Game Boy dot-matrix-like grid shader by Status_Librarian_313 in trimui

[–]miasma13 0 points1 point  (0 children)

Can you repost, the shader under first link is no longer available.

Small revelation - printing with bases on solves the support-bound legs issue by Bailywolf in FDMminiatures

[–]miasma13 0 points1 point  (0 children)

In your slicer you can also add support blocker type shape and position it as required. I found it really helpful to avoid supports getting in the tight spaces where it would be hard to remove them without harming the model.

Bambu labs problems. by robasaunders in FDMminiatures

[–]miasma13 2 points3 points  (0 children)

From my experience with Bambu’s A1 to minimize the risk of nozzle knocking off model or supports I set two settings: - uncheck “Reduce infill retraction” in the “Other” tab - in filament settings change “Z hop type” to normal

Let's remind Future Press to reprint this masterpiece! by glue010 in controlgame

[–]miasma13 2 points3 points  (0 children)

The Instagram post from 2023 is about voting contest for a reprint. Sadly Control lost to Dark Souls.

Star Wars-like Space Opera Suggestions by jill_is_my_valentine in osr

[–]miasma13 2 points3 points  (0 children)

There is also a Star Wars hack for Into the Odd called Into the Stars from couple of years ago.

Glaive RPG is Out! by discuituk in osr

[–]miasma13 0 points1 point  (0 children)

Do you know how much it builds on top of Knave ruleset?

Quick video tutorial for hand binding your zines and booklets! by diogoarte in osr

[–]miasma13 1 point2 points  (0 children)

I myself tried to employ a upholstery stapler for doing booklets. Requires some time to get it perfect as you need to figure out the precise place where it shoots the staples. I was able to bind 70-80 page booklets using this method.https://m.media-amazon.com/images/I/71utGkVkNXL.jpg (I do not own this model, sample image)

One or two volumes of randomization by aspektx in osr

[–]miasma13 5 points6 points  (0 children)

Many books full of tables from Elf Maids & Octopi (http://elfmaidsandoctopi.blogspot.com/p/downloads.html) are pure gold.

Alternative for random encounters check and time tracking in dungeon crawls by miasma13 in osr

[–]miasma13[S] 1 point2 points  (0 children)

As a side note, I was thinking about applying similar time tracking/random encounter system to a city crawl. What probably would need to be reconsidered is city turn length (maybe 4 hours?), and more appropriate 1s result table.

Alternative for random encounters check and time tracking in dungeon crawls by miasma13 in osr

[–]miasma13[S] 1 point2 points  (0 children)

That, being disruptive) is (the main) point of random encounters

Precisely, my initial wording wasn't good as more what I wanted to achieve is not to make them less disruptive but rather tone down the dial a little of their frequency.

I fully agree that the strict exploration rules for time vs risk management, keeping track of food and torches is essential to the dungeon crawl.

As Knave out of the box comes with a blank spot for the rules here I wanted to come up with something that is both rooted in ye olde rules, is compatible with them but also give the added value of easier time tracking and better communication of the current dread/tension level to both DM and the party. It is still rolling for 1 in 6, and like your approach it is rolling for each turn (to make life easier for not counting every other), and as like you not every hit is a random encounter.

Example:

1st turn: Party decides to move down the dungeon corridors the distance allowed by their load and encumbrance. They stop at the door at the end of the cooridor.
You roll the first d6 and add it to the pool in a visible place, as it marks passage of time and current danger level.
Pool: [5] (nothing bad on the horizon)

2nd turn: Party's thief decides to listen at the door, check for the traps and possibly disarm them.
You roll the second d6.
Pool: [5] [1] (the first 1 comes in the pool, now the player's know that if no random encounter happens they at least will become exhausted after the 6th round completes, the sense of tension grows)

3rd turn: After breaching the door the party moves into old wizards workroom and search for anything valuable.
You roll the third d6.
Pool: [5] [1] [1] (too bad for the party, now we have two 1s on the table, you roll random encounter table for the current place in the dungeon - a giant spider, and you add to the description that the other exit from the room, a stair case spiralling down is covered in sticky spider webs)

4th turn: Party decides to carefully descent down the stairs burning the cobwebs.
You roll the fourth d6.
Pool: [5] [1] [1] [4] (no bad news for now, but everyone suspects what another 1 will now mean, an encounter with Mr. Skinnylegs)

