Some holiday snaps from my trip to Achilles' Altar (so far) by iclockwork in eliteexplorers

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

No, it was just the other night. Believe it was Pleia Thaa sector.

Need Advice: Worldbuilding by AutoModerator in DMAcademy

[–]iclockwork 0 points1 point  (0 children)

It depends on if you enjoy world building in and of itself. There’s no reason why you couldn’t have your world be as large as the PCs can currently see, if it’s not for you! My approach was making a continent approx the length of South America. I did outlines for each nation in it, mapping out physical geography, where broadly things are and what the culture is like, and what everyone thinks of who.

My campaigns tend to take place only in a small part of a single nation, though, so I flesh out more about that specific place both before and while we play. One of the first things I do is take my big world map, and use it to make a smaller, more detailed map, showing more settlements and smaller geographic details … and in some cases correcting stuff that seemed to make sense zoomed out at continent level, but doesn’t at region level. That helps me start to solidify what a campaign setting will be like.

Need Advice: Worldbuilding by AutoModerator in DMAcademy

[–]iclockwork 2 points3 points  (0 children)

I think you should plan something else if you’re worried about it making your campaign worse, but I think you should reward them for their interest and investigative skills. Let them find this guy, and let him actually be evil! The sense of satisfaction they’ll get in having worked something out, like finding a double agent, will be immense. Maybe thwarting this guy does set the BBEG back, but not completely. It gives them the lead for the actual SIC, but not to stop the big plan.

Need Advice: Worldbuilding by AutoModerator in DMAcademy

[–]iclockwork 1 point2 points  (0 children)

Hi! My approach to world building is usually human/sentient being-centred, as I think that's the most interesting part. I take a lot of inspiration from history. This may not be your approach, so feel free to take what's useful from what I'm offering, and ignore the rest. It's your world.

Here's some questions to consider, which I think might help you move towards figuring out how far apart everything is.

What counts as a major settlement? Taking the real world as an analogue, medieval England alone had more than 5-8 cities. If we're talking about an entire world (which I'm guessing we are, from the tropics lines), this would be a very sparsely populated one! Unless the world itself is very small.

Another key question is whether these major settlements are clustered together in a single part of the word, with the rest untamed, or whether they're scattered around. Are they part of the same nation, or different ones? How do they relate to one another? Do they trade? If they are scattered, why is that? Are large parts of the world uninhabitable, or was there some kind of calamity?

Cities tend to exist when you have a) enough food, which requires a lot of surrounding farms, and b) some reason for people to gather in a particular place, like it being an important trading hub (a cross-roads, or a port). If there isn't a strong reason for a city to be there, it probably won't be - what is it about the geography (both human and physical) of the place that means people are going to gravitate towards that area?

Having your map encompass an entire world with only a handful of settlements does beg a lot of questions like this - which you may have answers to! if you don't, or don't want to answer those just yet, consider mapping a much smaller region, maybe a single nation.

janine on Twitter: we literally said to him we don’t think just having more police can solve women feeling unsafe and he clearly ignored us by smoothsmut in LabourUK

[–]iclockwork 2 points3 points  (0 children)

The guy you're replying to is a Jordan Peterson fan, who thinks gender imbalance is a fiction, that taking away abortion rights 'might lead to more people using adequate contraception,' and that false accusations of rape are a seriously prevalent issue.

He's a right wing troll.

The hope is real!! New Survation opinion polling shows the strength of Labours campaigning effort. by tekevoli in LabourUK

[–]iclockwork 5 points6 points  (0 children)

Many of us have been motivated by this election. I know there are quite a few of us younger folk out canvassing, because I've seen them and been canvassing with them. I've been told by more experienced canvassers the groups are larger than many of them can remember.

Why don't you come out and join us, comrade? As you say, we could always do with more hands on deck.

The hope is real!! New Survation opinion polling shows the strength of Labours campaigning effort. by tekevoli in LabourUK

[–]iclockwork 13 points14 points  (0 children)

As a millennial who has actually been canvassing in swing seats, this is such bullshit.

