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#I've worked on so many pcs with various systems
undeadhousewife · 8 months
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Everyone keeps saying windows 95! It's not win 95 it's worse it's windows freaking NT. similar but worse. That's the joke.
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ms-demeanor · 4 months
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Hello! First, I wanted to say thank you for your post about updating software and such. I really appreciated your perspective as someone with ADHD. The way you described your experiences with software frustration was IDENTICAL to my experience, so your post made a lot of sense to me.
Second, (and I hope my question isn't bothering you lol) would you mind explaining why it's important to update/adopt the new software? Like, why isn't there an option that doesn't involve constantly adopting new things? I understand why they'd need to fix stuff like functional bugs/make it compatible with new tech, but is it really necessary to change the user side of things as well?
Sorry if those are stupid questions or they're A Lot for a tumblr rando to ask, I'd just really like to understand because I think it would make it easier to get myself to adopt new stuff if I understand why it's necessary, and the other folks I know that know about computers don't really seem to understand the experience.
Thank you so much again for sharing your wisdom!!
A huge part of it is changing technologies and changing norms; I brought up Windows 8 in that other post and Win8 is a *great* example of user experience changing to match hardware, just in a situation that was an enormous mismatch with the market.
Win8's much-beloathed tiles came about because Microsoft seemed to be anticipating a massive pivot to tablet PCs in nearly all applications. The welcome screen was designed to be friendly to people who were using handheld touchscreens who could tap through various options, and it was meant to require more scrolling and less use of a keyboard.
But most people who the operating system went out to *didn't* have touchscreen tablets or laptops, they had a desktop computer with a mouse and a keyboard.
When that was released, it was Microsoft attempting to keep up with (or anticipate) market trends - they wanted something that was like "the iPad for Microsoft" so Windows 8 was meant to go with Microsoft Surface tablets.
We spent the first month of Win8's launch making it look like Windows 7 for our customers.
You can see the same thing with the centered taskbar on Windows 11; that's very clearly supposed to mimic the dock on apple computers (only you can't pin it anywhere but the bottom of the screen, which sucks).
Some of the visual changes are just trends and various companies trying to keep up with one another.
With software like Adobe I think it's probably based on customer data. The tool layout and the menu dropdowns are likely based on what people are actually looking for, and change based on what other tools people are using. That's likely true for most programs you use - the menu bar at the top of the screen in Word is populated with the options that people use the most; if a function you used to click on all the time is now buried, there's a possibility that people use it less these days for any number of reasons. (I'm currently being driven mildly insane by Teams moving the "attach file" button under a "more" menu instead of as an icon next to the "send message" button, and what this tells me is either that more users are putting emojis in their messages than attachments, or microsoft WANTS people to put more emojis than messages in their attachments).
But focusing on the operating system, since that's the big one:
The thing about OSs is that you interact with them so frequently that any little change seems massive and you get REALLY frustrated when you have to deal with that, but version-to-version most OSs don't change all that much visually and they also don't get released all that frequently. I've been working with windows machines for twelve years and in that time the only OSs that Microsoft has released were 8, 10, and 11. That's only about one OS every four years, which just is not that many. There was a big visual change in the interface between 7 and 8 (and 8 and 8.1, which is more of a 'panicked backing away' than a full release), but otherwise, realistically, Windows 11 still looks a lot like XP.
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The second one is a screenshot of my actual computer. The only change I've made to the display is to pin the taskbar to the left side instead of keeping it centered and to fuck around a bit with the colors in the display customization. I haven't added any plugins or tools to get it to look different.
This is actually a pretty good demonstration of things changing based on user behavior too - XP didn't come with a search field in the task bar or the start menu, but later versions of Windows OSs did, because users had gotten used to searching things more in their phones and browsers, so then they learned to search things on their computers.
There are definitely nefarious reasons that software manufacturers change their interfaces. Microsoft has included ads in home versions of their OS and pushed searches through the Microsoft store since Windows 10, as one example. That's shitty and I think it's worthwhile to find the time to shut that down (and to kill various assistants and background tools and stop a lot of stuff that runs at startup).
But if you didn't have any changes, you wouldn't have any changes. I think it's handy to have a search field in the taskbar. I find "settings" (which is newer than control panel) easier to navigate than "control panel." Some of the stuff that got added over time is *good* from a user perspective - you can see that there's a little stopwatch pinned at the bottom of my screen; that's a tool I use daily that wasn't included in previous versions of the OS. I'm glad it got added, even if I'm kind of bummed that my Windows OS doesn't come with Spider Solitaire anymore.
One thing that's helpful to think about when considering software is that nobody *wants* to make clunky, unusable software. People want their software to run well, with few problems, and they want users to like it so that they don't call corporate and kick up a fuss.
When you see these kinds of changes to the user experience, it often reflects something that *you* may not want, but that is desirable to a *LOT* of other people. The primary example I can think of here is trackpad scrolling direction; at some point it became common for trackpads to scroll in the opposite direction that they used to; now the default direction is the one that feels wrong to me, because I grew up scrolling with a mouse, not a screen. People who grew up scrolling on a screen seem to feel that the new direction is a lot more intuitive, so it's the default. Thankfully, that's a setting that's easy to change, so it's a change that I make every time I come across it, but the change was made for a sensible reason, even if that reason was opaque to me at the time I stumbled across it and continues to irritate me to this day.
I don't know. I don't want to defend Windows all that much here because I fucking hate Microsoft and definitely prefer using Linux when I'm not at work or using programs that I don't have on Linux. But the thing is that you'll see changes with Linux releases as well.
I wouldn't mind finding a tool that made my desktop look 100% like Windows 95, that would be fun. But we'd probably all be really frustrated if there hadn't been any interface improvements changes since MS-DOS (and people have DEFINITELY been complaining about UX changes at least since then).
Like, I talk about this in terms of backward compatibility sometimes. A lot of people are frustrated that their old computers can't run new software well, and that new computers use so many resources. But the flipside of that is that pretty much nobody wants mobile internet to work the way that it did in 2004 or computers to act the way they did in 1984.
Like. People don't think about it much these days but the "windows" of the Windows Operating system represented a massive change to how people interacted with their computers that plenty of people hated and found unintuitive.
(also take some time to think about the little changes that have happened that you've appreciated or maybe didn't even notice. I used to hate the squiggly line under misspelled words but now I see the utility. Predictive text seems like new technology to me but it's really handy for a lot of people. Right clicking is a UX innovation. Sometimes you have to take the centered task bar in exchange for the built-in timer deck; sometimes you have to lose color-coded files in exchange for a right click.)
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lifblogs · 7 months
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Better Late Than Dead
Fandom: The Bad Batch Rating: Teen and Up Audiences Pairing: Tech/Phee Word Count: 1268 Summary: Tech arrives on Pabu for the first time since he was rescued from Dr. Hemlock, and put his mind back together (mostly). A special someone is there waiting for him. AUTHOR'S NOTE: Disclaimer, I have PCS (Post-Concussion Syndrome) so this story could be a mess, it could be great. I don't know, but I tried, and I had fun. First story I've written since I hit my head. I am sooooo nervous about it for some reason. This fandom seems like nothing but kind, though. If you read it, thank you. READ ON AO3
Tech paused getting off the ramp. Once he stepped off onto Pabu he would no longer just be on the Marauder with his family. He would exist in a public space, with people who… might not understand, who would see him differently. He was different.
There were some stares from the crowd, but he couldn’t track all of them, faces blurring and disappearing as he watched. But maybe those eyes were still on him.
Subconsciously, he touched the back of his head, feeling the metal plate there that replaced part of his skull, felt the lines where his scalp had split, where either through injury or one of his many surgeries his brain had been exposed. His new and enhanced left eye (replacing the gouged one from Plan 99) searched the space before him frantically, but he tried to take in what the right saw first: bright, blue skies with white, puffy clouds; a calm ocean for kilometers on end; happy people in colorful clothing—survivors, every one of them. How could such a place exist when he’d been through such horrors in Hemlock’s dark labs? Now it was like this beautiful place only half-existed.
The beauty was what his right eye saw. The left one… He hadn’t had a chance to reprogram it yet. Most of what he saw through it was a dizzying array of heat signatures, structural integrities, and the best places to shoot a target. According to his eye, everyone was a target. This was all superimposed over his regular vision from his right eye. The confusing signals to his brain usually left him with the feeling as if his eyes were being scooped out (half a phantom pain and reminiscent of his real horrors), and it would throb up into his head. With the metal plate added in, he had more headaches than he could manage on most days.
Still feeling anxiety churning in his gut; cold, clammy fear gripping the back of his neck and stripping him bare, he held up his new datapad. Tech decided to do a quick check of his metabolic system, and the absorption levels of his various injected pain meds, and their half-lives. This was done through a chip implanted at the base of his skull. Unfortunately that had required an extra surgery, seeing as that hadn’t fit in the area where he’d needed his skull repaired.
His datapad beeped quietly, and a yellow bar showed up near the top. He’d need to re-inject his left hip soon.
Tech glanced up, the real galaxy around him becoming too real. Coming towards the ramp with a hesitant smile and shining eyes was Phee.
His heart suddenly seemed too big, blood somehow beating hard all across his torso, even as it crawled up his throat. Phee. He really had thought of her, even remembered one instance of Hemlock torturing him for mentioning her name. He shuddered, his mechanical left leg shifting in a way that seemed too obvious and inhuman to him.
Tech wasn’t the same.
Am I even Tech?
No, no. You’ve… you’ve been over this already. Done the work. I. Am. Tech.
And he had thought about Phee in what he had thought would be his last moments. He’d surprisingly had the time to think about a lot of people.
He’d thought about his last-minute realization, and he’d mourned what could have been. And now… there she was. Here he was. Pabu. Safety. Phee.
Tech took a deep breath, tried to swallow back his fear, and stepped down the ramp, all too aware of how he looked now. Feeling clumsy with this changed body, he struggled to put his datapad back on his belt. One last thing to put between this moment and the next, the inevitable.