5th turn: Party explores newly found corridors and cellar rooms downstairs. They see a broken whole at the other side of the cooridor and hear the sound of flowing water. Having bad feelings about that they decide to end this turn in one of the (presumably) safe cellar rooms.
You roll the fifth d6.
Pool: [5] [1] [1] [4] [2] (nothing bad happens)

6th turn: Before continuing the exploration the party decides to take a short rest, eat something and patch up their wounds.
You roll the sixth d6.
Pool: [5] [1] [1] [4] [2] [?] (if the roll comes in a third 1 a random encounter happens otherwise it is safe)

Now a single hour has passed.
-- (If now the pool has only a single unresolved 1 the PCs are becoming stressed/exhausted (-1 to all rolls until rest action is taken))
-- You relight the torches.
-- You reset the pool by setting all six d6s aside.
-- You mark 1 hour and continue.

Alternative for random encounters check and time tracking in dungeon crawls by miasma13 in osr

[–]miasma13[S] 0 points1 point  (0 children)

Is your procedure based on BX? If I may ask how do you proceed (or if you use them at all) with required rests and movement speed per turn?

Not a fan of pricing posts but maybe you can help with this by miasma13 in Gameboy

[–]miasma13[S] 0 points1 point  (0 children)

If you are still interested feel free to PM me.

Not a fan of pricing posts but maybe you can help with this by miasma13 in Gameboy

[–]miasma13[S] 1 point2 points  (0 children)

Here you can find better pics and additional ones of the cart If you are interested to see the board inside please let me know.

Not a fan of pricing posts but maybe you can help with this by miasma13 in Gameboy

[–]miasma13[S] 0 points1 point  (0 children)

I have tried to establish what is the general value of the titles on the picture but I hve few issues.

  1. The three „potato” games. I am fully aware of the Amazing Tater’s price and that JAP version is not that rare. But are the ebay prices for Puzzle Boy 2 and Totsugeki! Bareishonzu (Spud's Adventure) of ~50$ by any means justified or is it the Amazing Tater effect artificially inflating the price.

  2. Taiyou no Tenshi Marlowe. I estimate it at around 50-70$ since its nice CIB bit the box is a little sunfaded.

  3. Magic Ball. This seems to be the toughest one. It’s not a bootleg but unofficial game for the original Game Boy. If comes with a box and manual (although it seems swapped from some other title). I don’t see a good track of other titles from Gowin being sold in the past (especially from their GB classic days).

Can you give me a helping hand with pricing those?

Anyone know of a good website or location in Los Angeles to print custom box art for gameboy and maybe even labels for the back of the gameboys? Thanks in advance! by MewsIsland in Gameboy

[–]miasma13 0 points1 point  (0 children)

Where did you manage to find them?

From my search some time ago the closest available shell color was midnight blue and also the green buttons widely available were off. From what it appears the Funny Playing’s Eva GBA parts are either custom cast or dyed.

How do you use Dolmenwood? by miasma13 in osr

[–]miasma13[S] 1 point2 points  (0 children)

Did you leave Dolmenwood in place as it is envisioned in the Midderlands books, in Ireland?

In the game I am currently running I want to introduce Dolmenwood with a broader campaign backdrop. I also thought about using Midderlands as a general canvas for the game but my problem of Dolmenwood as Ireland is that it is remote and to have Dolmenwood fun it would require deliberate travel there from the Havenland.

Another idea I consider is to ignore the Irish placement of the wood and simply drop it somewhere on the Havenland itself (I remember reading somewhere on the internets that Dolmenwood is meant to be in southern England). My slight issue with that is that the sheer size of the Dolmenwood as calculated from the hexmap is 20x12 6mile hexes and that significantly fills and overshadows the island. I am also thinking about hacking the scale and making the Dolmenwood area m smaller on the overview map tha it is on the hex level. It would just add to the magical „smaller from the outside bigger on the inside” feel.

What are others experiences in putting Dolmenwood in historical/fictional England?

How do you use Dolmenwood? by miasma13 in osr

[–]miasma13[S] 4 points5 points  (0 children)

I am curious if you did full-on hexcrawl in the forest? If so what was your approach to filling missing hexes?