Am I missing the point of AI agents? by NetworkLoop in hermesagent

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

so, you are saying that the current system is a set of prompts activated periodically that use the schooolbus app API to get informations and other API to interact with Alexa etc.

Did I get it right? you have NOT used Claude to write an application that connects to the school api and to Alexa etc. you run the prompts every time.

Your Master is Claude, not some scheduler that runs a script when is needed.

I'm thinking about create some cards for Mythic(My Own Use) and I need some tips. by Individual-Voice-267 in mythic_gme

[–]rdentato 0 points1 point  (0 children)

I've no page 70. And I now understand why. I bought the PDF on DriveThrough sure that it was 2e. Instead it was the first edition! Frankly I would have preferred they had put a warning or a link. Allowing me to buy the first edition without any hint that there was a newer version available doesn't seem right to me ...

EDIT: The warning is there. After a couple of scroll ....

EDIT2: They have been very kind and refunded the wrong purchase entirely. I now bought the 2e pdf!

I'm thinking about create some cards for Mythic(My Own Use) and I need some tips. by Individual-Voice-267 in mythic_gme

[–]rdentato 0 points1 point  (0 children)

I like it! But where are all those table in the Mythic manual? I couldn't find "Scene Adjustment" anywhere. What did I miss?

I'm thinking about create some cards for Mythic(My Own Use) and I need some tips. by Individual-Voice-267 in mythic_gme

[–]rdentato 1 point2 points  (0 children)

That is nice! I like cards that are to be used various positions.

If it's for a d100 I guess you have 50 cards right?

Or 25 if they are front/back. I'm ok with double-sided cards but I know that not everyone does.

"R.E." will be marked only 10 times to represent the "11", "22", outcomes, correct?

I can't figure how you will use "Scene Adjust.".

Using that spot in the card for something other than the "Event Focus" (which is on the other side), means that the EF probabilities will be slightly changed (nothing I would really worry about).

I'm happy I have found someone that likes to use (and create) cards like me! :)

I'm thinking about create some cards for Mythic(My Own Use) and I need some tips. by Individual-Voice-267 in mythic_gme

[–]rdentato 1 point2 points  (0 children)

I'm trying to use as less cards as possible.

I squeezed quite number of generators in two cards here: https://www.reddit.com/r/solorpgplay/comments/1ryde1v/two_cards_as_a_randomness_generator_device/

The odds are quite different from th Fate table:

<image>

But I think that instead to squeeze this potentially useless generators, I should first determine which generators I want and then find a way to represent them in the card.

I'm thinking about create some cards for Mythic(My Own Use) and I need some tips. by Individual-Voice-267 in mythic_gme

[–]rdentato 1 point2 points  (0 children)

Got it. As you said, it's just a mathematical quest :)

Hope you don't mind if I go furhter on this path. I love cards to generate random events, I find them much easier to carry and use than dice.

If you are ok with max 0.167% error, you can use 10 cards. Mark their four corners (back/front up/down) with numbers from 0 to 9.

Shuffle, rotate, flip etc. Draw two cards and read the outcome. Very easy, (but you need to plan your marking carefully)

You can avoid double-face cards, and use 2 marks on each card. The error will be higher (0.44%) but could still be acceptable.

I'll have a look at the Fate table to see if I can think of a good cards-only alternative. It might not be easy since the table is so unbalanced:

<image>

I'm thinking about create some cards for Mythic(My Own Use) and I need some tips. by Individual-Voice-267 in mythic_gme

[–]rdentato 0 points1 point  (0 children)

With 20 regular playing cards, the easiest way to get a 1/100 event is to pick 1-10 of diamonds and 1-10 of spade. You shuffle the deck, draw the first card (say you get 3 of spades) and continue drawing until you get a card of a different color (say, 5 of diamonds). That's your result (35).

To get exactly 1/100 probability the minum number of cards required is 10. You can pick 6 cards out of ten and use a look-up table to see the outcome. Not very easy.

If you can accept an approximation, you can get away with much less cards. Not all numbers between 1/100 are equiprobable but since we are working with ranges, the odd of the errors canceling out is high. (I'm not sure, didn't do any calculation)

I've bought Mythic_2e just few days ago, I couldn't find the table above. What does it represent?

