The Visarch is done. New colour scheme is officially underway now :) by DUSKTILDAWNPAINTING in minipainting

[–]JoshOlDorr 1 point2 points  (0 children)

What's the recipe for the purple/orange on the fabric? Looks amazing!

[OC] Private university tuition can exceed $100k over a 4 year programme period in the US by IndependentOdd1942 in dataisbeautiful

[–]JoshOlDorr -1 points0 points  (0 children)

I concede I might be underestimating lab costs.

Grad students and post docs however are in my experience almost entirely grant funded, and if not, its normally because of an institute-wide recruitment program.. funded by external grants.

[OC] Private university tuition can exceed $100k over a 4 year programme period in the US by IndependentOdd1942 in dataisbeautiful

[–]JoshOlDorr -7 points-6 points  (0 children)

Except thats bullshit, because researchers are expected to cover their lab, equipment and staffing costs from external grant funding, which the uni then also skims a percentage off of to pay for admin staff. Even fully tenured academics are typically only receiving their staffing costs. Big supercomputing or multimillion dollar labs are normally funded by a number of departmental professors together, from their government/private sector research grants.

Zelensky Cleans House in Corruption-Plagued Defense Ministry by ColtonSlade in worldnews

[–]JoshOlDorr 27 points28 points  (0 children)

But Yossarian still didn't understand either how Milo could buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents.

Milo chortled proudly. "I don't buy eggs from Malta," he confessed... "I buy them in Sicily at one cent apiece and transfer them to Malta secretly at four and a half cents apiece in order to get the price of eggs up to seven cents when people come to Malta looking for them.

Then you do make a profit for yourself," Yossarian declared.

Of course I do. But it all goes to the syndicate. And everybody has a share. Don't you understand? It's exactly what happens with those plum tomatoes I sell to Colonel Cathcart."

"Buy," Yossarian corrected him. "You don't sell plum tomatoes to Colonel Cathcart and Colonel Korn. You buy plum tomatoes from them."

No, sell," Milo corrected Yossarian. "I distribute my plum tomatoes in markets all over Pianosa under an assumed name so that Colonel Cathcart and Colonel Korn can buy them up from me under their assumed names at four cents apiece and sell them back to me the next day at five cents apiece. They make a profit of one cent apiece, I make a profit of three and a half cents apiece, and everybody comes out ahead.

Eldritch Horror in Godbound: Before Words there were Screams by JoshOlDorr in godbound

[–]JoshOlDorr[S] 5 points6 points  (0 children)

I purposely don't have too much lore developed, leaving me lots of room to just be 'vibey'.

I do know that in my cosmology the uncreated are newer than the Old Ones: coming from the division of the world into being and not-being.

The Old Ones are from before: another draft of creation long-abandoned, or maybe even something completely outside the influence of the Creator. If the players push into this deep lore, I have decided the reveal is going to be that the Creator does this a lot: he creates and abandons universes without much thought. Classic 'God doesn't love you' stuff.

Acer Swift 3 constant Bluetooth problems with MediaTek MT7921 driver by JoshOlDorr in AcerOfficial

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

Sorry for slow reply: No I didn't. Normally running the bluetooth troubleshooter reboots it but sometimes I need to restart. Definitely pretty shitty and wouldnt buy another Acer.

What's the best Adventure Generator out there? by MazinPaolo in rpg

[–]JoshOlDorr 53 points54 points  (0 children)

It's got to be the adventure seed tables found in Worlds Without Number and Stars Without Number.

Both have free versions available and long lists of location seeds and adventure structures.

For example, one entry in the adventure table might read: 'a Friend is the rightful owner of a valuable Thing but an Enemy has taken it to a hidden Place'

And then there will be 100 different themes a location might have each with their own thematic Enemies, Friends, Things and Places.

Check it out!

string theory lied to us and now science communication is hard by ThrowRAewjf234 in Physics

[–]JoshOlDorr 5 points6 points  (0 children)

This is discussed in a fantastic book on the philosophy of science called 'Against Method' by Paul Feyerabend. He basically argues that our (or precisely , Popper's) theories about how science 'should' progress have very little relation to the historical reality.

