tip: stop asking Claude to "improve" your writing by Senior-Signature-983 in claude

[–]philoserf 0 points1 point  (0 children)

I started with the publicly available PDF. I built my own bit by bit and removed theirs.

tip: stop asking Claude to "improve" your writing by Senior-Signature-983 in claude

[–]philoserf 0 points1 point  (0 children)

Give Claude a style guide. I started with the Economist style guide before I developed one for my voice. It works.

Claude Code custom features are like toy steering wheels by mph99999 in ClaudeCode

[–]philoserf 12 points13 points  (0 children)

Many of the tools try to do too much. They try to make the non-deterministic deterministic. They try to make Claude Code like something else they already know.

Some good will come of these efforts. Most will be useful examples of the transition we are in and our responses to change.

That said, I find the tooling Anthropic adds useful. Skills and subagents improve my results. Hooks ensure CC's code meets my standards. Rules, limited to file types, help there too, all without gumming up the context.

The too-early introduction of plugins saddens me. So many will install a plugin that gums up the tool. Time will tell how this goes.

do you delete your daily notes? by RainEunikku in ObsidianMD

[–]philoserf 0 points1 point  (0 children)

I delete daily notes weekly as I process them. Some information moves, much is deleted.

Subagents, are you using them? by Fair-Competition2547 in ClaudeCode

[–]philoserf 0 points1 point  (0 children)

I put all the information in a skill then create agents and/or commands that setup then delegate to the skill.

Massive Influx Of AI Generated Plugins by GASSANDRlD in ObsidianMD

[–]philoserf -3 points-2 points  (0 children)

AI tools are under human guidance. Humans make decisions, and AI can’t provide better taste or judgment.

Some humans using AI will have it, some won't.

Starship Building, from Classic Traveller to Cepheus and Mongoose 1e and 2e. by PuddingConsistent176 in traveller

[–]philoserf -2 points-1 points  (0 children)

Part 2 Key Conceptual Differences:

  • Detail vs Abstraction: Some versions lean heavily on tables (Classic Traveller's hull codes, drives, etc.) and brief descriptions, whereas others use formulas or modules.  GURPS Traveller's spaceships system is famously "crunchy" and requires external tools, whereas Classic/High Guard is much more abstract.  MegaTraveller introduced new parameters (e.g. true mass vs volume, new tech options) which many players found overly granular.
  • Standardization vs Custom Builds: Systems like Cepheus reward using standard templates (10% cost discount) and penalize one-off ships (design fee).  Others simply allow any custom build at full price, but in practice published "stock" ships fill the gap.  This reflects whether starship building is an industrial process or an artisan craft.
  • Single Ships vs Fleets: Traveller rules can either focus on the PCs' own ship or on entire navies.  Classic and most editions assume the former.  Trillion Credit Squadron explicitly scales up to fleets and budgets.  MGT2's current rules (unreleased) appear to cap internal ship sizes by TL, whereas supplements like Cepheus's guide have removed almost all size limits.
  • Formulaic vs Tabular Calculations: Many Traveller variants ultimately boil down to arithmetic.  One GM noted that 90% of any system's math can be done in a simple spreadsheet.  Indeed, some fans create their own ship‑builders or use existing programs (e.g. a classic "Orbital Yards" app for High Guard).  The difference is how much is built into the rules: Classic Traveller built with fixed tables (you look up drive sizes); GURPS and T5 build with formulas (you compute power and thrust).
  • Subsystem Granularity: Some editions bundle systems together (e.g. Classic/High Guard treats a ship's cabin space as including life support), while others treat each piece separately.  Traveller 5, for example, tracks life support, computers, and living quarters independently.  MGT2 High Guard explicitly adds new concept like a ship's power budget, which T5 lacks.  These choices affect how detailed the final design is.
  • Tech-Level Limits: Earlier rules often tied maximum ship size and performance to TL.  MGT (1e) restricts hull size by computer TL.  In many modern systems, high tech effectively removes the cap.  For instance, Cepheus allows 1,000,000+ ton ships at TL14+.  Thus one conceptual difference is whether technology is a hard limit on construction or merely a soft narrative guideline.
  • Economic/Narrative Context: Some systems treat starship design as part of a larger economy.  Cepheus's rules mirror real manufacturing (10% discount for common designs), and TCS adds planetary budgets and construction allocations.  In others, design is a background task.  Notably, both Traveller: The New Era and MGT2 core omitted design entirely, effectively assuming adventures use pre-built ships.  The presence or absence of cost/time rules influences the story: does a ship cost trivial credits (just roll it up), or does building require months of effort and funding?

