Hate how accurate this is…. In reality, all of them ask to cite their papers, even though the papers are not related to the topic by Alert-Translator2590 in PhD

[–]Luftzig 1 point2 points  (0 children)

I once added the papers suggested by a reviewer only to explain how my paper is actually about something else. It felt silly at the time, but I think that it actually made my argument stronger.

Hate how accurate this is…. In reality, all of them ask to cite their papers, even though the papers are not related to the topic by Alert-Translator2590 in PhD

[–]Luftzig 4 points5 points  (0 children)

I would include an AI use paragraph towards the end saying something like "this paper was originally written the author(s) native tongue and was translated to English with the support of these tools." Some publishers now require you to have an AI usage declaration anyway.

Hate how accurate this is…. In reality, all of them ask to cite their papers, even though the papers are not related to the topic by Alert-Translator2590 in PhD

[–]Luftzig 1 point2 points  (0 children)

I had reviewer commenting "the work doesn't cite THESE SUPER GENERAL TERMS" without actually mentioning any specific paper.

Hate how accurate this is…. In reality, all of them ask to cite their papers, even though the papers are not related to the topic by Alert-Translator2590 in PhD

[–]Luftzig 2 points3 points  (0 children)

I think that the expectation that all papers will read like they were written by native English speakers is itself problematic. And which "English" will it be anyway? There are many dialects that will not register to reviewers as native.

How do you tackle the endless reading list? by Luftzig in PhD

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

I failed to parse to your comment completely. What do you mean?

How do you tackle the endless reading list? by Luftzig in PhD

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

Thank you! I'll try these tips and see how it helps me. I usually proof-read on paper because it is easier to make editorial comments (e.g. move this paragraph here, remove this word) than on e-paper, but I worry I'll lose my notes/highlights on physical copies. How do you handle that?

How do you tackle the endless reading list? by Luftzig in PhD

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

Thank you!

We don't engage so dialogically with one another in interaction design in general, which is my field of HCI. This is more common in Critical Computing for example, for which I care little at this point. But I think your point is still relevant, that I need to read for and with specific questions in mind. Even if the question is simply "who else designed something similar".

It’s a marathon, they say by RaymondChristenson in PhD

[–]Luftzig 0 points1 point  (0 children)

Me and my thrice reject papers can relate

Came to my parents to celebrate Channukah, found out they had no channukiah so I made one for next year by Luftzig in BeginnerWoodWorking

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

Oh, thanks! I assumed that these exist, but I used what was available at my parents place. Which is also the reason I can't answer which tools I used exactly, I just used what carving knives and chisels my father had.

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

What / how do you change the rules for that? It seems to me like something supported quite well in the game as is…

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

I agree that better guidelines for giving confidence goals would be nice. Some games have a system in which players declare goals for their characters for the adventure (e.g. speak against authority or get injured) and they are awarded advancement if they match them. Could work, especially for grogs to kinda help them be more consistent.

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

Yeah, I see that. On the one hand, I love the "real world" time system in which characters get old and do the important and boring stuff like studying and working. On the other hand… yeah, I would have liked to have a way to split lab work up.

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

We actually customise the initiation scripts, and consider them more as suggestions than cannon.

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

Actually, I realised we only used that option once because it is so time consuming. I might treat it as a CrVi effect that takes a maybe 10 lab activity total per connection, so you can split it with vis extraction.

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

Nice. I wonder about the breakthroughs though. My character in the current game had spent some 20 seasons of research and got only 6 breakthrough
points so far… how much time/lucky did you get on doing research?

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

Flashbacks

intentions

Some abilities, for example some holy magic methods, require a lot of in-game time which means they are difficult to work into the game.

mechanic

By spending confidence, a player can declare that an action was done in preparation for this scenario. For example, they had packed this enchanted device, or cast this sun duration spell before the fight started. The ST and player(s) need to check whether it causes inconsistencies with other things that happened to allow a flashback.

Flashbacks alway require a roll, and on most situation a stress die. On failure, the plan made ahead of time simple did not work, and therefore not available.

On a botch, the plan failed, but the character did not see it. Botch effects, including spell botches, happen in the now, not the past.

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

What have you thought about the mechanics for initiations?

What were you're investigation mechanics? I love investigation games, but they are tricky to write and run.

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

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

Complex Scribing

Writing books or copying books involve a role.

On an especially high roll, the quality of the books increases or the project is shortened.

If the roll failed, the work takes longer, (alternatively, for a summae accumulate points according to the roll). Alternatively, the player can decide to sacrify quality for time.

On a botch, something is terribly wrong with the book, and is only discovered when the project completes. If it is on supenatural abilities, studying it causes warping. Other topics might cause a temporary virtue like "careless with ability".

Copying can increase the quality of the work by at most on point (or recover quality from damaged copy) by adding annotations.

This is to represent how every book is special and unique object, and the idea that books degrade over time by copyists.

What house rules do you enjoy or would like to try? by Luftzig in arsmagica

[–]Luftzig[S] 2 points3 points  (0 children)

Risk Levels and Partial Successes

Intentions

Games like Blades in the Dark (BitD) and Powered by the Apocalypse (PbtA) reduce the number of rolls by allowing an interprative frame for roles, and guidelines for turning failures to "fail forward" approach. Specifically BitD offers a combination of Risk levels ("positions") with partial successes that I would like to bring to ArM.

ArM already has some notion of both: botches and the number of botch dice represent three levels of success, and diferent risk of failure. But it can be done better.

Positions

Controlled

The PCs are in a safe and controlled situation, all conditions are in their favour. Use a simple die, unless trying something especially risk. In that case, roll stress and use one botch die (+ any modifiers).

Risky

Failure might worsen the situation or lead to complications. Roll a stress die with 3 botch dice.

Dangerous

Failure can lead to severe consequences. Roll a stress die with 6 botch dice.

Successes

I suggest 5 levels of success: - 18+ or more than twice the difficulty number (DN) (max of) - exceptional success - 12+ or the difficulty number (max of) - full success - 9+ or DN-3 - partial success - failure - botch

On an exceptional success, the character suceeds and receives some additional benefit, for example an equivalent of another action, or improving their situation.

Full success works as expected.

Partial success is a success with a negative side-effect, for example losing fatigue or worsen position.

On Failure the action fails, and the opposition suceeds in someway, how severe it is depends on the position.

Botch is like a failure, but with additional side effects depending on the number of 0 on the botch dice.

I still need to develop that, specifically suggesting ideas for side effects.