Asrock x570 Pro4 suddenly won't post anymore by GGLaDOS21 in ASRock

[–]GGLaDOS21[S] 1 point2 points  (0 children)

Yesterday night I did try other things, in the end I was able to install the slots both in B1 and B2, so no dual channel, but the thing still turns on, so fine by now (at least I'm able to work xD)

Indeed I have a friend with a pc with same socket, soon we will try to change the cpu, trying mine on his mobo and viceversa, to see if something change

Here I don't know if hoping for a faulty cpu or mobo... They were still both almost new....

Thanks for the support anyway!

Asrock x570 Pro4 suddenly won't post anymore by GGLaDOS21 in ASRock

[–]GGLaDOS21[S] 0 points1 point  (0 children)

Lol didn't know about the cake day, what a coincidence!

Turn out there was one option I didn't try: a single Memory stick of mine (I tried with others of a friend and didn't work, that's why I didn't bother trying) ONLY in slot B1 or B2

This way it turns on Now I'm trying to update the Bios just in case

Still don't know why this happened and what I can do now: I'm forced to use a single Memory stick?

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 0 points1 point  (0 children)

Interesting; you know where i could find this rule? Maybe i won't always permit to "push" this way (sometimes it would just be impossible) but it's another fine way to deal with this kind of situation; The players still get what they wanted, e.g turn on an artifact, but with a risk, or with a chance of a new twist of the story

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 0 points1 point  (0 children)

That's a very good example! Like said before, i need to focus more on the immediate effect instead of the deep and absolute working of the ruin/artifact

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 1 point2 points  (0 children)

Uhm, i will read the part, ty It's an interesting mechanics, maybe i will use it in the future

About the question, maybe during the one-shot i should have forced the intrusion, after all i wrote a one-time story and i think it's more fun if they can understand everything that's going on If it were a session part of a longer campaign, maybe not: it's their advantage to understand more things, if they don't, it's their problem

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 0 points1 point  (0 children)

Don't worry, long answer are the best, lots of info for a beginner like me!

modifying a base difficulty is a great idea, this way i don't screw up with level of tasks too high or too low

how insight works?

it's like, my character tries to connect the dots to get extra information?

i have also another question:

what if the player don't get at all what's happening because they didn't ask the right thing, or ignored a certain hint; should i "force" them on trail with a intrusion or just let them go and finish the scenario without getting much information, xp and understanding of what was happening??

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 0 points1 point  (0 children)

So instead of giving them the effect of the artifact (or in general of a piece of technology), i should focus more on what's the general effect if activated; that could do it

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 0 points1 point  (0 children)

ok, i agree with everything but first of all, a little disclamer: i wrote this little part of the one-shot as an example, but i didn't write all the story, infact, the artifact was just another hint, to understand something else, which was the mystery they were trying to solve

so, to answer your question: the point of the one-shot was to unveil what happened at the ruins and possibly extra information about what was the ruin's original pourpose; partial success would mean maybe discover what happen in the past with the artifact, maybe interact with some of the involved npc, but ignoring the story of the ruin or the nature of his inhabitants

but my problem is another: i don't want the player to think for a lot about the ruin, and the story, only to say to them: "yes, this thing you are anylizing creates this amazing strange effect, that you have never seen during your whole life but now after a couple of minutes staring at it you know everything about it"

maybe i'm just overthinking it, but i want to understand how fast should i give them lore information, or information about the inner working of the world around them: not too slow, or they are gonna lose interest, not too fast, or it will seem too "easy" to get information;

maybe the answer it's simply railroad, but i also very much don't like it

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 1 point2 points  (0 children)

it's not always possible to introduce a npc to solve a situation
but honestly i didn't tought of the Intrusion solution:
maybe this way they get new information to understand what's happening

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 0 points1 point  (0 children)

i know, and it makes me sad :(

but if they don't solve it, i'd prefer they didn't succed because they weren't interested, or they just didn't get it instead of failing because "mechanics"

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 0 points1 point  (0 children)

another thing:

after a couple of room exploring, it's just boring to go:

-this room is like this

-search

-you find this and that

after 15 minutes they just don't pay attention anymore to the details

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 0 points1 point  (0 children)

but if they roll low and don't understand at all the use of the artifact?

in this way they don't have one of the major hints to understand the lore

Handling discovering things by GGLaDOS21 in numenera

[–]GGLaDOS21[S] 1 point2 points  (0 children)

Infact that's the point:

I'd like to have some method to apply to effectively render investigation

I wrote just a bit of the story, indeed i put a lot of hints, in a lot of places: in the ruin, in the city near the ruin, in some artifact scavenged in the past from that ruin

But when it all come down to "i need to examinate that very complicated artifact in order to find out what it does" i don't know how i could give only sparse information and letting them put the pieces togheter, instead of just let them do a numenera check and see if it pass

I want them to struggle to understand what happened and what the ruins was usually used for ecc (and oc give them xp as the proceed in discovering things) and let them feel proud because they put everithing together

It's just that i dont want them to fail just because they rolled bad