Phee met him at the bottom of the ramp, letting him step off. For a moment the voices around them dimmed, but neither of them spoke.
Oh no, she’s horrified. She’s disgusted. She’s—
“You look different.”
Blunt, as always.
“Oh.”
“I think I like it.”
“You… do?” Tech asked, caught off guard as he usually was with her. (How could anyone script conversations with a flirtatious, bold pirate?)
She shrugged. Was she… crying?
Some of his vision blurred. His eye malfunctioning? No. His right one. He was crying.
Hesitantly, she touched his shoulder. Tech jumped a little, but let her warm, assuring touch stay there. He wondered what that hand felt like—strong, calloused.
“It’s you, isn’t it?”
Was this him? All these differences, and injuries, and modifications?
Well, he was still Tech, so he supposed that made the plate in his skull him, the chip, the cybernetic leg, and eye. Still… Tech. Just different. A new Tech.
“I suppose.” He was surprised to hear himself speak.
“Then of course I like it! But I have a bone to pick with you.”
Tech almost backed away, startled, as her finger prodded against his chest.
What bone?
What—Oh!
“Seven months?!” she went on, voice raised and rough. “I don’t see you for seven months?! And all I could get out of Mr. Face Tattoo was that you were ‘indisposed.’”
“Sorry I’m… late,” he got out, as if that somehow summed up everything that had changed his life, that had even affected hers.
That’s when a sob left Phee, and her tears spilled, and she cupped Tech’s scarred face in her hand. It was calloused, just like he’d thought it’d be. Something about her touch was reassuring and invigorating all at once.
And it was kind.
Tech hadn’t realized how much he’d needed someone outside his family to support him until that moment. It left him weak in his right knee, and he might have trembled.
Phee sobbed again, and then got out with a smile bright enough to rival the stars, “But still—better late than dead, I always say.”
Tech held her hand against his face for a second, marveling at the feeling, her words. Then he wasn’t sure who pulled who into an embrace, but suddenly she was flush against him, her heart beating fast, chest moving with her sobs, a wild scent of ocean salt, island fruit, and some kind of warm spice surrounding him. With his chin tucked against her shoulder, and her head resting against his he learned her hair was a softness he’d never felt before.
“Though of course you had to lose one brown eye on me,” she joked. He was surprised when it didn’t hurt, not from her.
“I’ll try not to lose the other one.”
“You’d better. What am I supposed to call you now? ‘Brown Eye’ doesn’t sound romantic.”
“We could… make it romantic,” he ventured, voice a soft murmur against her.
Phee laughed, and pulled back, patting his cheek. “Honey, I’m not sure you know what romance is.”
For the first time since Plan 99, months and months ago, Tech laughed—something he’d thought he would never be capable of again. And, he thought, maybe he’d like to do it again. With Phee.
“I’m smart,” he assured her, watching as she wiped away her tears, wishing he could do it for her. He went on, surprising himself, “I’m sure I can learn.”
Phee took his hand in hers, and Tech was startled by how much he enjoyed that her hand was smaller than his.
“Well, come on then,” she said, starting to drag him along, towards society as a whole new person. “You’re gonna have a lot of studying to do.”
Tech smiled, somehow, as he followed her, leaving just a little bit of that dark lab behind him.
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devsgames · 10 months
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Game Optimization and Production
I wanted to write a bit of a light primer about optimization and how it relates to game production in the event people just don't know how it works, based on my experience as a dev. I'm by no means an expert in optimization myself, but I've done enough of it on my own titles and planned around it enough at this point to understand the gist of what it comes down to and considerations therein. Spoilers: games being unoptimized are rarely because devs are lazy, and more because games are incredibly hard to make and studios are notoriously cheap.
(As an aside, this was largely prompted by seeing someone complaining about how "modern" game developers are 'lazy' because "they don't remember their N64/Gamecube/Wii/PS2 or PS3 dropping frames". I feel compelled to remind people that 'I don't remember' is often the key part of the "old consoles didn't lag" equation, because early console titles ABSOLUTELY dropped frames and way more frequently and intensely than many modern consoles do. Honestly I'd be willing to bet that big budget games on average have become more stable over time. Honorable mention to this thread of people saying "Oh yeah the N64 is laggy as all hell" :') )
Anywho, here goes!
Optimization
The reason games suffer performance problems isn't because game developers are phoning it in or half-assing it (which is always a bad-faith statement when most devs work in unrealistic deadlines, for barely enough pay, under crunch conditions). Optimization issues like frame drops are often because of factors like ~hardware fragmentation~ and how that relates to the realities of game production.
I think the general public sees "optimization" as "Oh the dev decided to do a lazy implementation of a feature instead of a good one" or "this game has bugs", which is very broad and often very misguided. Optimization is effectively expanding the performance of a game to be performance-acceptable to the maximum amount of people - this can be by various factors that are different for every game and its specific contexts, from lowering shader passes, refactoring scripts, or just plain re-doing work in a more efficient way. Rarely is it just one or two things, and it's informed by many factors which vary wildly between projects.
However, the root cause why any of this is necessary in the first place is something called "Platform Fragmentation".
What Is Fragmentation
"Fragmentation" is the possibility space of variation within hardware being used to run a game. Basically, the likelihood that a user is playing a game on a different hardware than the one you're testing on - if two users are playing your game on different hardware, they are 'fragmented' from one another.
As an example, here's a graphic that shows the fragmentation of mobile devices based on model and user share. The different sizes are how many users are using a different type of model of phone:
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As you can tell, that's a lot of different devices to have to build for!
So how does this matter?
For PC game developers, fragmentation means that an end-user's setup is virtually impossible to predict, because PC users frequently customize and change their hardware. Most PC users potentially have completely different hardware entirely.
Is your player using an up-to-date GPU? CPU? How much RAM do they have? Are they playing on a notebook? A gaming laptop? What brand hardware are they using? How much storage space is free? What OS are they using? How are they using input?
Moreover PC parts don't often get "sunsetted" whole-cloth like old consoles do, so there's also the factor of having to support hardware that could be coming up on 5, 10 or 15 years old in some cases.
For console developers it's a little easier - you generally know exactly what hardware you're building for, and you're often testing directly on a version of the console itself. This is a big reason why Nintendo's first party titles feel so smooth - because they only build for their own systems, and know exactly what they're building for at all times. The biggest unknowns are usually smaller things like televisions and hookups therein, but the big stuff is largely very predictable. They're building for architecture that they also made themselves, which makes them incredibly privileged production-wise!
Fragmentation basically means that it's difficult - or nearly impossible - for a developer to know exactly what their users are playing their games on, and even more challenging to guarantee their game is compatible everywhere.
Benchmarking
Since fragmentation makes it very difficult to build for absolutely everybody, at some point during development every developer has to draw a line in the sand and say "Okay, [x] combination of hardware components is what we're going to test on", and prioritize that calibre of setup before everything else. This is both to make testing easier (so testers don't have to play the game on every single variation of hardware), and also to assist in optimization planning. This is a "benchmark".
Usually the benchmark requirements are chosen for balancing visual fidelity, gameplay, and percentage of the market you're aiming for, among other considerations. Often for a game that is cross-platform for both PC and console, this benchmark will be informed by the console requirements in some way, which often set the bar for a target market (a cross-platform PC and console game isn't going to set a benchmark that is impossible for a console to play, though it might push the limits if PC users are the priority market). Sometimes games hit their target benchmarks, sometimes they don't - as with anything in game development it can be a real crap shoot.
In my case for my games which are often graphically intensive and poorly made by myself alone, my benchmark is often a machine that is approximately ~5 years old and I usually take measures to avoid practices which are generally bad and can build up to become very expensive over time. Bigger studios with more people aiming at modern targets will likely prioritize hardware from within the last couple years to have their games look the best for users with newest hardware - after all, other users will often catch up as hardware evolves.
This benchmark allows devs to have breathing room from the fragmentation problem. If the game works on weaker machines - great! If it doesn't - that's fine, we can add options to lower quality settings so it will. In the worst case, we can ignore it. After all, minimum requirements exist for a reason - a known evil in game development is not everyone will be able to run your game.
Making The Game
As with any game, the more time you spend on something is the more money being spent on it - in some cases, extensive optimization isn't worth the return of investment. A line needs to be drawn and at some point everyone can't play your game on everything, so throwing in the towel and saying "this isn't great, but it's good enough to ship" needs to be done if the game is going to ship at all.
Optimizing to make sure that the 0.1% of users with specific hardware can play your game probably isn't worth spending a week on the work. Frankly, once you hit a certain point some of those concerns are easier put off until post-launch when you know how much engagement your game has, how many users of certain hardware are actually playing, and how much time/budget you have to spend post-launch on improving the game for them. Especially in this "Games As A Service" market, people are frequently expecting games to receive constant updates on things like performance after launch, so there's always more time to push changes and smooth things out as time goes on. Studios are also notoriously squirrelly with money, and many would rather get a game out into paying customer's hands than sit around making sure that everything is fine-tuned (in contrast to most developers who would rather the game they've worked on for years be fine-tuned than not).
Comparatively to the pre-Day One patch era; once you printed a game on a disc it is there forever and there's no improving it or turning back. A frightening prospect which resulted in lots of games just straight up getting recalled because they featured bugs or things that didn't work. 😬
Point is though, targeted optimization happens as part of development process, and optimization in general often something every team helps out with organically as production goes on - level designers refactor scripts to be more efficient, graphics programmers update shaders to cut down on passes, artists trim out poly counts where they can to gradually achieve better performance. It's an all-hands-on-deck sort of approach that affects all devs, and often something that is progressively tracked as development rolls on, as a few small things can add up to larger performance issues.
