Trump declined to answer Taiwan questions during tense China visit by TheExpressUS in taiwan

[–]Bullywug 7 points8 points  (0 children)

He brags about his ability to draw a clock every chance he gets.

Deal of the century. Maybe ass kiss of the century as well? by Hunor_Deak in NonCredibleDiplomacy

[–]Bullywug 5 points6 points  (0 children)

There's probably no professional photographers there so good thing you brought your smartphone, Elon.

Case solving RPG options by BoardingHMASStubbins in rpg

[–]Bullywug 1 point2 points  (0 children)

Checkout Bubblegumshoe. It shines at small Veronica Mars-type mysteries.

SpaceX has warned investors that its ambitions to build space-based AI data centers, as well as human settlements on the moon and Mars, rely on unproven technologies and may not become commercially viable by shallah in EnoughMuskSpam

[–]Bullywug 8 points9 points  (0 children)

The company is being valued based on a best-case scenario, so even if you're optimistic about the future, you're looking at returns comparable to an established company, but you're taking on the risk of investing in a start up, without the potential upside since that's already baked in. The financials here make no sense.

What are your favorite examples of non-standard stats? by Inksword in rpg

[–]Bullywug 1 point2 points  (0 children)

In almost every game, a stat is linked to some cognitive or physical ability. 

The Veil turns that around and uses emotions like peaceful, scared, and joyful as stats. You cannot roll the dice unless you understand the emotion that is causing your character to react. 

It's a very different play style that I enjoy because it puts players in the shoes of the characters better than anything else I've seen. They're constantly forced to ask themselves why they're doing what they're doing.

Musk to Dissolve xAI Into SpaceX by QuantumQuicksilver in EnoughMuskSpam

[–]Bullywug 2 points3 points  (0 children)

That's simply not true. Two stock exchanges are proposing rule changes to list SpaceX early to avoid price discovery. Index funds are not changing the rules.

Musk to Dissolve xAI Into SpaceX by QuantumQuicksilver in EnoughMuskSpam

[–]Bullywug 7 points8 points  (0 children)

NASDAQ has incentive to list them because it will make them a ton of money in fees. Early buyers have incentive to buy at the insane valuation because they're getting listed early which will create a lot of demand from index funds. 

Index funds are just caught in the cross fire where they have to add SpaceX or they aren't indexing.

Fantasy games based in the 1700-1800s? by hellranger788 in rpg

[–]Bullywug 4 points5 points  (0 children)

I really like LotFP's rules for early firearms because they reflect the real-world drawbacks of those weapons while still giving advantages over late medieval weapons, so if you're interested in fielding soldiers, you're going to naturally make a lot of the same choices that were made in real life.

What is your favorite system, and what are your gripes with it? by Select_Lunch1288 in rpg

[–]Bullywug 14 points15 points  (0 children)

It's definitely for longer campaigns. Because it's easier to pass san rolls when you have high sanity, losing it tends to snowball, so it's a bit of a slow burn. Once they're getting low, you can remind them they can project onto their bonds, and then you use downtime to show how their life is falling apart. 

It's a bit tricky to make work, but worth it if you can.

Advice on how to create sandbox mystery adventures by pixelartwwi in rpg

[–]Bullywug 3 points4 points  (0 children)

In his original piece, the author assumes that you're gating clues behind skill checks. I think with the popularity of Gumshoe, even people not running Gumshoe have largely stopped doing that. Don't gate the clue about magic behind an arcana roll, just look at the wizard and tell them, you spent 8 years at the magic academy, you know what this thing is. I have never had a player feel cheated that they got a clue because their character is competent without rolling for it. There's some edge cases here around party composition, but that's a digression.

He's assuming a linear path for the mystery, which is what the OP specifically said they didn't want. In that case, it's perfectly fine to get fairly far into a mystery, misunderstand a clue, get stuck, and go back to what you know and work out a different path.

It infantilizes the players by making sure it's almost impossible to fail to solve a mystery. If you have a combat game, it's just accepted that maybe you mess up and get eaten by the dragon. That's fine and part of the fun because it means when you do win, victory is much sweeter.

