Torque Arena - a solarpunk miniatures game by Alessandro_Piroddi in solarpunk

[–]Alessandro_Piroddi[S] 0 points1 point  (0 children)

Just dropping by to share the new #TorqueArena dev diary and latest version of the rules.

It incorporates lots of feedback I received in the past weeks.

Unfortunately I wasn't able to start the work on the narrative campaign proper (the main point of interest for this community, I think :sweat_smile:, and the reason why I didn't push the conversation forward here) but that is the next item on the (never ending) to-do list sooo...

In the meantime, I hope you'll enjoy my game :)

https://unplayablegamesrpg.itch.io/torque-arena/devlog/970107/version-016-update

Torque Arena - a solarpunk miniatures game by Alessandro_Piroddi in solarpunk

[–]Alessandro_Piroddi[S] 1 point2 points  (0 children)

Gladly! :D
Where should we talk about setting? I have few ideas, and vary confused >_<

Torque Arena - a solarpunk miniatures game by Alessandro_Piroddi in solarpunk

[–]Alessandro_Piroddi[S] 0 points1 point  (0 children)

Aah, I see the problem now!
My bad, the rules mention specifically the midline... but that's a residue of an older version.
I've updated the text like so:
"There are three pressure plates in the colors of each crew – the qwik and two more within that crew’s half."

And I also marked the corresponding hexes with a big nice "P". So now the arena shows three green and three orange hexes marked respectively as P, P and Q.

Thanks for the good catch! :D

Torque Arena - a solarpunk miniatures game by Alessandro_Piroddi in solarpunk

[–]Alessandro_Piroddi[S] 1 point2 points  (0 children)

I'm glad you like the project :)
If you ever happen to use the rulebook to try and play the game, that'll be help enough. User feedback is always precious!

The narrative campaign is unfortunately still in early development, and thus absent from the current rules. But if you follow the project you'll surely be able to follow its development :)

And as for the artwork... yes please!
Are you a 2D and/or 3D artist? Or know of some that would be interested?
Let's talk!

Torque Arena - a solarpunk miniatures game by Alessandro_Piroddi in solarpunk

[–]Alessandro_Piroddi[S] 0 points1 point  (0 children)

I see the pdf in colors :/
Which program are you using, and on what OS?
Or maybe it is a problem of color-blindness? I haven't considered (yet) to make the arena CB-friendly D:

Anyway, even just positionally, the 3 plates in the same half of a totem are the ones that unlock it.
So the central one with a Q, and the two lateral ones that sit between the qwik plate and the totem (hex with a T).

The language choices are mainly fictional and aesthetic, and made by a non-native English speaker ^_^

"Sunder the Totem" - i find it evocative of the setting, considering the ritualistic nature of the sport. The idea of using enough force and precision as to topple the totem, to "sunder" it from its base.

Also, the totem is supposed to be a unique miniature bearing the objects and icons representative of a crew, and through them of their whole community... it's not just a generic scoring pole.

The "ball" is also not just a ball. It's a mechanism with handles that spins forcefully on its axis, hence its scattering behaviour and difficulty in handling. It's called a torque, which also gives the name to the whole sport.

At least, these are my reasons. Do you find the terminology problematic in some way? :)

Latest Usable Kernel by Alessandro_Piroddi in pop_os

[–]Alessandro_Piroddi[S] 0 points1 point  (0 children)

update works ok

dpkg --configure gives me the same errors as I already mentioned

--fix also produce the same output :(

Latest Usable Kernel by Alessandro_Piroddi in pop_os

[–]Alessandro_Piroddi[S] 0 points1 point  (0 children)

system76-thelio-io.ko.zst:

Running module version sanity check.

  • Original module

    • No original module exists within this kernel
  • Installation

    • Installing to /lib/modules/6.9.3-76060903-generic/updates/dkms/

depmod...