In large studios, every developer is in charge of optimizing their own content to some extent, and some performance teams are often formed to be dedicated to finding the easiest, safest and quickest optimization wins. Unless you plan smartly in the beginning, some optimizations can also just be deemed to dangerous and out-of-reach to carry out late in production, as they may have dependencies or risk compromising core build stability - at the end of the day more frames aren't worth a crashing game.
Conclusion
Games suffer from performance issues because video game production is immensely complex and there's a lot of different shifting factors that inform when, how, and why a game might be optimized a certain way. Optimization is frequently a production consideration as much as a development one, and it's disingenuous to imply that games lag because developers are lazy.
I think it's worth emphasizing that if optimization doesn't happen, isn't accommodated, or perhaps is undervalued as part of the process it's rarely if ever because the developers didn't want to do it; rather, it's because it cost the studio too much money. As with everything in our industry, the company is the one calling the final shots in development. If a part of a game seems to have fallen behind in development it's often because the studio deemed it acceptable, refused to move deadlines or extend a hand to help it come together better at fear of spending more money on it. Rarely if ever should individual developers be held accountable for the failings of companies!
Anywho, thanks for reading! I know optimization is a weird mystical sort of blind spot for a lot of dev folks, so I hope this at least helps shed some light on considerations that weigh in as part of the process on that :) I've been meaning to write a more practical workshop-style step-by-step on how to profile and spot optimization wins at some point in the future, but haven't had the time for it - hopefully I can spin something up in the next few weeks!
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windvexer · 2 years
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actual magical advice (*it's not about fire safety)
Ok I've had my fill of shitposting so here's something that might actually be helpful:
We all work in various ways of course, but I find that making permanent spell vessels and charging them when you need them is a really great way to deal with having too low time/space/energy to cast spells on an as-needed basis.
When I say a spell "vessel" I mean a physical object which is not destroyed in order to complete or activate a spell. So a candle which has to be burned down, a knot which has to be untied, etc., don't count for the type of thing I'm talking about right now.
The kinds of "vessels" I'm talking about are things like witch ladders, poppets, container spells (bags, boxes, jars, bottles, etc.), enchanted jewelry or figurines, manifestation boxes, and so on.
These objects don't have to look "witchy" at all and can easily be made stealthy.
In order to be useful time and time again, I find my own vessels tend to employ more general intent. For example, I might make a "vessel of ill-will" but I wouldn't make a "get Becky from accounting to suffer the consequences of her actions" vessel.
So there are limitations to this system - pre-making stuff for later use means that it's only going to cover generalities.
Another downfall to this method is if a person has really energy-intensive methods of charging, or if they're already struggling to accomplish manifestation due to issues properly gathering and applying energy.
The benefit for me is that my method of charging is very low-energy for me, so once I've spent the energy making the vessel, recharging it when it runs out of batteries is pretty simple. But if someone's personal charging method leaves them exhausted for a couple of days, the benefits to this system dwindle.
In addition, if someone's magical fatigue/difficulty manifesting has to do with not yet having figured out how to cast spells in a way that works for them, then of course this in and of itself won't fix anything.
All that being said, I do think there are lots of benefits to working this way, including:
having time to experiment with and develop spells for the future (as opposed to emergency casting on current situations),
being able to more rapidly respond to situations as they arise (not needing time to research/develop/cast an entire spell; just charging a vessel instead), and,
spell vessels accumulating greater power over longer periods of time that might be very difficult to achieve for one-off spells.
IMO the benefits list does get pretty long but also pretty specific, like, it's a great way to test your energy-raising and charging abilities because you're eliminating the variable of the vessel in your work.
And, you can still cast as many one-off spells as you want towards a goal while the long-term vessel is activated.
And, you can practice magic on lots of stuff that you're not actively dealing with right now.
And, you can get into experimenting with managing and caring for long-term magical objects, which in and of itself is a pool of knowledge. Stuff like that.
So anyway yeah if you're someone who struggles with figuring out how to employ more magic in your life start catching those spells like pokemon and leaving some of them in the PC until needed.
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swallowtailed · 4 months
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palisade 50 / finalisade pt. 5
structure thoughts
okay, i have a lot of thoughts re structure this week. i had these last ep too, but i wanted to give it another episode to see how a few things shook out, because fatt tends to move quite slowly in that way. (also i had just gotten cursed with dawn work and had no brainroom for real thoughts.) i do still think there's room for some of these things to develop, and fatt tends to hang together much better in retrospect. but this is my read right now.
the reintroduction of cas'alear & co: i am content to wait a bit for some interaction with them or some explanation of why they're here, because palisade is currently being forced through seven separate funnels and a brand new problem won't fit somewhere instantly. that said. bro we better find out what's up. they're physically on the blue channel, that can't just get handwaved
and re material circumstances of blue channel & crew--to my eye the dice valuation of relationships is causing some real siloing off of characters and storylines. which is really unfortunate because the bonds between the crew were a huge strength of palisade and it just feels like an oversight to miss that in the finalisade. (this is also a factor of not doing a ton of rp in this game. one thing i'm really missing is bringing the misfortune options into the result of a scene.)
and on a similar note, i really liked august's scene with righteousness, but it could've been even better if palisade had engaged more with delegate characters and what it means to be a delegate throughout the season. instead this & a bunch of other thematic threads are being advanced way more actively than before now that it's the finalisade, which feels kind of hollow.
i also really wish eclectic was still around. having had a leap scene, i've solidly come down that it was a bad narrative decision to kill eclectic. introducing a new (to the season) character in the middle of the finalisade, on top of a bunch of other new/er pcs, was always gonna be awkward, and leap doesn't work here. his goal, to take kesh for every last cent, has a very similar problem to clem's--kesh isn't there. which is less of a direct issue when the end goal is just "steal", but it's still a goal from a partizan paradigm, not a palisade one. you know? like, leap's fixated on kesh and kesh is a shrinking speck on a planet with new and different problems.
also ideally leap's reintroduction would create contrast for the ways brnine and thisbe have changed since partizan. maybe we will get to that later.
hey i actually think talking about a justice system would be extremely relevant given how many characters have goals in that direction?
i think overall my sense is that finalisade feels disconnected from the rest of the season due to all the character changes and some rushed thematic work.
anyway obv this is fatt so there's every chance all of the above will be resolved by the end of finalisade but from here i'm feeling a little doubtful
various other notes
jesset's gun arm! i stopped to wonder which it was back when that happened, but since it wasn't addressed i figured it was intended to be his prosthetic arm. wild.
the autonomy reveal... love when a reveal is so well seeded and rings so true that you have to be like "hang on was that not already canon". very cool. very perennial. miserable, also.
taking a minute though to sit and think about perennial and loneliness. also taking a minute to think the phrase "did perennial effectively utilize girl power in creating autonomy itself".
re cori's scene: the suggestion that perennial's consecration might change the flora and fauna really caught my ear. not beating the "millennium break is also colonizing palisade" allegations. it seems like they went another direction (just the sky changing?) but that rang really weird to me, especially when the colonial angle of gardens wrt the bilats had just been raised a few episodes ago.
very much appreciated janine taking the time to explicitly bring up the framing of unction's fate as something that would, in-universe, be a question and a conversation
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secretgamergirl · 8 months
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Do experience systems do more harm than good?
Earlier today I saw someone talking about the common wisdom that you can't make an RPG without SOME sort of system where after you finish a session (or maybe an adventure), the GM gives you some sort of points that, whether automatically or based on assigning them, makes your character better at doing stuff. Not only do I strongly disagree that that's something every game needs, I'd like to present the argument that even in games you'd have a hard time imagining without them, experience points might actually be doing more harm than good.
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Before I even get into this, let's take apart the obvious perks to having experience systems:
1- It helps maintain longterm interest in keeping a campaign going when the players are getting some sort of regular reward.
This is true of certain campaigns, but I don't think I'd really ever want to be in one. In a good campaign, everyone involved should be having a fun time just hanging out with each other, putting themselves in the shoes of the characters, building up a story and a world together, and generating cool memorable scenes. That should be more than enough incentive to stick with a game, and if you don't have those things going on, you should really stop and work out what's going wrong, not try and pave over it by powering everyone's characters up. I don't need to boost some Watcher Score when I marathon through a good TV show or a movie, and I'm not even getting to influence how those unfold, you know?
This is also one of those many things where what we have today is sort of a twisted ghost of what was originally conceived back in the early days of D&D. I had an old project on this very blog where I was reading through the books for 1st edition AD&D with a critical eye, and a huge takeaway from that was that Gary Gygax seems like he was just the absolute worst kind of GM (also backed up by reading message board posts of his, and various accounts). Back in his day, leveling up wasn't the expected inevitable progression as a game went on necessarily. You'd roll your stats, with some harsh restrictions, be forced to play what you had, roll your HP too, and the game was just kind of inherently hostile to the PCs, so you had a good chance of dying in a given session. Not only that, but when you did, there was no real coming back from it, you make a new character, starting from scratch, with 0 experience, and see if you can keep this one alive long enough to get up there again.
And aside from the carrot of maybe getting one of those elite high level characters if you stuck with it, there was the stick of characters partying their gold away. Seriously, by AD&D 1e rules, characters would just kinda burn through... I want to say it was 100 GP per level per day. And not in-game day. Real life day. You'd better show up for every session, because a week from now, your character's going to have 700 less gold in their pocket whether you show up to play or not.
We don't really play that way anymore. At least nobody I know does. Leveling up is planned out in advance by GMs, characters level up at the same time as everyone else even when the player misses a session, and if you need to make a new character or you're just joining the game late, obviously you come in at the same level as everyone else. I don't even want to dignify the arguments against doing that with discussion. It's even common for people to start games at levels other than 1 because people just don't like low-level play.
And you know, this is way outside the scope of what I was sitting down to write, but I've gotten into the jobification of video games before, right? Where people keep doing stuff like daily login rewards and weekly challenges just so there's a sense of obligation to log into games every day? That crap doesn't actually make things more FUN, it's in there to keep players compelled to play regardless of how much fun they have, and that's... literally the argument behind experience as an incentive to keep a game running.
