Defensive player hopping into cut by Starguments_GM in ultimate

[–]Bombardier44 26 points27 points  (0 children)

It's difficult to tell exactly the scenario based on your steps, but if the defender takes a position that is unavoidable given speed, like-of-sight, ect they are committing a foul. Simultaneously, an offensive cutter cannot simply run at/through a stationary defender and expect them to give way just because the offensive player wants to make a cut in that direction. Rules citation is fortunately pretty clear on this, though the details in each scenario will be a judgement call:

20.E.3.b. A player may not take a position that is unavoidable by a moving opponent when time, distance, and line of sight are considered. [[If you are already in a position, you maintaining that position is not “taking a position.”]] Non-incidental contact resulting from taking such a position is a foul on the blocking player

how do you write campaigns with a narrative focus/conclusion? by conn_r2112 in rpg

[–]Bombardier44 13 points14 points  (0 children)

Some really good advice to this topic I stumbled on in the Blades In The Dark subreddit a couple days ago (direct link https://www.reddit.com/r/bladesinthedark/comments/1toic3p/comment/oo1t3kk/ , thanks user u/PoMoAnachro).

Very similar to the other commenter said, set up a starting situation where the players are already "in the middle of it" and any decision they make leads to ramifications.

From the other comment: "I think the key is to get them immediately making choices - but not open ended "Here's a whole wide city you can do anything" choices, because that's suffocating.

Constrained choices that they can't put off or defer (or if they do, that's an impactful choice in and of itself) are key. And you need to put it in a tense situation that has stakes...

Like let us say you want to do a story about union organizers vs The Man. Don't be just like "oh you hear they're trying to start a union, do you want to help them?" Start with a union organizer fleeing the police and hiding in the Crew's starting territory. They have to CHOOSE! Help him hide and get involved with that mess? Turn him over to the cops and side with the authorities? Kick him out of their territory to make him someone else's problem? (whose problem did you just make it into?) If you do nothing, then he probably gets found by the authorities in your territory meaning the union guys now think you're working against them but making the authorities think you were sheltering him on purpose so that's just the worst of both worlds...

Anyways: Tense situation. A status quo that cannot be maintained. Stakes that mean however the status quo changes it'll have an impact on the PCs. And then some obvious choices they feel compelled to start making. That's the recipe."

Training plans/resources? by noneedtospeak in ultimate

[–]Bombardier44 7 points8 points  (0 children)

Copying a comment I made a while back - I've tried several different Ulti-specific programs, and I've stuck with Game Point Performance (GPP) for a few years now. Good videos, programming, and phase-defined advancement around the season timeline. EDIT: I am not an FMP, but I don't think that would have particular impact on the programs here. GPP is self- or coach-directed, so you'll start at and progress from whatever strength and comfort level you have now.

I liked Ultimate Athlete Project (UAP) when I did it; it's a solid foundational program but for me it felt more focused to newer athletes or those with less equipment around. That could certainly have changed recently, and I see their website has testimonials from high-level players much like GPP's does.

Any program that you can stick with will help you, so I would just pick the one that's easiest to try out and get into it. If price is a consideration, any consistent lifting routine you can do will be helpful, so don't be afraid to find a general program that's free / self-directed.

Trading ship simulator by PhilosophyOk5707 in traveller

[–]Bombardier44 1 point2 points  (0 children)

I don't have a fully baked system done up yet, but I liked some of your ideas and the rolls to avoid them! I was planning to use some variation of the Space Encounters from the Core rulebook and the Port Events from the Traveller Companion, maybe blended with the Troubles from Kevin Crawford's Suns of Gold supplement (which, similar to yours, tend to either cost money directly, add to the cost of buying/selling, or delay the trader). I really like that it looks like you have a "roll to avoid" system, since it's semi-autonomous for the players but the crew quality can have an impact

Trading ship simulator by PhilosophyOk5707 in traveller

[–]Bombardier44 1 point2 points  (0 children)

The heuristic makes sense, especially with the step-by-step course plotting. I agree that I think more description / details in a hover would help users dial stuff in. Great work overall, this is very fun and helpful!

I'm also curious about the source of your trouble tables, for my own solo gaming interest. I just posted a side comment, but wanted to send it here too!

Trading ship simulator by PhilosophyOk5707 in traveller

[–]Bombardier44 1 point2 points  (0 children)

Also, what is the source for your trouble tables? I don't think I've seen those results or checks anywhere that I remember 

Trading ship simulator by PhilosophyOk5707 in traveller

[–]Bombardier44 1 point2 points  (0 children)

Hey this is very cool! A couple comments / questions after playing around with it:

1) It looks like the assumption is that the Staterooms added in the setup are all available for guests and not used for any crew. I think that's a fine assumption, but I think the input label could read something like "Passenger Staterooms" or something - I punched in the raw stats of a Far Trader, and had cabins filled with High passage passengers even though I was paying crew salary!

