and similar, but will readily admit to a tendency to make mechanics that only I seem to like. You may notice this tendency more and more as time goes on. Speaking of which: http://sinisterdesign.net/the-battle-system-i-wish-rpgs-would-stop-using/ I also want to put in a plug for description-based skills that can get used on a per-scene basis. I love 'em because they are flexible and work more like law than accounting (which is what a lot of these systems devolve into). For peeps not in the know, a description-based skill (not the proper term, because I've forgotten the proper term) involves simply that: your character gets a simple description or phrase which you can then apply creatively to many situations. 'Cool under fire' can then be used, scene to scene, to grant a bonus roll for accuracy or brush off a vehicle skill check. These can also be used against the player, in the form of descriptions forcibly added or inherent descriptions attached to items or locations. Or, you know, the GM could just argue that 'quick on the draw' means that your character failed a conversation check.
  10. On the one hand, I loathe how darkest Africa has become this lazy stereotype that we all wallow in whenever anything happens on the continent. On the other hand, a game which shows just how fucking impossible was for any of the post-colonial countries to develop in a stable and productive fashion during the cold war would be pretty neat. And grimdark.
  11. That's the plan, although as Xthetenth points out your mechanics change a bit once you hit the modern era. X also brings up another good point: that we don't have enough skills present here to make a full game. My feeling, then, is that we should work on mechanics, backgrounds, etc and limit our digital aspirations to the creation of a roll resolver or similar. Then again, there is nothing stopping us from going really old school and relying mainly on text. As Sturgeon mentioned, I think we should hash out core mechanics for a bit: - What platform are we going to use (computer, pen-and-paper, tabletop, cards, hybrids etc)? - What are we going to use to provide random chance and resolve events? - What general approach to characters and their growth will we take? (mentioned by Unstart) - What is our overall philosophy going to be for mechanics? (touched on by Sturgeon) At the same time, I'm going to make another topic to allow people to play around with story and settings. Once we've resolved the core game design and setting, then it's time to work on more fine-grained mechanics, fire up a character or two and test to see if things hold together.
  12. And no discussion about Die Antwoord is complete without mentioning that they used to be Max normal (amongst, like, a million side projects) https://www.youtube.com/watch?v=AE3GLsgozGU&index=3&list=PLBAiNCVXjQBNUU0MSP6_WgiFz0Vaz-msb I remember listening to Songs From the Mall and going 'oh hey, that's a ghost in the shell reference'.
  13. Bamboo gets used for back, belly and core. Plus it has ridiculously good crush strength (~ compressive strength), so I think it should fit pretty well into the formula. Really, I think this is a simple semantics thing: 'bamboo' refers to an entire tribe with over 1000 species, so your samples are variable to hell and back. It's like trying to pin down the mechanical properties of 'wood'.
  14. Back to bows I had a brainwave during the heatwave last night, and have come up with a really nifty way to estimate the suitability of different materials for use in bows. What you do is take the modulus of resilience (J/m3) and divide it by the density (kg/m3) to get the yield mass energy density of the material (J/kg). A selection of materials shows why some things are better for making bows out of than others: 4340 steel (oil-quenched and tempered) - 807J/kg Linear strand fibreglass-epoxy - 5500J/kg Woven fibreglass-epoxy - 2765J/kg (est.) Cow horn - 3970J/kg (est.) Yew - 880J/kg Hickory - 767J/kg Bamboo - 583J/kg (ave.) Red Oak - 781J/kg Pine - 495J/kg Bamboo is the only real outlier here, as it is known to be great in bows but doesn't do so well ITO energy density. Then again, the figures I have show wild variation. Taking the highest tensile strengths and you get something in the region of 835 - 1580J/kg.
  15. We can do those next time. I can now announce that the first overlord chair has been filled by dint of actually PMing me an application. Two positions now remain, and I urge anyone who wishes to exercise nigh-dictatorial control over the form and content of the game to apply.