2- It good when number go up!
Funnily enough, this is the hardest one for me to refute. There is some basic direct release of the good brain chemicals when you have numbers, and they go up. And I mean... sure, but in a tabletop game you're not generally seeing a number climb on its own, you're getting points thrown at you that you have to jot down or mark off or otherwise track and do math with, and like... there's plenty of other results from playing the game good to release the good brain chemicals. You don't explicitly need this one.
3- It's cool when you can have a story where like some dorky little kid starts off barely able to do anything and all unconfident and then gradually gets it together and gets more confident and competent as time goes on!
Oh yeah, everyone loves that sort of thing, and there's a strong case to be made that this is the primary reason people feel the need to put an experience system in basically every RPG, but those systems are all kind of just the worst at actually delivering on that, is the thing.
D&D and its derivatives are the absolute worst with this. The way I put it in this earlier conversation, you start out all, "I am a poor peasant child, barely able to afford the clothes on my back, a length of rope, a week's worth of food, and this dagger here" and then a few months later "I am basically a god and any amount of money less than 1,000,000 times my starting net worth isn't even worth stooping over for." And when I made this point someone corrected me that if you really go by the expected pacing, a campaign without big stretches of downtime between adventures with the recommended combat pacing is going to get you to level 20 in a month.
Now, I don't want to completely spit on the D&D power curve here (the economic one though can absolutely go to hell, stop making me a billionaire as a side effect of killing monsters and do all that bookkeeping). I do enjoy the eb and flow, campaign to campaign, of playing the same characters as wimpy little nothings and demigods over however long it takes my regular group to finish a campaign. But as far as having characters with arcs to them? It is AWFUL!
First off, it's just too damn fast and abrupt. When our little ragtag band heads off into the swamp to deal with those goblins or whatever, we're going to come home from even that little speed bump of an adventure tougher than all our neighbors and absurdly wealthy, to a point where it feels almost inevitable that you leave your old life behind completely and look down on everyone you grew up with.
It's not IMPOSSIBLE to have some sort of long or medium-term personal quest to avenge my parents or show I'm better than some bully, but it takes a real delicate touch to do it right, since you really have to decide up front when exactly I'm going to have that confrontation, make the villain something of an appropriately challenging nature for the level I'm going to be when I settle things, and that I don't manage to arrange that confrontation much earlier or later than planned, because again I'm pretty quickly going from dealing with food rationing, animal attacks, and slippery ravines, to taking down monsters four times my size without breaking a sweat, to like changing the course of history and rivaling evil gods. There's a very small window where it makes sense for me to get back at that owlbear who put me in the hospital or whatever.
And that's not even getting into the problem of how I've got these other three humble little kids from home experiencing all this rapid growth at the same time. Can't really have a wise old mentor if we're using experience as experience. We're either never going to catch up, or we're going to leave them in the dust if they're not leveling with us.
Now, again, D&D is kind of a huge exception here. Most RPGs I've played instead go with a starting setup where you don't start off as some starry-eyed youth who can't do anything, but instead have some skill-based system where every character is an expert without peer in a handful of skills that fit some archetypical theme, and for anything else, they need outside help, either from fellow PCs, or making arrangements with NPC experts. Standard with this is a little drip-feed of extra skill points, but this... really doesn't work for what we're looking for here. If I want to be the party's hacker, I'm going to start off as an excellent hacker. I'm not going to put all my points into shmoozing people and then expect the rest of the party to put up with me looking for the any key over a dozen adventures before finally working out this make or break ability.
4- You gain new abilities as you level up!
So... first off this actually isn't generally all that true. If you're playing a wizard in D&D, sure, every couple levels you get access to a new tier of spells, and hey that's a big game changing deal maybe. Most level-ups though are just about numbers going up. All of them in most games. Hitting harder, more often, in bigger areas, maybe. Skills and abilities work more consistently. You maybe get more HP.
For now though let's focus on when you do level up and get cool new abilities. One moment you're some kid with a stick, then you bonk the magic number of goblins with it, and now suddenly you can make all your friends fly, unbound by gravity, or you can read the thoughts of everyone around you, or you can teleport home where it's nice and safe no matter what the situation. Well that actually really sucks for the GM!
Let's say I'm doing what everyone ever making an 8 or 16-bit RPG did and lifting plot concepts shamelessly from Laputa. We've got our big floating continent. Maybe we've got some kinda evil emperor up there, raining terror down on people or something. Nobody can get there and confront him... until they hit level 7 or whatever and have access to the fly spell. I better get any air superiority based adventures out before then. Also anything where there's a tower that has windows, or dangerous terrain, etc. Better get mysteries and hidden agendas taken care of before that mind reading. Better not think about trapping the party or them getting word of an attack somewhere else before that teleporting. And that's assuming I'm being on the ball about that sort of thing. I might have this whole thing planned, where the party desperately needs to get to that flying continent, and it's this whole quest hook where maybe they have to befriend a dragon or help build an airship or get some kinda rubber bones potion and access to a powerful cannon. Whole adventures about getting that power of flight, and any of these might just totally fizzle because oh whoops, the party leveled up and they just do that now.
Less dramatically, what if we're playing of those skill point games. I'm already a super great seductive femme fatale sneaking past laser sensors and stealing keys off people I'm charming right from the start of the game, and hey, cool, that's a nice simple archetype, everyone knows what I'm good at, we can plan missions around me being all sleazy over here while someone else sets up in a sniper position and someone else is in the basement hacking and all that. Several adventures down the road, well, I have all these skill points, I haven't been able to put them into the stuff I'm good at, so now I'm also a combat monster. The original combat monster can also hack. The original hacker can also charm the pants off everyone. We're starting to develop a lot of redundancy, but that's not necessarily bad? But then we play a bunch more adventures. Those secondary concepts capped off, we're working up more. Nobody is unparalleled at the thing they originally did. Have the party is equally amazing at a given thing. If we keep going like this, eventually everyone is going to loose all sense of unique identity, and there isn't really a strong in-game reason we need this whole ragtag crew anymore. Anyone of us can take on any problem solo, really.
5- The power fantasy of being super amazing.
This is kind of a point I've already hit but I'm stuck with this format, but the thing with experience is, again, sometimes sure you gain new abilities, but usually all your various numbers go up, and that actually kinda sucks in practice. First off, it's a lot of tedious bookkeeping, in basically any system you can name. It also doesn't generally really make a difference in the grand scheme of things?
I'm level 3. I've got a +7 to hit, doing 15 damage a hit, and an AC of 18. I'm fighting some orc with 40 HP, 15 AC, and attacking at +5. I level up a few times. Now I'm level 7. I've got a +13 to hit, doing 30 damage, and an AC of 24. I'm fighting crustaceanoids now, with 80 HP, 21 AC, and attacking at +11. Objective numbers wise, crustateanoids are way way tougher than orcs, but in my experience this is the EXACT same fight. I hit on an 11. I need 3 hits to take something down. It's bad news for me if my enemy rolls a 13 to hit me. All we've done is a bunch of annoying math refactoring with nothing to show for it but cosmetically reskinned mooks.
Now here, interestingly enough, I ONLY have the D&D type example here. Again, most other RPGs I have don't have that same sort of rampant power creep. You start out absurdly skillful at whatever your specialty is, and there's little if any room for growth, numbers wise. So here, if we go from orcs to crustateanoids to hellborn cyberdragons as enemies, not only is this technically a set of progressively scarier enemies to have to deal with, they actually ARE more meaningful threats to the party. Maybe those orcs were all show, they never really hurt us because we're awesome secret agents or something, but now things are getting serious because these crustaceanoids are just as good at sick flips and firing machine guns in two different directions as we are, so we have to take them much more seriously. And oh damn, after this we have to deal with a hellborn cyberdragon? Those are so scary if we all just rush in we're probably all gonna die. We need to come up with a whole complex plan to avoid directly engaging that if at all possible, and run for it if that doesn't pan out, or something.
And hey, we don't need something even more epic than a hellborn cyberdragon to top that. One of those is still going to be harrowing no matter how late in the campaign we bust it out. We can establish a power balance early on and keep it relevant like that. PCs gotta get more innovative and clever not just kill most monsters until demigods are easily punchable.
6: Revenge of 3- Well character growth is still important!
So, I really shouldn't be trashing experience points' ability to deliver cool character growth if I don't have some alternative to it, right? We need some way to change things up so the game doesn't stagnate. Well sure, but we can do better than experience there.
Just off the top of my head, how about we go with plot relevant respec-ing? Like at any given time a character's got their main spotlight thematic kit. Your best of the best at being a hacker or wizard or whatever. Maybe also a secondary skillset. And then definitely some number of slots for stuff they're into but it's not their main thing. Maybe we have a few variant minisets for those. Like if someone just unlocked their psychic powers and haven't fully figured them out, you have access to this here set of abilities. Once you have your big dramatic power mastery moment, that becomes their main thing and we demote their previous main thing to a secondary thing... and if we don't like this psychic stuff in the end, we demote it back down and fill a tertiary slot with like Lost Psychic Powers, where you still get to be all knowledgeable about how this sorta crap works and maybe have some battles of wills but your cool telekinesis is all locked away. At least for now.
I don't want to sit down and fully design a game at the tail end of a blog post here, but feel free to try this out with whatever system you like. Just pick whatever level feels like the good one, build characters with that as their basic kit, let'em have a few dips into secondary and tertiary angles, do a lot of getting thrown out of orders and taking major injuries and getting temporarily possessed or infused with mystery things. And you can do the plucky young kids in over their head thing with this sort of system easily enough. Start off with just the tertiary interest/mini-skill-packs, and once whatever you want to grow into starts coming up, rapidly grow into that over the course of a few adventures, no needing some big dramatic status quo change like this usually calls for.