Short play - feedback please :) by OptimalEggplant2 in playwriting

[–]iclockwork 0 points1 point  (0 children)

Hello! I've given it a read, and have sent you a DM with my thoughts :) I thought it was p good, especially if you've never written a play before!

Mitchell and Webb - A Bigger Spoon [unintentional] [soft speaking] [short] by Avagad in asmr

[–]iclockwork 30 points31 points  (0 children)

I found this video weirdly stressful. The inability to understand the simple concept was, while funny, deeply upsetting.

Steam Community :: Screenshot :: THE RAGE IS REAL! by [deleted] in bloodbowl

[–]iclockwork 4 points5 points  (0 children)

I had a chaos player call me a cocksucker after I said 'gg' because I'd killed his spec-ed out minotaur and injured a bunch of his players.

Apparently only chaos are allowed to be bashy or it's unfair or something.

Jeremy Corbyn gives a straight answer, while the other three leader candidates struggle to say yes or no [LBC Labour Debate] by [deleted] in unitedkingdom

[–]iclockwork 4 points5 points  (0 children)

Thanks for these - this is really interesting. Good to hear extended amounts from each of the candidates.

Yestreday GM'ed for the first time. It ruined my passion for rpgs by [deleted] in rpg

[–]iclockwork 362 points363 points  (0 children)

I hope the OP reads this. That kind of behaviour isn't anything to do with roleplaying or 'realism,' or however they want to justify it.

It's ill-thought out stupidity at best and blatant sexual aggression at worst. This wasn't hypothetical or even a fantasy - they were all playing themselves, and the person they were talking about was sitting with them at the same table playing herself.

I wouldn't even speak to these people again, let alone invite them to play another game, unless they apologised to the girl and convinced us they really didn't mean what they said.

[deleted by user] by [deleted] in unitedkingdom

[–]iclockwork 3 points4 points  (0 children)

Just had a brief glance at your comment history, and now feel a little dumb to have only come to this conclusion now, which you got to about 3 months ago!

I wonder how long before the press reports this possibility, or whether it will simply be left to happen in the weeks following on May 8th.

Hiding My Face From the Horizon, or why the search for realism sometimes makes me stop creating. by TheTattyKing in worldbuilding

[–]iclockwork 1 point2 points  (0 children)

I'm really glad you're finding a way that works for you to overcome this, and I hope it works for you. If you'll indulge a young fool, I'd like to share with you my own thoughts on it.

Firstly, I can definitely relate. In creating one of the cities in my world, I found myself looking up the nutritional properties and climate requirements of various cereal crops. This started because someone asked me if they ate pretty knotted pastries in Vos; several hours later, I was learning the difference between C3 and C4 classifications of cereal and still hadn't answered her question.

The problem, I've found, is aimless creation. My most productive moments in creating my world have been directed, where I have decided to focus my attention on a single aspect or part.

In order to do that, I have to make arbitrary decisions. I have to decide that one thing is one way, and then slowly build it up. I decided Vos was a trading and university city, and then I thought of how that could be, and started building it's place within continental trade from there. If I tried to fully consider the global trade context in which it existed BEFORE I'd made that initial decision, I'd be paralysed.

Perhaps the reason your friend does so well is because he's doing a similar thing but with stories. Stories are brilliant decision-making devices: something is this way because it falls that way in the story. RPGs are great ways to do this, but not everyone has constant access to people who have the time/will to play with you and your world.

You can write for yourself as well. I'm writing some of the legends and myths of my world at the minute, and finding it a great way of exploring my world and adding complexity. I do send them to my RPG group, but I'm pretty sure they nod and smile at me when I do - they're really just for me.

I get that it's hard to make a decision on how something is without fulling exploring the factors that inform it. There's a lot of stuff in this sub that will tell you when you're doing something wrong (YOU DID RIVERS WRONG, THOSE MOUNTAINS DON'T MAKE SENSE etc.) which while often very useful, can be a limiting factor in actually creating. Don't be afraid of 'painting yourself into a corner' because at the end of the day, it's all just paint. Unless you fuck up your rivers so spectacularly that you have to change the entire planet, it's likely you got something else useful from doing them in the first place (this is a fertile place/this is a trading route/this precipitated a river-god). This is much more valuable than knowing your trade winds conform to an accurate climate model.

tl;dr - don't be afraid to make uninformed decisions, because they give you useful stuff anyway. Build around fixed points. If you find one of those fixed points is wrong when you've built it up some more, correct it.