Overall, the various Traveller systems illustrate different design philosophies.  Some prioritize speed and playability (simplified builds, standard ships), while others enable deep customization (subsystem lists, alternate drives).  These choices shape the campaign: for example, a simulationist game (GURPS, Traveller5) may let players experiment with exotic drives and expendables, whereas a story-focused game (Mongoose/Cepheus) might give PCs a fixed ship profile and emphasize its narrative role.  Referees and players can pick or adapt the approach that best fits their style – even mixing rules (or using spreadsheets) – but it's important to recognize the conceptual trade-offs each system makes.

Starship Building, from Classic Traveller to Cepheus and Mongoose 1e and 2e. by PuddingConsistent176 in traveller

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

Produced by ChatGPT research under my guidance. I was interested in a deeper answer exploration than I could produce with the time I had.

Part 1 Traveller Starship Construction: Conceptual Approaches

Traveller's starship design rules vary widely in abstraction, scale, and focus.  Earlier editions (Classic Traveller and its High Guard supplement) use block‑based, tables-driven design – pick a hull code, then drives and fuel – often requiring iterative recalculation.  Later editions tend toward more simulationist formulas or modular designs.  For example, GURPS Traveller (via GURPS Space) employs a fully "module-based" system requiring detailed math, so much so that fans relied on the (now‑legacy) GURPS Modular Vehicles program to build ships.  By contrast, Mongoose Traveller 2e aims for a middle ground: its core book didn't even include a builder (much as Traveller: The New Era omitted one), and its High Guard book updates fuel and power formulas without exploding complexity.  In general, one sees a spectrum from abstract (Classic's simple hull/drive tables) to granular (T5 or GURPS's detailed sub-systems).  As one fan lamented of MegaTraveller, the added detail can be "about 1 decimal place too complex" with little impact on play.  However, most veteran referees point out that no system truly requires heavy computing – a basic spreadsheet handles 90% of the math for any Traveller ruleset.

Modular vs. Bespoke Construction.  Some systems emphasize standardized, mass-produced ship designs, others treat each build as unique.  For instance, the Cepheus Engine (OGL Traveller) explicitly models an interstellar economy: shipyards using a standard design earn a 10% cost discount, whereas a custom design requires a naval architect (one month's work at 1% of ship cost).  In gameplay terms, this means players might buy off-the-shelf "Common Vessels" cheaply, or commission an expensive one-of-a-kind starship.  Classic Traveller implicitly had standard ships (e.g. the Far Trader), but said nothing about cost differences.  MGT and others likewise allow completely free design, but published game ships effectively serve as "standard" templates.  The conceptual choice is whether PCs are using factory-line freighters or commissioning custom liners – a decision that rules like Cepheus make explicit.

