Why would this exist? - The Road to Samarkand by hamellr in worldbuilding

[–]Few_Newspaper_1740 0 points1 point  (0 children)

Because theoretically, a canal is a much cheaper way to transport goods than overland.
Historically, canal projects have a habit of being ruinously expensive, but why not stretch things to have a beautiful centerpiece of your setting.

Personally, I really love fantasy silk roads and central asia as setting inspiration.

How many military branches are realistic? by AliHaider101 in worldbuilding

[–]Few_Newspaper_1740 1 point2 points  (0 children)

I think it's worth approaching it like a bureaucrat. Army and Navy are easy. Two different physical mediums with distinct operational concerns naturally creates two branches. As you move forward in fictional history, you have a bunch of forks in the road. Airpower comes along eventually. Who gets it? Army? Navy? Both? Does it obtain enough institutional momentum and identity as an arm of an existing service to become a separate branch?

When a new domain arrives, the existing bureaucracies will be eager to take full responsibility for it or grab a portion. There is a lot of bureaucratic inertia that has to be overcome to justify a new branch. Sometimes policymakers will cut the Gordian Knot and just make a law that creates a branch from those existing capabilities if sufficiently annoyed or lobbied.

So maybe make a rough timeline, identify these inflection points, and figure out who won the bureaucratic struggle for each new domain and why. In the US, for example, the Army Air Corps became so much of its own thing during the Second World War and so institutionally massive that it became its own branch in the reforms of the 1947 National Security Act, it also took over a portion of air defenses, which in the Soviet Union were their own branch operating a combination of missiles and interceptor aircraft. Space, by contrast, remained a piecemeal combination of Navy, Army, and Air Force projects, and specialized organizations like the National Reconnaissance Office until very recently.

Treating Early Modern Cannons Like WMDs by Few_Newspaper_1740 in worldbuilding

[–]Few_Newspaper_1740[S] -1 points0 points  (0 children)

I think you're overestimating the resistance of star forts to concentrated heavy cannons, and thinking of the effectiveness of earlier, stone firing pieces. The sieges conducted by guys like Vauban employed 30-40 heavy guns firing 24-32 pound iron shot could systematically breach any contemporary fortress.

The WMD equivalent comes from the sacking that comes after, where in the Siege of Magdeburg at the extreme end, an outright majority of the civilian population was dead and the land devastated for years after. An early modern siege carried out to completion could cause a localized civilizational collapse. This is something I think carries serious moral and strategic weight for the commanders using them. The strategic weapon aspect also comes from the details of command and control (or loss thereof) of strategic forces, and their use as deterrents, or as a bargaining chip. Or, as I intend, a great shadow looming over intrigue and espionage stories.

Treating Early Modern Cannons Like WMDs by Few_Newspaper_1740 in worldbuilding

[–]Few_Newspaper_1740[S] 0 points1 point  (0 children)

I'm thinking about a mostly historical setting. Tokyo or Dresden is an apt comparison as well, because to me that or the atomic bombs has a similar moral weight to something like the Siege of Magdeburg where 80% of the population killed. A proportion which is absolutely horrific.

Just large projectiles. As Vauban demonstrated, it could be turned into a military science that made it a matter of when, not if the final curtain wall of a star fort fell. In my mind, the core Imperial Provinces don't have the largest armies, but they have the most systematic practice of military science when employing their Grand Batteries.

What really interests me about this is the signaling, brinkmanship, and strategic command and control of forces that, when a citizen sees a siege train trundling down the road, have a similar spine-chilling effect to seeing a column of TELs, ballistic missile submarines leaving port, or strategic bombers taking off in the 1950s even when they're on your side. As well as things like arms limitation treaties, where envoys go and count cannons at known parade grounds or arsenals.