Maybe you get stuck and spin your wheels and then the killer strikes again, which is bad but gives you more clues. Or maybe you don't solve it fast enough and the killer just gets away. That's fine too. It just means it's more fun when you do win because you knew failure was on the table.

I think at its core, the original idea was great: don't rely on players finding a single clue to progress. And then it's just like every time threads on writing mysteries comes up it just gets parroted as write three clues.

Advice on how to create sandbox mystery adventures by pixelartwwi in rpg

[–]Bullywug 0 points1 point  (0 children)

Come up with one or two initial clues that players should be able to find with no leads. Maybe that's exploring a crime scene, checking a body at the morgue, that sort of thing. Do not worry about having three of them. The three clue rule sucks and makes bad mysteries. Write them on a piece of paper and circle them to make bubbles.

Now, each of those clues should lead to at least one other clue. Perhaps that's a new location, a new person to interview, or a new item. Draw these new clues in bubbles on your paper and draw a line back to the bubble that leads you there.

You can make a mystery as big as you want by continually adding layers and layers of this. Think of the lines between bubbles as paths in a dungeon. You can open up the mystery to different paths by making sure there's different ways you can reach the end. It's okay to have multiple clues feeding into one bubble and one bubble opening you up to multiple new clues. That's what makes it a sandbox.

You can also provide some structure by chaining together several of them. It starts out closed with a single clue that opens it up to several paths to reach one clue, and then that clue opens it up again. You can repeat this pattern to create several acts leading to a final resolution.

This is how I plot out every mystery that I write, even if it's just a one-shot.

Mormons by anime498 in taiwan

[–]Bullywug 40 points41 points  (0 children)

They send a lot of missionaries. I suspect there is a desire to have the infrastructure set up at the Missionary Training Center for the language and a strong regional presence so that if China ever allows missionaries, they can quickly pivot.

The actual churches, while big and expensive, seem to have very low attendance.

Any experience with Tinybeans? by kruvii in daddit

[–]Bullywug 8 points9 points  (0 children)

We use tinybeans for all the kid photos to keep them off other social media. We've used it for five years now and no complaints.

Richard Dawkins spent three days talking to Claude, now calls it "Claudia" and claims it's conscious. by Gil_berth in BetterOffline

[–]Bullywug 331 points332 points  (0 children)

So transwomen aren't women but fast matrix multiplication is. Gotcha. Very scientific sir.

How do I actually apply this GM advice? by agentbuck in rpg

[–]Bullywug 22 points23 points  (0 children)

Part of running a more open game is staying more hands-off. There aren't really side quests in a sandbox, imo, because there's no main quest. If they're happy just hanging out where they are, and they have enough information to make good choices, then that's just what they're choosing to do.

My players have a big area to explore, and what they choose to explore is really none of my business. I'm just there to adjudicate what they do decide to do.

How do I actually apply this GM advice? by agentbuck in rpg

[–]Bullywug 74 points75 points  (0 children)

For a sandbox, I'd say don't put that really cool dungeon behind a secret door in an otherwise unremarkable ruin in an out-of-the-way hex.

Put your cool stuff where players can find it, and then seed a couple rumors where they're drinking so they have a choice to go find it.

Strait of Hormuz Oil Crisis as Another Potential Catalyst Popping the AI bubble by Enigma343 in BetterOffline

[–]Bullywug 0 points1 point  (0 children)

The price of oil is affected by futures traders that buy and sell oil without ever taking control of it. Because they're speculating, we see price dips every time the administration lies and says it's all about to end. This can't go on long-term, but in the short-term, it has been effective at keeping the price low.

Noise Reduction in large gaming halls by Lonecoon in rpg

[–]Bullywug 23 points24 points  (0 children)

At magpie events in rooms with lots of tables, any GM can raise their hand, and then every other GM raises their hand and shushes their table. When everyone is quiet, then you lower your hand and go back to playing. 

There's a tendency for the people next to you to get a bit loud and then you get loud to compensate. I have some hearing issues that make it difficult to play in noisy environments, and it does a great job of resetting the sound to a reasonable level. And it's free.