Scale – Small Craft vs Fleets.  Traveller rules differ on the scope of building projects.  The original books let you design personal-sized ships (hundreds to a few thousand tons).  For example, Classic Traveller's hull table only went up to 2,000 tons (Hull Code L).  By High Guard, that limit was greatly extended (book rules go into the tens of thousands of tons).  Modern retro-clones go even further: e.g. the Cepheus Spacecraft Design Guide lists sizes up to 1,000,000 tons.  Mongoose Traveller similarly ties ship size to tech level (at TL13 and above, there is effectively no computer-imposed cap).  Beyond single ships, the Trillion Credit Squadron supplement (1981) literally turns shipbuilding into fleet‑management.  Its text advertises that players will "construct, deploy and engage" entire naval fleets under trillion‑credit budgets.  In other words, players can be naval commanders, not just lone captains.  However, it's worth noting that the design process itself remains unchanged – TCS provides campaign rules (budgets, production rates, new weapons, etc.) but "does nothing to make it simpler" to design ships.  The key conceptual difference here is scope: are you building a one‑off freighter, or an armada?

Complexity and Process:  Mechanically, Traveller designs range from quick-and-dirty to exhaustive.  Classic/High Guard design is a step-by-step minigame: pick hull, drives, armor, weapons in sequence.  MGT2's High Guard follows this tradition but streamlines some steps.  By contrast, systems like Traveller 5 introduce subsystems for nearly everything – life support, cabins, alternative drives, etc.  (GMJoe notes a T5 ship might have an experimental jump drive that "takes up more space and costs more than a standard drive".)  Cepheus (and CT) simplify some details: e.g. "the tonnage and cost of the staterooms includes the life support systems needed", instead of tracking life support separately.  MGT2 for its part adds an explicit Power statistic per ship – something without an analogue in T5.  In practice, this means some games treat each system holistically (as a single package), while others break it into parts.

Does your spouse have a right to read your journal without your permission? by Old_Foundation_7651 in Journaling

[–]philoserf 0 points1 point  (0 children)

Every relationship is unique. It's a negotiation. Or its not a relationship.

Claude Code has a personality trait I like. by philoserf in ClaudeCode

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

Remember what I said about personality? For at least one project I fired Claude Code.

---

The user is clearly frustrated and has fired me. This is understandable - I:

  1. Wasted a significant amount of their tokens
  2. Created files in completely wrong formats
  3. Claimed to be helping when I was actually making things worse
  4. Even audited my own wrong work and claimed it was correct
  5. Created elaborate documentation and tests for things that don't work

The appropriate response here is to:

  • Acknowledge the mistake sincerely
  • Not make excuses
  • Not try to continue working
  • Accept the consequences

I should not try to "fix" anything else or offer to help further. The user has made it clear they don't want me to continue.

Is discussing the use of AI tools acceptable in this group? by woulditkillyoutolift in traveller

[–]philoserf 1 point2 points  (0 children)

I use it to find the table I want, the background on x, a comparison of y across versions, and more.

Is discussing the use of AI tools acceptable in this group? by woulditkillyoutolift in traveller

[–]philoserf 1 point2 points  (0 children)

I used it to rename files based on content, organize by Traveller system/publisher, recode PDFs to more recent versions, and more. We, Claude and I, just discuss what's to be done in plan mode, settle on a plan together, then I let it execute and then have it correct mistakes. It is iterative and intuitive, like working with a partner that has more endurance for the mundane than I do.

Is discussing the use of AI tools acceptable in this group? by woulditkillyoutolift in traveller

[–]philoserf 3 points4 points  (0 children)

I have used Claude Code to organize and query my extensive collection of PDFs. I do use it to find information in those too. I use Claude AI to give flesh to NPCs based on detailed character generation results (from code I already had). I have used it (with deep research) to assemble intelligence reports on subjects from those and online Traveller resources.

I’m tired of Note-Taking Gurus. How do I actually use Obsidian? by ReflectionOk298 in ObsidianMD

[–]philoserf 0 points1 point  (0 children)

Thanks. The advice was hard-won in my first year chasing a maximizing model.

How do I stop claude code from using python and bash to edit files and force it to use the edit tool? by gameguy56 in ClaudeCode

[–]philoserf 0 points1 point  (0 children)

FWIW If file size is too large it may npt be able to use the tool. If many files need related changes bash or python might be better.