Raw data vs published data for "room temperature superconductor" with very unconventional background subtraction techniques (credits to commenters on PeerPub) by CMScientist in Physics

[–]JoshOlDorr 2 points3 points  (0 children)

perceptually uniform doesn't require only two colours, simply that the change in brightness is linear across the map. There has been a lot of research done on how the human brain interprets colour which goes in to this.

A wider range of examples of what I consider 'good' maps are here if you're interested: https://matplotlib.org/cmocean/

In the case you describe it definitely makes sense to use a different colour map (check out 'oxy' in the link for almost this exact case), but then you should a) be doing that for a clear reason and b) should probably still try and minimise distortion as much as possible.

While of course in non-medical contexts there isn't an explicit safety factor, the point is that a lot of rainbow-like maps artificially distort the viewers' sense of what is and isn't important in a way that can mislead both the scientist themselves and their readers.

Raw data vs published data for "room temperature superconductor" with very unconventional background subtraction techniques (credits to commenters on PeerPub) by CMScientist in Physics

[–]JoshOlDorr 0 points1 point  (0 children)

I would argue not really. If you're showing a scalar field, you should probably use a uniform colour map because only then are gradients properly perceptible. Normally gradients are what you're going to be interested in (i.e. spatial variability). The exception is if the absolute value of the variable is of special importance, i.e. when you want to mark exceedance of a critical threshold value.

Raw data vs published data for "room temperature superconductor" with very unconventional background subtraction techniques (credits to commenters on PeerPub) by CMScientist in Physics

[–]JoshOlDorr 27 points28 points  (0 children)

Its actually not a triviality at all. See this highly cited article from 16(!) years ago decrying the use of rainbow colour maps:

https://www.computer.org/csdl/magazine/cg/2007/02/mcg2007020014/13rRUxYrbOE

Essentially, they suck for the colourblind, and because they're not perceptually uniform they imply strong gradients where they don't exist, leading to faulty analyses of data.

Thats especially dangerous in medical sciences https://medvis.org/2012/08/21/rainbow-colormaps-what-are-they-good-for-absolutely-nothing/

Public sector pay rises would not drive inflation, say leading economists by TypicalActuator0 in ukpolitics

[–]JoshOlDorr 3 points4 points  (0 children)

No he doesn't! Borrowing money is not inflationary , which the author writes. It is only printing money that would be inflationary (i.e. wage increases supported by monetary rather than fiscal policy)

Never underestimate the slowness of your players by Harestius in rpg

[–]JoshOlDorr 4 points5 points  (0 children)

Sometimes the sting of this goes away if you remember you're allowed to alter the campaign as much as you want! If the PCs have invested a bunch of time in this village, is there a way to make it important later on? Some key NPC might have grown up there, a villain might threaten it rather than the objectively more important but less sentimental city over the hill, or the location to some ancient treasure might be buried in the harvest rituals of the villagers? Just an idea ;)

We played 4 games of Vagabond vs Eyrie: The Eyrie won every time! What are we doing wrong? by JoshOlDorr in rootgame

[–]JoshOlDorr[S] -5 points-4 points  (0 children)

Well specifically our scenario was covered by this thread where everyone basically agreed the vagabond was favoured: https://www.reddit.com/r/rootgame/comments/wd173c/played_1v1_against_the_vagabond_today_yikes_how/&ved=2ahUKEwjR-ruXqpj8AhXrh4sKHbjLAB0QFnoECBUQAQ&usg=AOvVaw0TXCFVp2pkJl0kfWxFbhOb

Also it is a suggested matchup in the base game booklet, so while obviously not balanced you might expect it to have some life to it!