Oh and I haven't been talking about video games here, but kill experience there too. If I'm not doing the whole Metroidvania/Zeld'em Up thing to pick up new powers as I explore, just gimme the whole kit from the get-go. Have traditional difficulty curves. We're good. Leave the skill trees and the level-grinding out of it. What are you holding back for, replayability? It's been raining free big-name big commitment games for years. Quit demanding that much of our time.
Oh and I keep forgetting to beg for money while I write these. I went 24 hours here without eating because I was just out of food and couldn't afford to go to the store. Someone took pity on me and hand delivered a big bowl of soup. Things are getting real bad. Patreon link.
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ageless-aislynn · 9 months
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Okay, I think I finally have actual proof now that I did NOT cause my computer issues. I found a forum where other people with the same make/model and two make/models right next to it all have had similar issues from day one with their PCs. Then Dell revoked all of the previous driver updates they'd been pushing and yesterday, here comes 3 marked critical: BIOS and the Nvidia and Intel graphics drivers, all brand spankin' new (literally released that week or that day in Intel's case) and with the purpose of "fixing bug checks and providing system stability." Bug checks being the official term for a Blue Screen of Death, that is. Normally I wouldn't update on day one of a new release but, well, my computer crashed this morning when I just turned it on and it was sitting idle after about 5 minutes of up-time so I figured that was my sign.
All 3 updates are now applied. If you pray, I'd appreciate it. If you have time to spare me some kind thoughts, to put some positive energy out there in the universe, just whatever, I appreciate it. I didn't realize how much I truly rely on my computer to deal with my anxiety, depression and panic attack issues until not only do I NOT have access to the things I use to try to get through them all, but the computer's switching off at random times has made all of them so much worse.
Yeah, Halo's just a game but it's truly helped me redirect if I'm struggling with anxiety or a panic attack that's looming. Getting really involved in Mass Effect: Andromeda's various romances, making GIFs of them, learning to craft weapons, that sort of thing, it's helped me focus on things other than worrying about RL stuff. I really could use all of those things back, you know? Plus, I was looking forward to so many of the new games I've added to my Steam library. Learning something new can also help redirect my brain when it's spiraling out of control.
And this isn't even to touch on doing creative things like making GIFs, vidding and writing. I'm still working on my "15 Minutes" ch7 by hand but it's so much slower than being able to type it. I was really hoping to have at least this chapter up before Halo s2 starts but I'm not sure if I can, if I'm just scratching away with pencil and paper, not even certain how I'm going to get those words on the Internet anyway.
I mean, just imagine how frustrating it would be if whatever device you use would just blink off with no rhyme or reason, no way to predict when whatever you're doing will just be gone. Sometimes it does it a couple times a day, sometimes 8 times an hour. You can't do 90% of what you usually do online anyway and the other 10% feels like you're walking through a minefield, just waiting to take one wrong step. And nothing works to fix it. Nothing. You spend hours researching, desperate to find The Thing That Will Work and it's just not out there. That's been the past few weeks with this computer.
Considering that my previous computer is ALSO in this make/model line, just back several years, makes me wonder if the issues it began to have out of the blue in October, 2023 are related. I've seen a LOT of mentions in that forum of people whose computer suddenly went bad in Oct, 23. That seems like an awfully big coincidence, doesn't it?
Anyway, just wanted to check in. Hope you're all doing well and here's hoping that I'm now on the road to getting to just... do things on the computer and the Internet again like I used to. I miss it so much and I really miss all of you. Love to you all. 💖
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gamelandia · 1 year
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Starfield (30 hours in)
Like many others, I disappeared head long into Starfield on Friday.
That game sure is a Bethesda game. And I mean that with all the implied positives and negatives depending on your own thoughts and feelings about Oblivion, Fallout, Skyrim etc.
It's a pretty slow burn to start with, but that was okay with me. I don't often pre-order games. But the timing was right for me wanting to get lost deep within a game world, particularly a scifi one.
The fast travel system is both a huge time saver, but also diminishes the feeling of the size of the galaxy. Want to travel back to your home base but many jumps away from home. Blip! No problem, you're there in an instant. It's fortunate that load times, on PC at least where I'm playing, are short enough that flitting between locations is relatively quick. Like.. quick enough that I don't feel the lure of picking my phone up to check something.
I spent a good chunk of the early game in Jemison. I can see that in terms of design they went for a city that is grand in scale and perhaps utopian. Unfortunately, in terms of the game it's all very large expanses and bland enough that it's really easy to get lost. The surface map which should help with these sort of things is basic to the point of actually not being very useful. I eventually found some visual markers to help me remember where various shops and points of interest were, but MAAAAN, the game does not help with this.
I've been sticking to mostly the main quest line and it's been moving me along at a decent pace. I won't include any spoilers here, but it was interesting enough to keep me moving through the quest log. There's some tasks that involve collecting powers (think dragonborn in Skyrim) and there's enough of those that it's starting to get a bit repetitive. That is perhaps my fault because I'm trying to cross them all off to get them off my list and continue with the game proper. Perhaps I should just intersperse it between other things instead?
On the main quest line, I started bumping into enemies that were killing me with ease. To the point that I actually got stuck deep within a map with very low health and no med kits. I managed to drag myself back to the ship and heal up. But it's making me wonder if I need to go off to do some side quests in order to get more skills and better equipment.
During my last session I started playing around with ship customisation, mostly due to running out of storage space. It's a bit confusing but I presisted and eventually figured out how it works through trial and error. I think this might be the thing that gets me playing with base building and resource mining, since I'm assuming you'll need that stuff to build things from scratch.. but I could be wrong!
Following that train of thought I also built a basic base, initially mining iron. I've spotted that it's possible to automate the collection and delivery of resource to other places, creating a supply chain of sorts. That appeals although I'm not sure if I want to put the effort in yet.
So, overall impressions so far.... I like it, but I don't love it. And maybe that's okay? As my time with the game has increased, and I've found other places to explore, I've started enjoying it a little more. And perhaps that's a bit of a criticism of the opening hours of the game.
I'll write another one of these once I've made a bit more headway.
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thevioletharuspex · 1 month
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Progress on The Violet Hack, Pt. 1
TLDR: It's taken on a new form.
I'm about to play in a PF2 game soon. I've been diving into the rules, trying to get a sense of them so I don't absolutely biff it at the table. I ran it once before, but I didn't really know what I was doing and I ran it like 5e and immediately TPK'ed the table. Oops.
There's some neat things I like about it! The 3-action economy, monster and encounter math that actually holds up to scrutiny, critical hits and fumbles being on benchmarks of 10 over or under a DC, and a clear division of what classes are trying to do on a macro level while also very much rewarding teamwork and coordination, much more so than the "selfish" class design of 5e.
It has some wonky stuff though. Adding your level to all d20 rolls kinda seems silly? It bloats numbers so much, and, it gets to the point where ACs and DCs and attack rolls are such big numbers that, in the end, the only number that actually mattered is what you got on the d20. Felt like it was needlessly complicated. Also, tracking all the modifiers is still such an extreme headache. It also has the side effect of not being able to have diverse encounters. It's always like "an elite with two minions" or "a big solo" or "a band of 4 minions" etc. You can't actually throw a horde of goblins at level 5 PCs because the goblins literally cannot hit the PCs.
5e has this thing called Bounded Accuracy. In theory, it's absolutely genius. Attack rolls and DCs stay within certain "bounds" and barely inflate, and the game uses other things to measure difficulty and progression. In a perfect Bounded Accuracy world, you can create diverse encounters. A horde of goblins can threaten a group of PCs, just not by themselves. Put an ogre or two in there as well and it actually works! Instead of in PF2 where you have 2 ogres on-level with your PCs and a horde of goblins that literally deal 0 damage because they cannot even hit the party without a natural 20. At least with Bounded Accuracy, that horde is at least a distraction, or even with its measly damage numbers it still contributes to helping out the ogres take down the party. It actually works.
In practice though, 5e doesn't even use it. Numbers inflate. The math, somewhere along the line of the system being drafted up and how it went to print, just completely broke.
Enter The Violet Hack.
Goals:
A mathematically-functional bounded accuracy
3-action system
Critical success/failure as 10-above/below DC
Rigid monster, encounter, and hazard math
Compressed levels to focus on levels 1-12
Deleting the absolute garbage-fire that is spell slots and replacing it with a mana point system.
A new quintet of core classes: Mage, Knave, Knight-Errant, Juggernaut, Peregrine.
Overall cutting the fat and bloat and crunchiness of both systems to make something smoother and quicker.
First up: the Action Point System.
Simply put, you get 3 Action Points. You can spend them on various actions on your turn, and I've put a table below of some of the ideas I have for actions in The Violet Hack. At the end of your turn, your Action Points replenish back up to 3. When it's not your turn, you can spend AP to do a reaction. If you do, you just get less AP on your next turn. You're borrowing from the future.
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I've always hated rolling for initiative at the beginning of combat. Describing the tense scene, hearing how the players respond and how they're going to act - only to be bogged down by getting a table's worth of numbers and trying to sort them from biggest to smallest.
Initiative in The Violet Hack instead is just a d4 roll. You roll it and that's how many AP you get on your first turn. If you roll a 4, hell yeah! Your 4th AP goes to someone else. Maybe you want to give it to your mage who rolled a 1 so they can actually cast a spell on the first turn!
But in terms of turn order, that's easy. Just bounce back and forth between the party and the GM until one side is all out of turns they can take. Then, the other side has the rest of their team take their turns. This will only happen if one side vastly outnumbers the other, like if it's a party vs a solo boss, or a horde of a dozen goblins vs the party. Normally the party gets the first turn, because it's so easy to be like "This thing emerges from the ground and gives a bellowing roar. What do you do?". But if the party gets jumped because they're surprised or something, the GM gets the first turn. pretty simple.