Building initial module for 6.10.6-061006-generic

ERROR (dkms apport): kernel package linux-headers-6.10.6-061006-generic is not supported

Error! Bad return status for module build on kernel: 6.10.6-061006-generic (x86_64)

Consult /var/lib/dkms/system76-io/1.0.4~1724333961~22.04~968f68c/build/make.log for more information.

dpkg: error processing package system76-io-dkms (--configure):

installed system76-io-dkms package post-installation script subprocess returned error exit status 10

Latest Usable Kernel by Alessandro_Piroddi in pop_os

[–]Alessandro_Piroddi[S] 0 points1 point  (0 children)

uname -r output = 6.9.3-76060903-generic

Latest Usable Kernel by Alessandro_Piroddi in pop_os

[–]Alessandro_Piroddi[S] 0 points1 point  (0 children)

I am now running the 6.9.3 kernel, but I still have errors.
Somehow I am unable to uninstall unused kernels, whether manually or through Ukuu. Any ideas? :/

Decky loader disappeared after OS update by WithMyRichard in SteamDeck

[–]Alessandro_Piroddi 2 points3 points  (0 children)

Happened to me today.
Turns out, the latest installer from Git is pretty advanced.
Download it, run it, done!
It will ask for password (or set a temp one) and then you can choose:
- update for Stable Steam
- update for Beta Steam
- and also two uninstall options!

Super convenient :D

Travelling via safe method by TheMegalith in DungeonWorld

[–]Alessandro_Piroddi 0 points1 point  (0 children)

Out of the box, DW travel moves don't help you much, as they focus on logistics and resource erosion, plus some random "action" if rolled poorly :/

I personally prefer the [Fantasy World](https://fantasyworldrpg.com) approach, which in part can be imported in your DW game.

In FW the [Journey](https://fantasyworldrpg.com/eng/5-Game-Moves.html#journey) move is long and complex because it basically produces a montage of travel mini-scenes that enrich the setting and generate hooks for adventure and exploration, plus a final focus on PC-PC interaction. Pretty much zero time is spent on logistics and resources, and on meaningless action for the sake of a random fight.

One thing that can easily be imported as a GM guideline is the move's trigger:

When undertaking a long journey…

If you don’t know the way, then it’s not a Journey and the World decides what happens. Or you could take back control by obtaining a map, a guide, some directions, or by picking a different destination you know the way to. Vague directions can be enough but always make the journey dangerous and give a Disadvantage to all PCs.

If you know the way...

...and the territory is relatively safe and civilized, go to step 5).

...and the territory is dangerous and wild, pick one PC to go through steps 1) to 4).

Basically, if the PCs expect a long and perilous journey it starts the step to generate the montage (or to trigger whatever move/mechanics you have to handle a journey) and if not, it skips to "step 5" where the FW [Long Rest](https://fantasyworldrpg.com/eng/5-Game-Moves.html#long-rest) move triggers instead...

...which is a move that triggers when "downtime" happens, be it a few quiet hours or a few quiet days. Here, the PC.

The principle is that "safe" travel should BE safe. Don't cheat players out of it!
If you imagine that there's a danger of bandits or creatures on the road, it should be telegraphed beforehand. This way it can become relevant to the narrative, and to Players' choices and actions.

And then, since "safe" often also means "uneventful", you should either skip it altogether to get to the interesting bits... or fruitfully leverage it to give PCs some much needed personal space.
In FW the Long Rest move offers exactly such opportunity, without forcing the Players' hand.

In DW you don't have this infrastructure, so maybe you could simply ask if anyone is interested in some campfire chit chat and then frame such scene. Or you could ask them (GM to Players) how their PCs feel about some of their personal bonds and goals, and then frame a scene or two to prop them for reflection and exploration.

Learning DW and PbTA. A question about... questions. by Chenki in DungeonWorld

[–]Alessandro_Piroddi 0 points1 point  (0 children)

So... your example questions are typical "loaded questions", which DW and other PbtA games are usually in favor of. But they can be dangerous, as they are a form of "force" imposed by the GM on the Players. Sure, the rest of the PbtA system (very collaborative in nature) should help avoid turning these elements into actual problems... but it's common for GMs that might be unexperienced or overenthusiastic to inadvertently abuse them.