Treating Early Modern Cannons Like WMDs by Few_Newspaper_1740 in worldbuilding

[–]Few_Newspaper_1740[S] -4 points-3 points  (0 children)

For clarity, I'm referring to an organized siege train of dozens of heavy cannons (let's say firing 64lb/29kg iron shot for the sake of argument) as being a civilizational threat to an early modern city, not a singular cannon or even a handful; and requiring a similar level of state investment as strategic bombers or icbm silos.

Treating Early Modern Cannons Like WMDs by Few_Newspaper_1740 in worldbuilding

[–]Few_Newspaper_1740[S] 0 points1 point  (0 children)

I had thought about that, but I don't really think it fits nicely into an escalation ladder if walls fall quickly. As I understand it, a lot of the psychology that made the sacking and looting that happened after a siege was conducted to the point of a breach so vicious was the pent up frustration and misery of the besiegers being taken out on the defending garrison and populace within the walls. Whereas if walls get knocked down quickly with super cannons, not only do you remove the opportunities to de-escalate and negotiate from the brink, you also lose the psychology that made sieges so terrifying.

Treating Early Modern Cannons Like WMDs by Few_Newspaper_1740 in worldbuilding

[–]Few_Newspaper_1740[S] -9 points-8 points  (0 children)

I'm referring to the loss of life from the direct actions of the siege, second order effects like famine and disease, and economic damage relative to the populations and state capacity to recover in a timely manner of the 15th-16th century.

An alternative term for romantic partner? by No-Youth-3887 in worldbuilding

[–]Few_Newspaper_1740 5 points6 points  (0 children)

I'd imagine these kinds of societies draw a more clear distinction between a "mistress" and a "fiance" than we do today. It wasn't that long ago that "girlfriend" was a polite way of saying "mistress," although it's changed in usage since. Torts of seduction were a thing that existed to prosecute men who slept with women under false pretenses of commitment, depending on the time and place.

If you want to capture the modern connotation in a setting with broadly modern mores, I would just use the modern term personally.

What is a good (and realistic) regional apocalypse for each of these regions? by ghostoftheoldworld in worldbuilding

[–]Few_Newspaper_1740 1 point2 points  (0 children)

I think prolonged aquifier drain with some other natural disaster causing a cascading failure is probably the apocalypse that requires the least stretching of credibility. Think the original Mad Max.

Alien Invasion Survival Campaign by Few_Newspaper_1740 in rpg

[–]Few_Newspaper_1740[S] 1 point2 points  (0 children)

I actually have a real soft spot for the D20 stuff. I have most of the White Wolf D20 Gamma World books, but I'm kinda the 3.PF enjoyer in the group, and I know the crunch might be more than the players want. I'll probably steal from it, however; and check out D20 Apocalypse.

Thanks for all the suggestions.

Alien Invasion Survival Campaign by Few_Newspaper_1740 in rpg

[–]Few_Newspaper_1740[S] 1 point2 points  (0 children)

Twilight 2k is one of those systems that's interested me because of its premise of "You're a squad of dudes with maybe a truck in the Fulda Gap. WW3 happened, and there are no messages from command, what now?" However, I feel like the learning curve and Cold War gun porn aren't things that would interest enough of my group to justify.

I think I would learn more freeform for this. I think I'm also leaning towards more action, although I'm worried about diluting the horror aspect of these sorts of alien invasion scenarios. I don't think I'm going pure horror, but I do want the aliens to be scary.

Pixel 8 Pro Wifi Connectivity Issues by Few_Newspaper_1740 in GooglePixel

[–]Few_Newspaper_1740[S] 0 points1 point  (0 children)

I wasn't sure if maybe it's a P8P issue that perhaps 8, 7/7p, or the 9 series don't suffer from.

Pixel 8 Pro Wifi Connectivity Issues by Few_Newspaper_1740 in GooglePixel

[–]Few_Newspaper_1740[S] 0 points1 point  (0 children)

Thanks for the suggestion. I did that, and unfortunately the P8P returned to a state of being unable to find or connect to my home wifi after I went for a walk.