I'm going to cover the other parts of what I've done in future blog posts, but as a teaser for the next article, here is a fun (for me) image where I'm kinda being actually insane about math:
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Next: Progress on The Violet Hack, Pt. 2
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goombasa · 7 months
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Using Linux Casually
I really like using Linux.
I am also not much of a power user.
I'll admit, as someone who grew up in the 90's and sort of grew up alongside the internet, I've been glued to desktops for most of my life, and aside from a brief stint in college where I decided to change things up a bit, I used Windows for most of that time. But being so tied to the Windows infrastructure, I've paid a lot of attention to all of the various changes and alterations made to the operating system, and a few years ago, around the time when Windows 11 was starting to kick into high gear (might have been right around when they announced the EoL for Win10), I decided that I didn't really want to use Windows any more, but I wasn't about to drop a ton of money on getting myself an Apple. That stint in college I mentioned? Convinced me that, even if I could have afforded it, I really didn't want to be part of that particular walled garden.
I had only heard tangentially about Linux at this point and didn't really understand exactly what it was, so I started doing some research, and let me tell you, if you can grasp the basics about it, that is a very easy rabbit hole to fall down. It took a couple weeks of research and educating myself on the different distributions, the different desktop environments, and which of them were most well equipped for general day-to-day use before I finally settled on Linux Mint. I had already been slowly gathering together some parts for a new PC anyway, so this seemed like as good a time as any to make the switch.
That was back at the tail end of 2020 or so. I was very fortunate to have everything I needed in hand before supply and pricing went wonky in the PC parts space, especially for graphics cards. Still feel like I overpaid a bit, but at least I wasn't paying triple the price. Anyway, it was one of the most painless setups I'd had up to that point, and once I got it up and running and got into Linux… it feel good. It felt familiar and different at the same time, and apart from a more convenient means of installing the basic programs that I use day to day, not a lot has really changed for me day to day. 
I think the mainstream idea of Linux as an impenetrable tech-bro's paradise for hacking and coding and programming is still pretty prominent because there aren't a lot of less tech-savvy folks that use it, despite the fact that it is getting much easier to get into. Distributions of linux like Elementary OS, Linux Mint, Ubuntu, or Zorin OS are made to be much easier to use by those who are transitioning from Windows. Mint in particular really feels like it's trying to be close to Windows in terms of aesthetic layout. A few major PC retailers do sell a limited number of machines with Linux pre-installed. Dell, Lenovo, and even HP sell laptops with Mint and Ubuntu, and there are some smaller retailers like Tuxedo and System 76 that are completely dedicated to selling prebuilt machines with Linux preinstalled. It is easier than ever to get a lot of software from Windows, including a good chunk of the games on Steam, to work on Linux through things like Wine, Bottles, and Proton. Proton, if you don't know, is also what lets you play a lot of the games on the Steam Deck too.
But even with all of the steps forward Linux has made, it's hard to compete with something that got such a big head start. Windows is bloated, unwieldy, and in many cases is becoming more and more unfriendly to people who value their privacy, up to and including forcing people to have a Microsoft account to even set up their operating system if you don't have the time or inclination to find a work-around for that, and most folks who just want a computer to write documents, watch youtube, or keep in touch with friends and family aren't going to think twice about it. It's a convenience, and with how little Linux machines are actually marketed in the mainstream, most are still under the idea that they have to install it themselves. And Windows still wins when it comes to out-of-the-box compatibility.
If you use specific programs, well, Linux isn't really open to you. Adobe has no legit Linux version and Wine just doesn't help get it up and running. Davinci Resolve does have a linux version, but it only works for one specific distribution, and you have to jump through a whole bunch of hoops to get it working on any other ones, to the point where it really doesn't feel like it's worth it. Hardware is just as bad. Keyboards and mice will basically always work out of the box, and so long as you don't need those proprietary RGB programs, they're not going to give you any issues, but if you need a drawing tablet that isn't Wacom, and even then not every tablet from Wacom will work, good luck getting it working completely. There is a program that lets you use a stream deck on Linux, but it's very basic and requires you to utilize a plugin to even get it working with OBS, one of the main reasons you'd want a Stream Deck in the first place. As far as Linux has come, it can sometimes still feel like it's still a tinkerer's playground for people who don't want everything done for them.
Linux is in a fascinating position where it IS still a playground for people who want to tinker and learn and code, and develop, and even build portions of the system or software themselves if they want. But it's also approaching a point where it can be used by the average user pretty easily, with the biggest hurdle being just getting it in front of someone so that they can use it. There is a learning curve there, there always will be when you're changing to a fundamentally different system, but the hurdle is so low, I think that anyone who is comfortable with Windows is more than capable of casually using Ubuntu or Linux Mint once they're up and running. The problem is just getting there. And of course, if they want to do anything more complicated than the basics of running a computer, things might get a bit complicated depending on what they want to do, but if they want to watch videos, communicate, get online, or do quite a bit of creative work, from 3D modeling to 2D art to music and video production, so long as they don't need access to anything that's uber professional, Linux has them covered and makes it very easy to get at what they need.
I genuinely think that Linux is something that everyone should at least try once, something that's fairly easy to do if you're using a bootable USB drive. But even then, I don't think most people are interested in even going that far, seeing it as too much effort for something that they might not even continue using after the fact anyway. And that's fair, which is why I think having someone around who at least knows the basics to help them over the hurdles to get started is a necessity too, but like… not someone who's SUPER into Linux, not someone who's going to suggest the command line for every little thing. We need more people out there who will show new users how to use the basic graphical user interface means of doing a lot of this stuff, because that is how you get more people interested; you show them that what you want them to try out is at least close to usable compared to what they're using now, while also laying out the usual positives.
I hope I've actually hit on something with this rambling. Because I do love Linux, it feels very comfortable to me, and on the whole, I like it a lot more than windows. Switching to Linux was the right choice for me, but I had to do a lot of research to reach that conclusion. And I feel like if that information was more readily available, and if it was made clear that you can do almost everything on the desktop the same way that you would on Windows, more folks would be willing to give Linux a try.
If you've never tried it before, I'd recommend at least trying out Linux Mint. If you've only ever used Windows, you will feel pretty at home here.
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retroarch cheat database download hack GG9+
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 Cheat Database for All Platforms June I've uploaded my saved cheat database during retro server down. Placed under Cheats folder. Download this directory ; Atari - · Add files via upload. 1 year ago ; Atari - XL · Remove RetroArch Cheats suffix. 2 years ago ; Atari - Hi Is there a cheat db or a place where I can find cheats for PC version and some other version allows you to download them via XMB. I created a Git Page to help those who want to get Cheats for RetroArch now that there is that Feature in place. To break it down. Retroarch's Online Updater option to download cheats. That was it—you're ready to cheat in your favorite games! So, run one of them; we went for. Work fast with our official CLI. Learn more. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. There was a problem preparing your codespace, please try again. RetroArch incoporates a ROM scanning system to automatically produce playlists. Each ROM that is scanned by the playlist generator is checked against a database of ROMs that are known to be good copies. Skip to content. Star Repository containing cheatcode files, content data files, etc. License MIT license. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Branches Tags. Could not load branches. Could not load tags. Launching Xcode If nothing happens, download Xcode and try again. Launching Visual Studio Code Your codespace will open once ready. Latest commit. Git stats 2, commits. Failed to load latest commit information. Sep 6, Jan 25, Oct 1, Fix Yoshi Island. Oct 3, Jun 11, Jun 25, Update Gitlab CI to use "make install". Jan 23, Aug 21, Update RDBs. Aug 31, Add Makefile for deployment. Jun 22, View code. Contents cht Cheats to various games cursors Provides methods in order to query the playlists dat Customized DAT files, maintained by the libretro team metadata Different metadata and third-party DATs available to the systems rdb The compiled RetroArch database files scripts Various scripts that are used to maintain the database files Sources Generally, RetroArch's scanner is configured for ROMs that have been validated by No-Intro or Redump DAT files but many other source databases are also in use. Alternatively, you can run the following command to rebuild all the RDBs locally: make build. About Repository containing cheatcode files, content data files, etc. Resources Readme. MIT license. Releases 15 v1. Packages 0 No packages published. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window.
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maverickuk · 2 years
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I'm proud to reveal a first peek at Gameminder
On my retro PCs I typically arrange my various games into groups of directories for specific genres (e.g action, shooter, strategy) however it can still be a bit fiddly scrolling through my games using various DOS commands.
Also when I come to launch a game, I often find that I'd not yet got it configured correctly or that there was a slight issue. For example, the sound effects not working.
All of these minor irritations got me thinking about creating a DOS based games launcher which would bypass these issues by creating a lightweight UI to browse my games and view information about them.
After a little research I decided to use Turbo Pascal 7 to create my launcher, using a combination of DOSBox and VSCode to provide a better IDE whilst compiling and testing in an emulated DOS environment.
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I can imagine writing something like this on an actual retro PC in the Turbo Pascal being much more of a challenge! We've certainly been spoilt by using modern intuitive IDEs, large screens and other refinements.
One of the most complex challenges so far was working out how to launch a game without the launcher itself taking up too much memory. Thankfully some other skilled Pascal developers have already solved this issue by writing the current program to EMS or disk and leaving only a 2K stub in conventical RAM to manage the swap in and out of the launched executable.
The UI is modelled on an old DOS utility used to navigate, edit and execute files called PathMinder.
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I first came across this on my Dad's XT PC he used at home for work. When I got a 286 EGA PC a few years later, I carried on using and enjoying it.
I know that XTree seemed to be a more popular utility that performed a similar function, however I always preferred PathMinder. To me it was the superior underdog. So I'm creating GameMinder as a kind of tribute.
What's left to do
I'm currently struggling with understanding how to work with arrays of records in Pascal. Unfortunately it seems to be a lot more fiddley than the modern languages that I'm used to!
Once that's out the way, I need to implement the scanning of the file system to find the files in each game directory that will hold information about that game. These will need to be manually maintained and will contain simple text meta data about each game.
