- Tab Content
- NichG's Activity
- About Me
- Post Areas
-
Older Activity
-
Yesterday, 12:35 PMI think there's a high risk of talking past each-other with this terminology. There are tables where the GM wants to tell their story, regardless...106 replies | 6103 view(s)
-
2024-03-15, 05:43 PMNichG replied to a thread I dunno which game engine to program in Python… ^_^’ in Mad Science and Grumpy TechnologyWell it's designed to make certain kinds of things very easy to do - back and forth dialogues with backgrounds and avatars and so on, you barely need...5 replies | 177 view(s)
-
2024-03-15, 01:17 PMI wonder how the discussion on cards would be different if we didn't assume a generous refresh mechanic at all. If you're out of cards, you just...106 replies | 6103 view(s)
-
2024-03-15, 12:59 PMNichG replied to a thread I dunno which game engine to program in Python… ^_^’ in Mad Science and Grumpy TechnologyYou can do 3d stuff in Ren'py. It uses OpenGL for its 2d rendering and has a general interface that lets you push arbitrary meshes and shaders into...5 replies | 177 view(s)
-
2024-03-14, 05:14 PMWith what I'm proposing, only the players would ever get to call for (themselves to) roll. Not all actions would require one, but something that does...106 replies | 6103 view(s)
-
2024-03-14, 01:21 PMSomewhere in this thread in the sub-discussion about luck we went from 'making the players choices meaningful' to 'making the dice meaningful', which...106 replies | 6103 view(s)
-
2024-03-14, 11:26 AMThat introduces a lot of onus on the GM to prop up the system, take an antagonistic stance towards what the players are trying to accomplish (e.g. it...106 replies | 6103 view(s)
-
2024-03-13, 09:49 PMThat was actually intentional to make cards lower than the average of the roll still be useful. So all your low cards are defensive and all your high...106 replies | 6103 view(s)
-
2024-03-13, 05:41 PMI've stayed away from the card-based thing because of the weirdness of 'intentionally burning cards' to trigger a refresh. But a hybrid system...106 replies | 6103 view(s)
-
2024-03-13, 12:44 PMXP as D&D treats it is at least partially a meta-game construct. So given that I think its fair to determine it via a meta-game thing - if a player...28 replies | 2179 view(s)
-
2024-03-13, 12:24 PMThis sort of thing is part of why I don't run diplomacy (or negotiations in general) by RAW in 3.5ed. There should be a space for people whose...12 replies | 1047 view(s)
-
2024-03-13, 11:11 AMThis is why my current design heartbreaker is coming up with a system where all rolls only exist to determine costs, and never themselves determine...106 replies | 6103 view(s)
-
2024-03-09, 07:39 PMWhat I'm pushing back against here is the tendency to focus on 'delta' coming from things like combats, failures, etc. There's nothing wrong with...106 replies | 6103 view(s)
-
2024-03-06, 12:35 PMIn all my recent campaigns there's always been at least one conversation of the form 'what does victory look like to us?'. The heroes can be...106 replies | 6103 view(s)
-
2024-03-05, 01:21 PMMy point is that intensifying the valence of a consequence has diminishing returns compared to enriching the space of possible consequences. Once...106 replies | 6103 view(s)
-
2024-03-05, 12:24 PMI don't agree that character death is what inherently makes things meaningful. I mean, if we're talking AD&D, I was in an AD&D campaign where one...106 replies | 6103 view(s)
-
2024-03-04, 12:27 AMNot exactly skill challenges, but just a scenario with decisions that have consequences, which may or may not involve skill rolls at all. E.g. it...19 replies | 1762 view(s)
-
2024-03-03, 02:36 PMI find ship/vehicular combat systems in general really hard to get right. I'm convinced the issue is largely that combat in general has a lot of time...19 replies | 1762 view(s)
-
2024-03-02, 01:52 PMBottlenecks make things harder. If you project the consequence of a set of decisions to win/lose or good/bad, you've got at most one bit worth of...106 replies | 6103 view(s)
-
2024-03-01, 09:48 PMI guess for me, it has to go a bit further - not just a delta, but an informed delta. Or maybe another way to look at it is, there are lots of...106 replies | 6103 view(s)
-
2024-03-01, 01:42 PMI think this branch of the conversation has been focusing too much on the 'hex' part versus on the 'crawl' part. A map with a hexagonal grid on it...35 replies | 22632 view(s)
-
2024-02-26, 02:34 AMNichG replied to a thread Trying to remember a piece of cellular automaton jargon in Mad Science and Grumpy TechnologyTotalistic means that it only cares about the count of cells in its neighborhood rather than their specific pattern. It doesn't have to do with...9 replies | 587 view(s)
-
2024-02-23, 09:52 PMI personally kind of like the idea of having the risk/reward of deciding how deep you can go into a wilderness (and manage to bring back the loot,...35 replies | 22632 view(s)
-
2024-02-23, 07:25 PMNichG replied to a thread Trying to remember a piece of cellular automaton jargon in Mad Science and Grumpy TechnologyAre you thinking of Markovian?9 replies | 587 view(s)
-
2024-02-22, 03:55 PMI think it works better if you think of it like specific Immediate Action types of reactive actions that already exist. So its not that you can roll...12 replies | 1928 view(s)
-
2024-02-22, 11:23 AMI run a superhero game this way basically, but there's the added wrinkle that 'actions' are extended courses of action and not just one-off things....12 replies | 1928 view(s)
-
2024-02-20, 11:40 AMNichG replied to a thread Why would a vacuum collapse event propagate in Mad Science and Grumpy TechnologyI would think that such a boundary would be like any other topological defect and would be effectively particle-like. E.g. it would have a rest mass...17 replies | 1512 view(s)
-
2024-02-18, 10:10 PMFiguring out the stakes would be the important thing. Is it a TPK if the monster catches them? That's not really going to work. Instead maybe...16 replies | 2102 view(s)
About NichG
Basic Information
About NichG
- Occupation:
- Physicist (and game-developer on the side)
Statistics
Total Posts
- Total Posts
- 9,378
- Posts Per Day
- 1.94
General Information
- Last Activity
- Today 02:10 AM
- Join Date
- 2010-12-16
Post Areas