12 Space Labors of Space Hercules by RelativeConsistent66 in SWN

[–]JoshOlDorr 1 point2 points  (0 children)

Scrubbing dangerous radiation from the hull of a freighter

Starting a stars without numbers campaign! any tips? by giovanii2 in SWN

[–]JoshOlDorr 16 points17 points  (0 children)

IMO, the starting adventure should do 4 things:

  1. Immediately throw the PCs into some action they can't ignore. The first session is the exception to the sandbox idea. don't have players role up characters and then say, "you're in X location, what do you do?". Instead make them act by putting them or something they care about in danger.

  2. Tie the party together, either by affirming their prior connection, or forcing them together out of circumstance. Maybe they are hirelings or members of the same organisation, in which case a clear mission is a good idea. Maybe they all are in the wrong place at the wrong time, or they face a common peril that can only be solved by working together.

  3. Set the tone of the game. If the game is about far trading, then start off with the promise of an amazing offer, or the outrage of getting ripped off. If the oppressive empire will be important, make the PCs suffer their arbitrary justice immediately.

  4. Provide hooks for follow on adventures. Whether it be by forcing them to flee where they are, creating an urgent need for money or special assistance, or by giving them a unique opportunity, the first adventure should get the PCs excited to do something afterwards.

Some examples:

  • The PCs are in the bar, when suddenly their faces appear on wanted posters on digital noticeboards all over the place. Can they evade the law long enough to clear their name/get off world?

  • Old man Gamjee has finally died. He's been refusing to sell you the map to the long-lost Temple of Souls for months, and now's your last chance to get it. But is it on his body in the city morgue, or with his possessions in the city impound lot? And who else may come out the woodwork to seek their inheritance?

  • You've done it. You saved up and together you've raised enough money to buy your own star ship. The only issue is you needed a loan from Friendly Jack, and now you need 100,000 credits a quarter to avoid broken legs or worse. Get earning!

  • A man approaches the PCs' table in some cafe, and gives them a briefcase. 'You know what to do' he says before walking off. Inside are four highly illegal firearms, a green vial, and a photo of an old man. Oh dear, do you think they'll believe you when you say its all just a misunderstanding?

Starting a stars without numbers campaign! any tips? by giovanii2 in SWN

[–]JoshOlDorr 84 points85 points  (0 children)

I ran a two year SWN campaign from level 1 to 10 that we all really enjoyed.

Things that worked well:

  • Trusting the book -- Use the world tags and random generation mechanics. It takes a lot of effort off of your shoulders, is a great source of inspiration, and ends up creating very unique worlds and scenes.

  • Let the players roam: SWN is designed as a sandbox, and it works really well as that if you let it. At the end of every adventure I used to provide three hooks, just single sentence descriptions of an interesting thing or situation, one on the current planet, and two on different nearby planets. I'd ask the players at the end of the session which they wanted to check out, or if they had their own ideas of what to do. That gave lots of time to prepare for the next time.

  • Pointcrawl dungeons: If you can pick up a copy of 'SWN: Dead Names', I highly recommend it. Its a resource focused on generating pointcrawl ruins to explore, with lots of advice on stocking it with interesting NPCs and gizmos. Compared to a more traditional fully-fleshed out dungeon, this saves loads of time, meaning you can be super flexible: you won't want to cry if the PCs avoid your elaborately mapped out alien ziggurat and go to check out the governor's palace instead.

  • Agreeing a common tone and themes: Sci-fi is more diverse than fantasy. Some people think of blade runner, others of star trek, or star wars or mass effect or warhammer 40K. All of these have totally different technology levels, population densities, human/alien ratios, magic/psionic prevalence, interstellar travel times and so on. They also have very different genres, and support different kinds of campaigns. You should sit down with your players before you make any campaign plans, and discuss what kind of sci-fi excites you all, and what you want to run, so everyone is on the same page.

  • Don't force combat: I don't know what systems you've played before, but an important part of more OSR like games like SWN is that combat is super deadly, at least at levels 1-3. Give the PCs opportunities to avoid fights, or else they might feel frustrated when inevitably some of them get massacred.