With that in place it'll really just be continued refinement of the UI to offer features such as
Ordering of games (Name, release year, most popular)
Playtime statistics (How many times played each game, when last played)
Help (List keyboard commands)
Editor (Setup meta data for each game)
I'll also make the full source code available so that others can extend, improve or just learn from what I've done.
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fridge-reviews · 3 years
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Horizon Zero Dawn: Complete Edition
Developer: Guerrilla Games Publisher: PlayStation Mobile Rrp: £39.99 (Gog.com, Humblebundle, Steam and Epic) Released: 28th February 2017 (PlayStation 4 release) 7th August 2020 (PC Release) Available on: Gog.com, Humblebundle, Steam and Epic Played Using: An Xbox One Control Pad Approximate game length: 40 Hours Console exclusivity, I could write a whole essay on the good and ills of console exclusivity. Generally speaking I'm against titles being exclusive, be they console or digital store. Its just a way to force people into a ecosystem by holding a title (or set of titles) to ransom. I have a slightly more lenient attitude to 'timed exclusives' because at least they eventually become accessible to everyone. Horizon Zero Dawn is an open world adventure game set long after an apocalypse of some kind has happened. At this point the world has regrown its flora and what's left of humanity has reverted to a more primitive way of life. However along with the new flora are machines that look a lot like animals. You play as Aloy, a young woman who was born an Outcast from her tribe. Early on in the game Aloy finds a device from the past called a Focus that allows her to analyse the machines that inhabit the world, along with many other functions that become apparent as you play.
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Originally Horizon Zero Dawn was exclusive to the Playstation 4 and I have to say I really hope that Sony release more of their exclusives. It only makes sense to release them to the PC after a few years, anyone who was going to buy the console and the game has already done so by now, releasing to PC just allows them to mop up some extra cash. Consider that it sold 716,000 copes in the first month of its PC release. This move could work very well for Sony as it introduces a whole new group of players to their various titles, and in the case of Horizon Zero Dawn it was released on PC just as the sequel was announced for the Playstation, which could very easily drive some extra sales of PS4 and PS5's just for that game alone. Unfortunately before I can go into all the things this game does right I have to cover its flaws, or at least the ones I've witnessed. The big one for me being that every time you start the game up it will begin to optimise it's shaders, this process took up to ten minutes each time I booted up the game on my system. You can choose to play the game so that it does this process in the background but I found that it caused it to run at an abysmal framerate (about ten to fifteen fps) which rendered the game virtually unplayable. However I did find a way to at least shorten the time it takes to only a few minutes, which was to run the game in admin mode. I only wish I knew why that worked for me as upon researching it not everyone had success with this method. Another, far smaller, issue was that the lip syncing for the character models was a bit off and no amount of graphical tinkering could fix that for me. Thankfully, as flaws go this one is something I can overlook when the rest of the game is just so gorgeous and fun to play.
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Now that we have that unpleasantness out of the way its time to cover what might be the most important part of an open world game, the world itself. I think that Horizon Zero Dawn might feature the largest number of biomes I've seen appear in the genre. Of course, the proximities of them all make no sense since you can travel from a desert into a verdant grassland and then into a frozen wasteland on foot within a day, so some suspension of disbelief is needed. That being said the world map is definitely on the large side. In fact I was curious as to how large so I ran from one side to the other in the most direct route possible. That journey took nearly 25 minutes at full sprint the whole way. I also have to say the Guerrilla Games have really excelled with creating such a beautiful world to roam around in. Even on my system that wasn't running the game at anywhere close to full graphical fidelity (prioritising framerate) it all looked absolutely stunning. Of course like any open world game there are an absolute ton of icons on the map screen, although many of them relate to where a specific herd of machines are located. Unlike other open world games the fast travel between campfires or settlements isn't free. Each time you utilise the fast travel mechanic a 'fast travel pack' is consumed. This might sound like the game is punishing the player for making use of the mechanic, and in a way it is, but this encourages the player to explore and travel the world on foot (or by riding a mount). Also these packs can be bought cheaply from any merchant, are easy to craft and can sometimes be found on human enemies. Later on in the game you can purchase an item that allows unlimited fast travel use, it's quite expensive but then by the time you reach the point to want to buy it it'll likely be easily within your budget.
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The majority of the time your main opponent in this game will be the various machines that wander the world. Most of these have the form of animals from the old world including some from the extremely distant past. It should be noted that even the smallest and weakest of the machines, the watcher, isn't a foe that you can take lightly even in the late game they can hit quite hard and be the cause of some major trouble and that's before they alert everyone about you being around. Every machine has at least one weak point, its just a matter of having the right weapon to take advantage of it. Shooting these not only damages the machine considerably but can also disable certain attacks it could perform. In addition to this, often you can search for the parts you shot off and salvage a component that just killing the machine is unlikely to give. One of the main things to remember is that Aloy is primarily a hunter and a tracker, not a warrior. She is at her best when she can ambush her prey at the right moment after studying its movements or at least strike at a critical weak spot. To aid with this Aloy can hide in tall grass to avoid detection, though this only goes so far if you miss a shot your target can work out where it came from and may even begin to attack the location.
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As you complete quests, do side missions and kill enemies you'll gain experience and thusly gain levels. Each level gives you a skill point that can be spent in the skills menu. There are a variety of skills you can spend these points on, ranging from ones that increase the damage your melee attacks do through to the ability to repair your mount. As I mentioned before machines once killed (or if a weak point is destroyed) will drop components. These components can be used to craft ammunition while in the field as well as be used as items for trade with merchants. Another thing that both machines and your human opponents will drop are metal shards, which act as currency. You can buy more weapons and armour as well as upgraded versions of existing items in shops. However, sometimes metal shards aren't enough and a resource such as an animal skin or a machine part is also needed to purchase an item. This becomes especially true for equipment the further into the game you go.
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It's very tempting to treat any open world game with a third person perspective like its an Assassin's Creed title, especially one that puts such a large emphasis on stealth. The thing is that unlike the Assassins Creed series you can't just clamber and climb anywhere, instead this game is more in-line with Tomb Raider where there are clearly marked places for you to climb, usually depicted with yellow in some way. Because this is the Complete Edition this game also comes with the Frozen Wilds DLC that introduces a new area. Unfortunately I have no idea how well integrated this DLC is into the game since I never played the game previously and to me the Banuk tribe felt like a natural inclusion rather than something tacked on. This new area is known as 'The Cut' and is much more challenging than the base game. I went in with a character who was ten levels higher than the 'suggested level' and was fully equipped and I still struggled. The one unfortunate issue that comes from this DLC is that once you complete it you should have some even better equipment than when you started. It sounds like an odd thing to say but having such equipment can and does make the base game feel much less challenging. Good thing you can crank the difficulty up whenever you feel like it.
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Once you complete the game you can play again on New Game Plus, this will give you all your equipment and skills from when you completed the game. This comes with the added benefit of being able to get 'adept' weapons that have more customisability and cosmetic items like face paints etc. This is the first game in a while where I didn't just finish the game but went out of my way to get all of the collectibles and complete every mission I could, and I did it all because I wanted to continue exploring the world.
If this appeals to you perhaps try;
Nier: Automata Tomb Raider The Witcher 3: Wild Hunt
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doubleddenden · 4 years
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I've been playing Pokémon Xenoverse and it's a very fun fan game. It's RPG Maker so I'm still trying to figure out how to make it run smoother (because in my experience RPG Maker games run the same on caveman pcs and monster truck quantum physics pcs) but the spirit and stuff presented is very cool.
It reuses the gym formula I'm tired of, but the rest of the game is made in a way that feels very refreshing, from starters to maps and plot. The starters especially are so unique compared to how it's usually done, and I've grown quite attached to my Shulong.
Fakemon design wise, it's all around decent. Not perfect, but it's got this odd authenticity to it that makes me say "yeah, that's not my taste, but it looks official". The designs that do land are GREAT. In addition, there's X Pokémon- basically fancy speak for regional variant, except these come from another dimension. You encounter them in very unique boss battle style scenarios and they have multiple health bars, AND are very powerful. Not to mention plot wise they are God damn scary. Setting forests on fire, ensnaring trainers in frozen traps, I actually felt a bit unnerved at one point, and each has unique art work that is very professionally made and looks great. My personal favorite is the fire type Elekid line. Currently I'm running Shulong, Electabuzz, Nunvil, Mylomute, and a bug motorcycle I'm forgetting atm.
The music is also phenomenal. It sounds very authentic yet refreshing at the same time. Team Dimension's theme and especially the Gym theme live in my head rental free. The characters also have really good designs, and other than one so far, they're very memorable (the water one especially. Oof)
Also, there's mystery gifts. Right now you can get a Shiny Totodile, a beta Igglybuff, and a special Masgot that has actually more than helped me out on a few occasions- it's a fakemon with various disguises like Heracross, Camerupt, Blastoise, and more. AND! There's an HM alternative system that works wonders.
That being said, the game has flaws. It's native to Italian, translated to English. It's better than nothing and 80% of the time it's passable, but it's not exactly A+ work. There's also issues with frame rate where it slows down or freezes a tad, which again seems to be an RPG Maker issue. In terms of new Pokémon, there's not quite as many as I'd like, and most have very bizarre evolution mechanics. Lastly, in X battles, there's a nasty habit of giving you some to fight, telling you it's not weak enough to catch, and then wasting a turn trying to throw a ball only to learn that you can't catch it because of story.
There's also an extra type that seems... weird. Sound. A lot of people say it should be a type, I'm of the opinion it's kinda pointless. It's not too difficult to grasp and the creator has a decent type match-up chart for it for if you don't want to do trial and error, and it's decent against certain types while giving Dragon and Electric advantages against it. That being said, some Pokémon are retconned to it and it doesn't really make much sense. Drowzee and Ekans for instance. Mechanically it's okay and doesn't take away my enjoyment of the game nor has it hindered me so far, but it's still irky to me as a concept.