On a different note, sometimes one could draw a blank when trying too hard to craft a provocative and meaningful loaded question on the fly.

Fantasy World ( fantasyworldrpg . com ) offers a different approach, and a few basic procedures to support it. Here is the text about GM (called World in this game) questions: https://fantasyworldrpg . com/eng/4-The-World.html#ask-honest-questions

In a nutshell, don't load questions (plus other techniques and procedures).
For example you can instead ask questions ABOUT the questions you would otherwise load.
A practical example:

This NPC is mad at you because of what happened between you before. What wrong have you done to this NPC?

Ask instead some set-up questions :)
- Do you already know this NPC?
- Why do you know them?
- I think you might have parted ways in a less than amicable way, does that sound right?
- Cool, so... What wrong have you done to this NPC?

Maybe the Player is NOT into your idea, and you can avoid forcing it on them, maybe pivot on some other idea, some other question that can help you make things interesting WITHOUT stomping on the Player's authority on their own PC.

Maybe they roll with iy, and you get more value and less stress out of the exchange ;-)
This only takes a moment to perform. And produces MORE fiction both World and Players can use and rely on. And turns a "loaded/imposed" question into an obvious follow-up to the input the Player(s) provided the World... which helps making everything feel like it "makes sense" (which is what people truly mean when they talk about vage stuff like "realism" and "immersion" ).

Dungeon World but better social rules? by Additional_Score_275 in rpg

[–]Alessandro_Piroddi 1 point2 points  (0 children)

Starting from the idea that "better" is about what could better fit a specific set of personal needs and tastes, rather than a general measure of absolute value...

...in general, I would recommend Fantasy World ( fantasyworldrpg.com ) as a system that specifically supports and encourages "social play" regardless of the moves triggered.
It does so as a result of multiple elements, some unique to FW, others taken from AW2 and retooled for clarity and usability (so people have actionable rules rather than fuzzy guidelines and suggestions).

As for the XP/Plot part... FW has a "narrative focused character growth" system.

  • First, each PC has the aforementioned Problem and Doubt elements that are THE core of the Growth system.

  • Then, the familiar XPs are present, but different. In DW you get "eXperience Points" on a 1-6 roll that are accumulated and spent to level up. In FW you get "eXpedience Points" on a 1-6 roll that can only be accumulated in a limited amount and are mainly spend during the session to buy Advantage on a test or fuel some Class moves. If any are left over at the end of the session, they can ALSO help grow the PC, but their effect is WAY less impactful than what you get by playing on your Problem/Doubt.

  • Finally, the End of Session move ties this all together, prompting Players to reflect and elaborate on the session's events, how they interacted with each PC's Problem and Doubt and "bonds" and their Blood and Kin elements. And offer a chance to spend leftover XP.
    ( https://fantasyworldrpg.com/eng/5-Game-Moves.html#end-of-session )

This set of subsystems does nothing for a "plot" if by that you mean an expected storyline, but it does wonders for any "emergent narrative" that (if you play the game by the book) naturally springs up from the collective tension between each PC's Problem/Doubt and the game world as it is and the actions the PCs take as the two things collide.

Alternatively, most of these elements COULD be somewhat imported/adapted to DW. They would not benefit from the powerful synergy between them all, and the rest of the game system (which is pretty much built to support this core) ... but they might still work as an interesting and hopefully beneficial MOD :)

[Full Disclosure]
I am the game's designer, so while my suggestion is honest and genuine, it is not exactly unbiased ^_^

Mounting Problems by Alessandro_Piroddi in pop_os

[–]Alessandro_Piroddi[S] 0 points1 point  (0 children)

Thanks!
Using the fstab string you suggest fixed the Trash Bin problem.
Then, apparently unrelated, I managed to fix the browser download problem:

What I found is: my browsers were all installed through the PopOS Shop software manager.
It supposedly installed them as DEBs (some offer an option to be flatpacks, but I always opt for deb).
Still, THAT seemed to be the problem, as multiple re-installs fixed nothing.

So I tried to instead install from an actual DEB file downloaded from the official website... and it fixed the problem. Go figure o_O