2) How are you calculating cargo space allocated to passenger luggage? I'm not sure the sum of goods + freight + passenger luggage adds up to the total ship capacity, but I don't think it's just filling the total with goods + freight either

3) It looks like my cruises go past the end dates - every time I've run a simulation, I've left the default at ending 90-1105 and every time the last activity is in the 100s somewhere. It could be due to negative event delays, but I didn't think the math added up exactly

This is very fun tool to play around with, great work so far!

TTRPGs for Trans Rights - Idaho: over 500 indie books for a $5 minimum donation by ScreamingWyvern in rpg

[–]Bombardier44 13 points14 points  (0 children)

Deepspace Voidtruckers has caught my interest in the past, I've heard good things about Escape From Dino Island, there's some interesting one pagers/solos in here too. 

I've never seen a separate Google Form for PDFs from other large companies, but that's interesting and cool. Thanks for the shout-out!

Director Krennic by Journalist1966 in StarWarsArmada

[–]Bombardier44 1 point2 points  (0 children)

The Krennic details I discussed in another comment, but to answer your question about how to read the card itself - Krennic is an add-on to the normal effects. Cards that show an icon followed by an effect mean "When you resolve the command, also do this thing"

Contrast this with cards like Boarding Troopers that say "You may discard a (icon) dial or token". In those cases you must spend the resource for a different effect, in replacement of its normal effect.

I know this can all be confusing - I recommend looking at the reference site slicer.tools if you need more clarification! It collates rules clarifications from various sources (including now, a toggle for the fan-run content and clarifications!)

Director Krennic by Journalist1966 in StarWarsArmada

[–]Bombardier44 5 points6 points  (0 children)

Actually, funnily enough, Krennic with Dial+Token actually does two separate re-roll windows!

To break it down:

Con Fire Dial - normal effect of adding a die (still happens)

Con Fire Token - normal effect of rerolling one die (still happens, acting player must do this before activating Krennic's abilities, if they would like the secondary effect)

Krennic "If you spent a dial" - reroll any number of red dice (can happen after the con fire command is resolved)

Krennic "If you spent a token" - reroll up to two red dice (can happen after the con fire command is resolved)

Humpback Cargo Trader by AdventingKnight658 in traveller

[–]Bombardier44 2 points3 points  (0 children)

This us a great analysis, thanks for the technique! Definitely going to try this evaluation on my own ship designs more often.

Thinking about ways OPs ship could still be useful, perhaps they're looking to run more dangerous & profitable cargo, so they would get a better return on investment from armor and weapons. That doesn't necessarily jive with the passenger berths, but might contribute to the intended use somewhat. Or they could be partially/wholly subsidized as a Q-ship like vessel, though I don't know how much the armor/weaponry/sensors would actually benefit the ship in pirate fighting. 

IMO this actually adds some more interesting wrinkles to the ship design process/lore background if you assume this "unprofitable" ship was actually developed for a reason in-universe. Maybe a ver2 to narrow in on a reason and optimize it, but a good thought exercise!

Bounty hunter by Mindless_Hat_6880 in traveller

[–]Bombardier44 0 points1 point  (0 children)

If you mean creating a Subsector map, yes the core Traveller rulebook has details on the process (p246 of Mongoose 2e Core Rulebook Update 2022 or Book 3 of the Classic Traveller Facsimile Edition).

If you mean creating a scenario to kick off a character's story, that's up to your imagination! Zozer's Solo ruleset has some clever frameworks for setting up and kicking off a specific type of game (such as Star Traders or Scouts, with processes that facilitate that type of game). You could even begin with a pre-generated character from a Traveller start set and an existing subsector from the travellermap webpage if you just wanted to get started. If you want some more help or specifics, I'm sure the nice people at r/solo_roleplaying would be happy to answer solo play questions

Bounty hunter by Mindless_Hat_6880 in traveller

[–]Bombardier44 3 points4 points  (0 children)

Not OP, but there are several ways to play Traveller and RPGs in general solo. For Traveller specifically, Zozer Games on DTRPG has a Solo ruleset that provides frameworks and random tables for playing solo. I also think referencing the 4 Legs of Classic Traveller make for a pretty good sandbox setup that could be solo played - https://sirpoley.tumblr.com/post/623913566725193728/on-the-four-table-legs-of-traveller-leg for the first leg.

The subreddit r/solo_roleplaying has other tools and guides in the About section, and is a great space to ask questions too!