I'm excited to play more of it though. It's fun and exciting, and a great placeholder until the next real game or next monster catcher comes out. It's got a lot of heart and soul in it, and even has an animated trailer and opening.
If you wanna play it, Google it. It's got a weird full real name, but I believe it's for the best since Nintendo hates their fans and would kill it very quickly if it wasn't.
8.5/10 for me
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bonetrader · 5 years
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Unusual RPG combinations
I like to tinker with mixing and matching rpg settings and systems. I will try to collect the ones I'm most fascinated with. I haven't found the opportunity to actually try any of these combinations, but I guess it doesn't hurt to put them out there in case someone finds any of them interesting.
Shadowrun redux
Setting: Shadowrun
System: Blades in the Dark
I adore Shadowrun. It takes all the bleakness of reality, amplifies it, but also mixes it with a lot of magic and wonder. And if you read the books selectively, even with hope.
But playing it can get convoluted, especially if your group is prone to overplan. And we know that plans always go sideways. There's no such thing as a milk run. Spending an hour on planning can be annoying in itself. But it's extra painful if it has to be thrown out the window in the first five minutes of execution.
Enter Blades in the Dark that instead of planning ahead encourages to use flashbacks on the spot to reveal how you prepared in advance to get past an obstacle. That makes pulling off daring heists a lot more easier for the players. Infiltration is way less stressful on the player if they can make up any forged backstory on the go, and do a flashback to make sure it's believable. There's still some minimal planning, but it's practically just setting the starting scene of the run. You don't have to specify anything beyond that.
The concept of crew from Blades also fits nicely with Shadowrun. It can tell the GM what kind of runs the players prefer, and gives the players the ability tospecialize their team. Blades was created for a different level of technology and magic. But it mainly focuses on the hierarchy of the criminal underground, and that translates easily even to a modern world. So I expect the same crews to work with Shadowrun, but more thematic options could be added to tie it closer to the sixth world.
The concept of hunting grounds should be reconsidered. In Blades it means a specific neighbourhood the characters are more familiar with and usually target. In Shadowrun it makes more sense to make it a specific scenery they usually operate in. For example it could be a specific megacorporation they often go up against, or a type of gang that's common in the sprawls they operate in.
Blades also offers a nice subsystem for handling reputation, growth, notoriety, and even stress and trauma between runs. Incorporating a specific vice for each PC also seems completely in line with Shadowrun's concept.
The biggest difference will be in character creation. Blades' system is more abstract than Shadowrun's. In Blades you have to pick a specific playbook for your character. I think that's OK. While Shadowrun allowed building characters skill by skill, it always encouraged working toward specific archetypes like face, rigger, or adept. Your playbook determines your starting stats, but you can still somewhat specialize it. Blades also allows crossing from a playbook to a new one, but that's long term character advancement.
Adding some elements of Shadowrun might not be trivial. Spirits could be more or less handled as the ghosts in Blades. But magic and technology would have to be specifically addressed. Some of it could be treated like fluff, making it mechanically irrelevant whether your efforts are more effective because of training, because of an implant, or because you are infusing them with magic. But at least mages, riggers and deckers would probably need their own playbooks.
Twisted Houses of the Drow
Setting: any fantasy setting with drows, but I have a specific campaign idea for Spelljammer
System: Houses of the Blooded
This is a re-skin of Houses of the Blooded. The ven and the drow have different values and cultures, but I think they share a similar style. Decadence and intrigue runs deep in their societies. I'd replace the virtues (attributes) of the original game with corresponding vices. And each vice would be linked to a drow god instead of the totem animals of the original game.
Instead of the romance mechanic there would be rivalry. It would work the same way, just with a different flavour. Drows could pick someone as a rival, driving each other to greater feats. Instead of creating art drows could develop schemes. Same as the art mechanic. The scheme could give a bonus to those it was shared with. Seasons, regions, holdings, and blessings would have to be reworked, but I think renaming them would be enough in most cases.
My campaign idea is for a group of drow renegades employed by the elven admiralty as covert agents. They would be sent for long term infiltration missions to places where surface elves are not welcome. Each of them would have an affiliation with a drow god as well, and each would have their own hidden agenda. It might even work if not all characters are drows. I could imagine one or two elf, half-elf, or shapeshifter mixed in.
If I ever got to it seasons of the campaign would include: Building up a career of piracy in space (remember, Spelljammer) to get on the good side of a notorious and elusive pirate king, and lead the elven navy to its hideout. Instead of holdings the players could manage trade routes they raid, and their ships. Another would be infiltrating a drow city to stop an invasion. I think this would be the closest to the original Houses game. And finally I'd drop them in a mission to arrive as inmates to Elfcatraz, the secret prison of the admiralty (named by one of my players) to find out who's really in control there.
Around Cerilia in 80 days
Setting: Birthright
System: Primetime adventures
This one is kind of cheating, because Primetime adventures is quite setting-independent. So I rather mean it's a better fit for the kind of stories I'd like to run in this setting.
Birthright's setting works on a comprehensible scale for me. Most fantasy worlds have gigantic continents with dozens of large countries. They are too large for me, and I end up with a vast countryside where everything's the same for weeks to go. But Birthright has a small continent, maybe more like a large island with five distinct cultural regions. And each of those regions have a dozen provinces, each province described with its own flavor. It's not complicated, but colorful.
I guess it was done this way to accomodate the strategy aspect of Birthright that was one of its main features. While the concept of ruling provinces sounds great, the setting really makes me want to have a game about just travelling through this world. Not with adventurers, but rather with tourists, merchants, travelers who are going there to see a foreign place, or do business with the locals, and not just to explore a dungeon that happens to be there.
Ever since I saw the Roman Mysteries TV series I've been particularly fascinated with the idea of having a bunch of kids as player characters who are brought along by one's aunt/uncle on business trips to foreign lands, and get into trouble there. For example a trip from a frontier barony to the capital city, traveling through the woods of wary elves, then sailing down the river, stopping in a few more interesting port. Or a journey to the magnificent kingdoms in the east, although there are many perils both natural, and man-made on the way.
Thinking in Primetime adventures terms each province or city could be a separate episode. And the peculiarities of the place could be used to decide which character's spotlight episode should happen there.
Even domains of awnshegh (people and animals infected by the power of a dead god of darkness, becoming "monsters") don't have to be off limits. Some of them were quite sociable, and even more ruled over people whose perspective could be interesting.
Crown of Wings
Setting: Council of Wyrms
System: Birthright's domain management
Council of Wyrms focuses on playing dragons from various clans who work together. Despite the central role of the council, and the politics between the dragon clans, Council of Wyrms didn't touch much on the actual politics and realm management. It was the same AD&D, just scaled up to dragon PCs.
But I think there's so much more potential in the setting. I could easily imagine dragons ruling the land, managing guilds, and churches, and building out ley line networks to cast spells affecting whole realms. So everything that Birthright's system offered.
The setting isn't fully fleshed out, but it lets us fill in the land with fantastic locations. Some cities and towns were mentioned at unusual places, full of various races. So players could run wild with ideas when they create their own domain. Should their be trade routes with a merfolk city, and underwater ley lines? Absolutely. Could there be a church based on promoting the halfling lifestyle? Why not?
And then there's the Council. Domain Power could determine the character's status in it. Regency Points, and Gold Bars could be used as bargaining chips.
But what should be its purpose? I have seen enough of the trope of warring factions who have to be unified against some common threat, maybe with a traitorous faction thrown in the mix. I mean it makes for a fine story, but I'm getting a little tired of it. This time I'd rather see a council as a way to trade, to exchange ideas, and to help everybody improve their own clan. It doesn't make for a strong narrative, but I think it's a more positive message overall.
I think the biggest restriction in the setting is that dragon clans are too homogenic. Like, each clan consists of just one kind of dragon. That doesn't help in putting together a game with diverse characters. The original game concept solved that by making the PCs agents of the Council who may come from various clans.
For a more political game we could introduce mixed clans. So the characters could be part of the same clan, while still coming from various places. Maybe they are outcasts or survivors who created their own clan. Or maybe their clan was open minded, and was located in a central place, so it naturally lead to it becoming more diverse.
Or we could say that they are from different clans, but their clans are neighbours and allies of each other. At least if you're like me, and you don't want to set the players up for PvP by putting them to opposing sides of a clan feud.
Custom Quest
Setting: Your long-running campaign
System: Fiasco
I think any campaign that went on for a while should be an easy source for creating a Fiasco playset for a one-time play. Fiasco is about nobodies trying to pull off something bigger than they are. It's about petty people, and half-baked ideas going wrong. And while that might still sound like your average adventurer party, here we know they can't win. They will be lucky if they don't end up in a lot worse situation they started in.
For convenience I will refer to the PCs of the original campaign as heroes. It's okay if they are not actual heroes. That happens pretty often. But they had the greatest influence on the campaign this one shot is based on, so we have to heavily rely on them.
So the player characters in this one-shot are probably just background noise in the original campaign. I think this is a great way to explore how the actions of the heroes might affect the common people in unexpected ways. Objects driving the character dynamics could be things the heroes brought back, created, or just used in a memorable moment. Maybe an artifact they sold off is making its rounds on the blackmarket, and someone sees an opportunity in it. Or evidence surfaced that could incriminate one of the heroes.
And it's not just Objects. Their shenanigans might have brought the unwanted attention of a powerful cult to the city. Or the local barkeep loathes the heroes because they trashed his place one too many times. And he's just looking for some idiots to exact his revenge. Really, just look for whomever the heroes might have ever slighted or aided to get a plethora of petty plots and strange driving forces in the community. This can give you the Needs and Relationships between the player characters.
Locations could be places well known by the players, preferably close to a place the heroes frequent. The heroes, and the more memorable NPCs could give some enjoyable cameos. And finally they could become part of the Tilt table to turn a bad situation worse in the middle of the game.
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