  16. So... I wrote a super-long review of Elektra, which got deleted by a power failure as I was about to hit send Long story short: it sucks and is kind of emblematic of why Hollywood will never produce a decent movie based on a comic property and having a female lead character. Recommendations: get blazed, watch the supercut and enjoy imagining a better story involving ninjas and ladies in corsets than the writers could apparently come up with.
  17. I hear that Jupiter Ascending is something of a turkey. Pity I'll only find out in three months when it's already been dissected to death...
  18. Based on discussion here, I have decided that we need to hash out argue futilely and at cross purposes about a role playing game we would all like to see exist. Once we have come up with something workable, I move that we usher it blinking in the light of day, to conquer or die choking on the hot sand of reality as it will. Given our argumentative tendencies and communist leanings, I am also calling for a commission to be established to select and judge the results of this discussion for inclusion into the finished product. Here, I ask all interested parties to PM me with their gaming qualifications, for inclusion into a 3-man overlord committee. Members not of the committee are requested to include some information about what they can contribute to the finished product (coding, artwork, writing, editing etc.) along with game suggestions. Topics to be discussed are: - The title - Format - Core mechanics - Setting - Background and lore - Detailed implementation and resources - Artwork, fiction, characters etc. - Playtesting My hope is that, in time, we will have something playable that also scratches our collective pedantic/grognard itches.
  19. {Looks at previous page of thread} Fuck it, making a 'design an RPG thread'.
  20. The old debate on top-down vs. bottom-up approaches to simulation is always fun. I'm not adverse to using either, although I am a huge fan of emergent gameplay mechanics and so have a bit of a bias towards simulation. Anyway, now that my bias is known I should mention that I've had a few goes at making a system to allow for more realistic table-top RPGs. The most workable* involved a D6 hit determining roll (head, arms, upper torso, lower torso, legs and choose-your-own), with multiple dice + choice to represent aimed shots and skill mods. Damage rolls would take the form of a card draw, with piles for each body part. There would be no HP, only card-specific wound rules (bleeding out = roll per turn to die or similar). With crit wounds, characters would end up with a permanent trait upon survival, with severity being affected by the type of care received. This would allow all the fun of playing an increasingly scarred veteran, but would also lead to cases where a character becomes completely non-viable for their build (armless archer or similar) and has to re-orient. The making of back-up characters would be strongly advised. * Warning: may not actually be in any way playable. GM discretion advised.
  21. This forum is for terrible movies; reviews and discussion thereof. As 'terrible' is a bit subjective, I urge all posters not to be big whiny babies just because somebody insulted your favourite bad movie. Instead, let's celebrate that such ungainly creatures can exist at all and then dissect and eat them for our collective pleasure.
  22. I don't mean physics as in Havok (although that would be nice) but physics as in 'a sword works something like a real cutting instrument instead of a club which knocks off HP'. Dwarf fortress was great for me in this regard, because even though the physics is a bit loopy (you threw a pile of sand and removed both sets of eylids), it was coherent enough so that all the weapons were distinct in their effects and some real truths emerged as a consequence. DF adventure mode is a game where running into a group of bandits is damn near impossible solo, because Lanchester's law is fully in play. Every one of those arrows could have your name on it (unless you're in plate, in which case it becomes entirely about how shitty your luck it) and three dudes whaling on one epic swordsman will have exponentially better chances than two. Plus, you know, caved-in skulls and severed limbs and wounds being calculated to include shearing of subcutaneous fat.
  23. Just making an RPG not do physics a disservice seems to be a challenge for developers, let alone history. Speaking of Justinian, my mind sort of got blown reading about the Corpus Iuris Civilis, not only because it showed the long sweep of legal history (we have a partly Roman-Dutch legal system), but because it's like the wasteland survival guide becoming the foundation text of fallout civilization and being actively taught to students till 4000AD.
  24. Eh, I enjoyed it fine. I just wish things would, you know, move on a tad from endless pseudo-medieval stasis. I mean, they managed to un-invent the crossbow and spear somehow. What is it about magic that seems to make societies develop steel working but not gunpowder, blast furnaces, mechanical looms or urbanisation?
×
×
  • Create New...