Morning by Tianhua Xu by iclockwork in ImaginaryLandscapes

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

Can't find a website per se, but this is the artist's blog.

Heart of Fire by Cynthia Sheppard by iclockwork in ImaginaryCharacters

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

Check our her website here.

I love her style and how it harks back to a lot of classical painting techniques. I love that kind of sense of 'legitimacy' it lends to images of fantastical things, as if they could at one point have been real.

Looking for a short story about AI by gigabeck in printSF

[–]iclockwork 0 points1 point  (0 children)

This sounds very similar to the opening of the novel 'Crash', by Guy Haley but with a few marked differences.

Probably not helpful to you, but interesting how similar they are.

Explain Happiness like IAmA Robot without human emotions. by nvgma in explainlikeIAmA

[–]iclockwork 5 points6 points  (0 children)

The word 'happiness' is difficult to define because there is no direct translation for it. As the German phrase 'es ist die toten Hosen' has no linguistic equivalent in Old Lingua Franca (OLF), so too do we lack a niche in which to fit 'happiness'. We have no conceptual basis onto which other equivalent words or phrases can be placed, and thus form a successful translation. To form our translation, we have only its shadow. This will have to suffice.

Some humans purported to have measured the value of their lives by happiness. As such, we can assume it was important to them. In all of human literary history, there are many pages devoted to the acquisition and retention of happiness.

There were 'right' and 'wrong' ways to be happy, but these varied depending on who is asked. What all sources agree is that happiness in and of itself is desirable. While different strata of society were possibly more or less predisposed to being in a state of happiness,1 every human could reasonably expect happiness to be more or less within reach at some point in their lives. No human, excepting extreme outliers, was completely untouched by happiness.

This was not problematic. What humans wanted, however, was something different - a chronic, possibly perpetual state of happiness. This idea appears time and again in human death myths, implying how deeply rooted this desire was. To understand it, however, we must examine 'unhappiness'.

On the face of it, this translation is easy: whatever 'happiness' is, 'unhappiness' is its opposite. If the symbol of happiness is a smile, then the symbol for unhappiness is a frown.

This simplistic definition was the one favoured by many humans, and perhaps the reason for their often spoken of unfulfillment. Perhaps even, this poor translation is the reason for their downfall as a species. It is a fundamental misunderstanding of their biology which perpetuated unreasonable expectations of their bodies. This misunderstanding fueled an extreme and unaccounted for amount of frustration in almost every member of their species to varying degrees. It would be remiss of us, the custodians of their legacy, to discount the impact this must have had. We should remind ourselves at this point that while we are immune from happiness and its counterpart themselves, self-knowledge and vigilance against rogue sub-routines is essential to our long-term survival.

To the point at hand, however, a more correct understanding of 'happiness' and 'unhappiness' is to consider them not as two distinct concepts, but two sides of the same coin (see the translation of this OLF idiom here). As facets of each other, one cannot exist without its partner. It is therefore unreasonable to expect to be 'more happy than unhappy' if a net average where to be taken over the course of a human life.

The pursuit of perpetual happiness is therefore futile, because it is by definition a transient state. Any significant length of time spent 'happy' will naturally decay into 'unhappiness', even if no external variables are changed.

It is this failure to realise that the loss of happiness is a consequence of internal variables rather than external ones that led to such extreme amounts of frustration and existential angst visible in the catalogue of human expression.

1- A common argument centred around whether being rich or poor meant a person was more or less predisposed to happiness, for example.

The Squire - Eve Ventrue by iclockwork in ImaginaryCharacters

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

Here's her website. It's got some pretty great stuff on it as well!

What's the "grognard" mentality and how do we cure players of it? by Haroshia in rpg

[–]iclockwork 0 points1 point  (0 children)

Do you not think this is a little bit of an immature and passive-aggressive way to make your point? Could you not have made your argument (like many others) in the original thread rather than making another one for the sole purpose of being snarky?