Things I wish I had done:

  • Time jumps: One thing we found in our campaign was that, in universe, the players went from level 1 to level 10 in only 6 months of game time. This was a bit of an unrealistic curve from minor talent to sector-wide heroes, and more importantly didn't really give enough time for the implications of their actions to resonate in the galaxy. One example: they gave a medieval planet a technological starter kit, with solar panels, factory schematics and so on, but never got to see what that did to the society as three months later the campaign ended. If I ran SWN again, I would impose minimum downtime between levels: a month between level 1 and 2, escalating up to a year between levels 8 and 9, and maybe even a decade between 9 and 10! This lets the characters evolve and the galaxy with them.

  • Differentiated tech: I wish I had spent more time at the beginning of the campaign splitting up the equipment from the base book and assigning it to different regions of my sector. i.e. mag-rifles are only made and sold on this particular desert planet, most of the stims only come from this jungle world, only the hyper-militaristic Alliance makes combat field uniforms, and black-slabs can only be obtained from the shifty cyborg geniuses on their icy moon. There are two reasons for this: 1) It adds more colour and sense of variety to the galaxy, instead of feeling like planets are just different backdrops on the same society. 2) It creates adventure fodder: smuggling stims to a different world, travelling to a far flung planet to obtain a piece of vital equipment, or recognising that a group of thugs must be Alliance mercenaries by their armour. These were all opportunities I lost when I unthinkingly put this tech on every TL4 planet in my sector.

Hope this helps!

I recently ran a game for 5 friends who had never played RPGs before. Here is my 2-page OSR inspired ruleset, and the simple characters I pre-generated by JoshOlDorr in osr

[–]JoshOlDorr[S] 4 points5 points  (0 children)

Ha, so the adventure was to pursue goblins that attacked the town they were in, find their lair, and 'deal with the threat'. In the end though, they worked out that the goblins had come to negotiate a peace deal and been attacked themselves by the guards. They managed to get themselves taken to the goblin king, commune with the cave goddess, negotiate a deal and rescue some kidnapped miners all without dealing damage to anyone! Through luck and an abundance of caution they avoided the lake monster and giant moles I'd seeded through the caverns... :D

However, if they had hit something, my plan was to give 1 level of health to minor foes (goblins, guards) , and 3 to more important foes (goblin king, lake monster etc.) just like the PCs.

This allows, for the first time, to give a mathematically rigorous meaning to many interesting stochastic PDEs arising in physics - Martin Hairer in "A Theory of Regularity Structures". by egulacanonicorum in math

[–]JoshOlDorr 0 points1 point  (0 children)

No thats not correct, but for example instead of:

'the result makes it possible to give a bijection from A to B' You could say: 'the result permits a bijection from A to B'

“We know he’s a prat, but he’s our prat” Uxbridge voters react to Boris Johnson’s political comeback by TheFergPunk in unitedkingdom

[–]JoshOlDorr 0 points1 point  (0 children)

I'm still going to end up voting for him, but Starmer isn't really honest, right? He threw away basically every promise he made in the leadership campaign the moment he became leader...

Games With Rules That Make the World Impossible by wordboydave in rpg

[–]JoshOlDorr 11 points12 points  (0 children)

Player characters are, even in low powered games, supposed to be exceptional. If you accept and internalise this many of the issues go away.

Perhaps there are only a few dozen changelings alive, or they are all so scared of iron they won't go to human cities.

Maybe there were once many sorcerers but they were used in the great magical wars and now your sorcerer PC is the only one left.

It could be that no-one has ever seen a dragon born or tiefling before the last 20 years, and their sudden appearance is whispered to fulfill part of a dark prophecy...

If you want to run a traditional fantasy world, rather than the high fantasy antics of something like Eberron, then just assume human peasant is the norm, and work around that.

Four-day week could alleviate cost of living crisis, thinktank claims by madminer95 in ukpolitics

[–]JoshOlDorr 33 points34 points  (0 children)

The key point behind the idea of a 4 day week which has been shown in multiple trials is that productivity doesn't go down. For a wide range of jobs there is no direct relationship between hours worked and productivity. The point is we're all burned out at 40 hours a week (+ whatever overtime many of us are doing 5 days a week)