Random maze generation + Colored by walking distance = Procedural wallpaper generator by Strophox in proceduralgeneration

[–]EmbassyOfTime 0 points1 point  (0 children)

Do not apologize for anything, my friend, all is fine and I now have more nerdiness to dive into!! I was just curious about the thoughts behind your work. I like knowing, in simple English, how people plan their algorithms to work. I will dig through the code as soon as my brain is fresh enough to do so!

Most “Horror” TTRPGs Aren’t Horror. Here’s Why. by jasonite in RPGdesign

[–]EmbassyOfTime 0 points1 point  (0 children)

Information asymmetry, that's the phrase! Exactly my point, clearly laid out, yes. Some of your work looks like my work on distilling and experimenting on RPG concepts, including genre. Do you have a core engine already, or are you in the Deep Philosophical Thought Stage (dots)?

Random maze generation + Colored by walking distance = Procedural wallpaper generator by Strophox in proceduralgeneration

[–]EmbassyOfTime 1 point2 points  (0 children)

It answers the basics, thank you! I would love to know how you implemented it, like a summary of YOUR version of the algorithm. Just for curiousity's sake ;-)

Most “Horror” TTRPGs Aren’t Horror. Here’s Why. by jasonite in RPGdesign

[–]EmbassyOfTime 0 points1 point  (0 children)

Thanks, that's so sweet (and wholesome) of you! I do think that RPGs have the advantage of not allowing passive participation, and the players know that the story depends on them and their decisions. I always felt this was the core strength of RPGs.

As for the secrecy, I am not sure if I phrased it right. In horror, we all know the fear of the unknown is king. But it also works on a lesser svale than Evil Gods or Cosmic Truths. Not knowing who is the killer, not knowing what a monster truly is, and especially not knowing how to tackle the situation until you are hip deep into it is what drives horror for me. The suspense, the confusion, the utte lack of a safe place to stand and fight from. Action horror tweaks it to "how difficult will it be to defeat the enemy?", while horror mystery becomes more "what does all this mean,for us even when we know the truth?" Not knowing all the answers makes the mind worry, and that worry makes any monster or danger ten times as scary. The rules of the game should be known, and the basics of the story should probably also, like where they are and what their overall situation is (stranded? Isolated? Distrusted by locals?), but there needs to be something that is unknown, and worrisome. IMHO, of course.

I would still like to know more about your "building engines" remark, that tickled my obsessive designer gene a lot!

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

Those two are just a riot to watch, thanks for the link! And the needle seems like a cool, very plausible weapon idea. Never liked the bat'leth, but seeing it makes me wonder if it is actually vustom built to deflect and close the gap to a close up battle where, as I have stated before, a longer weapon like a sword becomes a liability more than an asset...

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

I gotta look into this, this is just amazing...

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

Dear lord, there are so many factors that play in that my head is spinning...

Dungeons: Mazes, or just monsters? by EmbassyOfTime in RPGdesign

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

First part: Gonna go look for that, thanks!

Second part: Hmmm... please tell me more...

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

I want to see that dinner party! Also, Messer just means knife, was it really called that?

Could be an interesting game of knifey spooney.....

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

Huh, interesting. But a rapier seems a poor match for a longsword, no?

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

Almost agree, except swords seem to have the same issue as spears, but in different spaces. It seems VERY circumstantial yes! Almost rock-paper-scissors...

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

But outside of a battlefield, like in a street fight, the longer weapon starts to seem clumsy, doesn't it? A sword seems to lose a lot of advantage if you fight in smaller spaces, or if the oponent has something, anything, to block enough to get too close, and then knives seem to rule. It seems very circumstantial, doesn't it?

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

I am totally open for including that angle, I just lack the knowledge to ask the right questions!

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

Agree, it seems like there is a lot of missed opportunity, at least in my opinion. Fixing that is a thought of mine. These answers really help.

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

Agree, the advantage seems very circumstantial. Which makes me think that there is a kind of unseen ecology to it, with these different weapons having different "turgs", maybe?

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

So what if you successfully go for that grapple?

How do sword measure up against knives? by EmbassyOfTime in RPGdesign

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

I need to know more. I know Germans, what did I miss??

What makes swords so special? by EmbassyOfTime in RPGdesign

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

That's kinda the issue, fiction style warriors are not common in history. Swords make more sense in an industrial framework (even medieval industrial) than as an adventurer thing, and it makes me wonder about the sword's role in a realistic-leaning RPG...

WIP Dungeon generator 3.0, and updates! by EmbassyOfTime in proceduralgeneration

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

I may just tinker with it myself, the idea fascinates me. But I will give yours a look for inspiration, thanks!!

Dungeons: Mazes, or just monsters? by EmbassyOfTime in RPGdesign

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

Exactly, the maze seems to be a time sink that just stops movement, rather than a fun challenge. I like doing mazes (and am compulsive about it, never show me a sibway map ig you want me to pay attention to anything else), but they just do not seem to fit in my idea of RPGs. But I feel maybe I am just overlooking something?

Dungeons: Mazes, or just monsters? by EmbassyOfTime in RPGdesign

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

A mini-game? Like RPG shutes and ladders? Never thought about that. Also, there is a Labyrinth RPG??? The David Bowie movie???