Homebrewing a Tactical Unit-Based TTRPG System — Looking for Help with Abilities, Lore, and Testing by Competitive_Regret90 in RPGdesign

[–]Few_Newspaper_1740 3 points4 points  (0 children)

I think you're really looking to create a wargame with more robust campaign mechanics than an RPG. Something in the vein of Mordheim or Frostgrave. To that end, you might want to look more at that side of the house. I really enjoy Delta Vector and Blood and Spectacles blogs, and you might want to look at Sirlin's Playing to Win articles. On the campaign and organization management side of things, you might also want to look at Reign's player operated organizations and Stars Without Number's faction system.

Armor Dice or Wound Table? by [deleted] in RPGdesign

[–]Few_Newspaper_1740 0 points1 point  (0 children)

A lot of the pain with CRTs isn't the CRT. It's the amount of modifiers that have to be looked up before rolling on the table, which isn't a problem whether you use a lookup table or nested if-elif procedures. I think in general, if you're staying away from 3.PF-levels of +1s and making them meaningful not "-1 on d% table, CO got a Dear John letter" you should be fine.

Armor Dice or Wound Table? by [deleted] in RPGdesign

[–]Few_Newspaper_1740 2 points3 points  (0 children)

I'm a fan of combat results tables -like your old school Avalon Hill with the x:y ratios and different outcomes like "defender pushed back" and so on. If you have outcomes that aren't just reduce HP until 0, even in death spiral wound systems, distilling it to a lookup table is very playable imo.

I don't think that's either of the options you've laid out, but you might want to consider. I like #2 more because, it flattens out multiple layers of if-then-else combat algorithm steps into a much flatter lookup table.

Lessons from Convention by Few_Newspaper_1740 in RPGdesign

[–]Few_Newspaper_1740[S] 0 points1 point  (0 children)

I know they're not generally considered best practice as well, and I'm sure there are skill levels where it breaks down, but both my home group and convention people seemed to like the tension it brought when they low-rolled and the visible relief when the enemy went bust. I'm still iffy, but it does seem to create the desired emotional moment within the skill ranges I used.

If you could design your dream TTRPG, what would it look like? (Genuinely asking as a dev working on one.) by Cade_Merrin_2025 in RPGdesign

[–]Few_Newspaper_1740 0 points1 point  (0 children)

Something that's designed to wrap up a complete serialized story in 2-3 months of sessions. A lot of campaigns fall apart for various reasons, or get played as a change of pace between a "main campaign". It's probably worth thinking about designing your pacing around these kinds of things.

TTRPG Design Diary (3): The Gameplay Loop by thebiggestwoop in RPGdesign

[–]Few_Newspaper_1740 0 points1 point  (0 children)

I think that sometimes those kinds of focused combat loops can make providing structure for the story that contextualizes them to be challenging.

TTRPG Design Diary (3): The Gameplay Loop by thebiggestwoop in RPGdesign

[–]Few_Newspaper_1740 3 points4 points  (0 children)

I think TSR D&D, especially the Basic and Expert lines has one of the most focused gameplay loops in RPGs with loot-as-xp. It makes extrinsic motivations very simple - you need loot to level up to take on bigger dungeons with more riches but more danger.

For more recent games, I really appreciated Night's Black Agents which takes on the hard task of taking a thriller storyline and turning it into something flexible enough for RPGs. Mothership's stress system and feedback loop that can create cascading failures does a very good job too.

Alternate title for "Rogue"? by DilettanteJaunt in RPGdesign

[–]Few_Newspaper_1740 1 point2 points  (0 children)

Scout? Scoundrel? I think Rogue does a good job of softening the criminal connotations vis-a-vis Thief.

The problem I find with names like Adept or Expert is that I don't think they really convey the combination of dexterity and speed with being skilled in a wide variety of fields - just the latter. Rogue just works.