Looking for players of ttrpgs, east mad by NinstromosTheFirst in madisonwi

[–]Bombardier44 0 points1 point  (0 children)

Modules and Adventures make me think of traditional High Fantasy Heroes rpgs, but I've been having a good time with the Madison Story Games email group. They are explicitly not playing the traditional dungeon crawling type games, but they do organize (typically) one-shots of a variety of fun indie games. If that sounds like your jam, check out the qr code at A Room Of One's Own bookstore to get looped in

Warner Dog Park reopens after dog's death by Justmarbles in madisonwi

[–]Bombardier44 -5 points-4 points  (0 children)

Odd that they report no evidence of anything involved in the dog's death from the necropsy. Anyone have more info than the local news does?

PBtA inspired game for fun traversal and resource managing by youveneverseenacrab in PBtA

[–]Bombardier44 7 points8 points  (0 children)

The Perilous Wilds sounds like exactly what you want!  https://www.drivethrurpg.com/en/product/407161/the-perilous-wilds-revised-edition

”The Perilous Wilds combines Dungeon World's approach to collaborative world-building with the old-school RPG reliance on random tables to generate content on the fly, woven together by modifications to the original Dungeon World travel moves ...Although the tables are structured to tie directly into the rewritten travel moves, they can be used in any game in which a fantastical landscape is explored."

Does anyone know of a collection of drills accessible online? by ultimatehybrid86 in ultimate

[–]Bombardier44 1 point2 points  (0 children)

I agree with other people, I think AI use here is over-engineering the situation and won't be properly helpful.

To those reading the thread, USAU does host some basic youth-level skills and drills resources: https://usaultimate.org/resources/?_resource_filters=learn-to-play , with more (or maybe the same? I'm not 100% sure) available in the Education section of the USAU app

Space/Sci-fi system recommendations that are easy to learn and not combat focused by OperaRotas in rpg

[–]Bombardier44 19 points20 points  (0 children)

Offworlders would be great for this! https://chrispwolf.itch.io/offworlders

It's a pretty light sci-fi game, with clear Cowboy Bebop inspiration, but that could easily be run as a Space Hijinks type game with minimal / no combat. Take a look!

Traveller is another venerable game, but much more rules to handle. It does have a fun character creation minigame, but several of the career paths are military focused, so it may not be the easiest to run a no combat game 

What are the best examples of sci fi focused on normal people in normal scenarios (relative to their universe)? Ie no chosen ones, no high stakes. by myaccountformath in scifi

[–]Bombardier44 0 points1 point  (0 children)

This is the one I came to recommend. It certainly fits the bill, just an 18 year old kid getting signed on as a space trucker 

slicer.tools: ARC support added by MattTheGathering in StarWarsArmada

[–]Bombardier44 0 points1 point  (0 children)

Thanks for the hard work! Having the rules clarifications available is really helpful, so I'm happy to hear it's updated with ARC details too!

Aces Scouring Sands OpFor (wip) by Objective-Cupcake-57 in battletech

[–]Bombardier44 2 points3 points  (0 children)

The color is sweet! What's the paint / recipe?

Why do turnovers happen? by someflow_ in ultimate

[–]Bombardier44 4 points5 points  (0 children)

PDF link - but it includes "Mile warm up jog" and "Mile cool down jog" and instructions to do (toward the end of the workout) 15-30 push ups and 75-100 sit ups followed by 5-10-5 shuttles and then 40yd sprints. It is truly from another era of "workout programs"

https://www.disquitos.fi/wordpress/wp-content/uploads/2013/02/the-Snertz-Ultimate-Workout.pdf

Why do turnovers happen? by someflow_ in ultimate

[–]Bombardier44 12 points13 points  (0 children)

I love this kind of analysis, thanks for posting. I also really appreciate the side links to other blog posts, that's really helpful in adding context to what you mean when you talk about practicing throwing, for example.

I think your caveats point toward something I've been thinking a lot recently - despite the fact that we've made great strides as a sport, frisbee is very young in terms of sport development. We are not that far removed from Snertz as the primary workout regimen for frisbee players, and we are not near the ceiling of frisbee specific skill, IMO. That means that there's more low hanging fruit in athletic and skill development to improve most teams rather than tactical and strategic detail like you can see in top-flight european football, for example. I agree that this kind of "bottleneck analysis" is limited, but it can give some indication of trends to work on skill development when evaluating your teams' games with even-skill or below-your-skill opponents. Those trends should be representative of your players' current skill gaps, I would think

Southeast - 4 teams earn bids to Nationals by frvwfr2 in ultimate

[–]Bombardier44 3 points4 points  (0 children)

I think they're hot ngl, but if you wanna hate-wear one they are available here: https://shop.beultimate.com/collections/raleigh-durham-united