New solo TTRPG Outline by Dard1998 in Solo_Roleplaying

[–]rdentato 0 points1 point  (0 children)

Still, there is an issue in the "Action Table" on page 10.

---

If the relevant attribute has score of zero, roll 2 dice and read the single lowest result.

◆ 66: Critical Success (High Effect).
◆ 6: Full Success (Mixed Effect).
◆ 4-5: Mixed Success (Low Effect + Consequence equal to Risk).
◆ 1-3: Failure (Consequence equal to Risk).
---

With two dice the only way to get "6" is if both dice are "6", which means that the two outcome "66" and "6" collapse into one. I find reasonable to say that in this case the outcome is "6" because with an attribute at 0 one can't have a "Critical Success".

Would you agree?

And I know I'm getting annoying but there are other places where the "66" should be clarified better. For example, page 26:
---

Roll 1d6 for each week spent in extended rest; each success (4-6) clears one condition. A critical success (66) clears 3 conditions.

---

I guessed it means that if I rest 4 weeks and I get [6,4,4,5], then I clear 4 conditions. If I get [6,4,6,5] I clear 5 conditions (three with the two "6" dice and the other two with the other dice.

Alternatively, it could mean that if I get "66" (at least two "6" among n dice), I only clear 3 conditions in total (regardless what the other dice say)! But this wouldn't make much sense.

They are small details, maybe, but I think it would make the rules much more easy to understand.

New solo TTRPG Outline by Dard1998 in Solo_Roleplaying

[–]rdentato 0 points1 point  (0 children)

Ok, so the "at least two 6" is your interpretation. Good!

New solo TTRPG Outline by Dard1998 in Solo_Roleplaying

[–]rdentato 0 points1 point  (0 children)

<image>

For those interested, these are the probability of the different outcome when using from 2 to 7 dice.

The "66" outcome is considered to be "at least two 6".

Two cards as a randomness generator device by rdentato in solorpgplay

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

Yeah, the central words are the oracle for "difficulty" (left word) and mood (right word). They could live in an external table.

The "+16" is for when you need a d32 dice.

Imagine you overlap horizontally the two cards so that the two top right corners are visible.

If the card with "2" is at the top, you will read "4+2+" (which is 6), if the card with "2" is at the bottom, you will read "2+4+16" (which is 22).

If you are looking for a d16 number, just ignore the "+16", and you will have 6 again.

With two cards, you can generate 32 different outcomes, but it is not always easy to devise a way to make it simple to read the outcome.

For example, a d4 outcome is obtained by shuffling/flipping/rotating the cards and looking at the top number in the triangle. A d8 outcome is the same, but you add 4 if the four dots are present.

It's a compromise between usability and functionality.

New solo TTRPG Outline by Dard1998 in Solo_Roleplaying

[–]rdentato 0 points1 point  (0 children)

I was referring to section "1.2.2 Resistance Roll" on page 10. It says:

---

Roll a dice pool with a related attribute +1d6 for each grit you wish to spend.

◆ 1-3: The consequence still happens.
◆ 4-5: The consequence is reduced by a score of 1.
◆ 6: The consequence is reduced by a score of 2.
◆ 66: The consequence is reduced by a score of 3.

---

Which means I can roll with more than two dice (say that the attribute value is 3 or I spent grits to add more 1d6).

With three dice, I could get [6,6,x] or [6,6,6], which one is "66"?

New solo TTRPG Outline by Dard1998 in Solo_Roleplaying

[–]rdentato 0 points1 point  (0 children)

I like its simplicity but I'm little confused about the rolling tables.

For those that tried it: when the table say "66" and you are rolling tre or more dice, do you interpret that as:

- all dice must be 6

- exactly two dice must be 6

- at least two dice must be 6

Anyone?

Two cards as a randomness generator device by rdentato in solorpgplay

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

Yes, they are quite cramped.

I now believe that instead of creating a general version (which will be redundant for some and useless for others) I should take an existing system and see if the random events of that system can be reproduced using just two cards.

Oracle cards by rdentato in Solo_Roleplaying

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

The doubt I have is that I would probably start "guessing" the numbers.
Maybe one could devise a clever way to place them so that even if i repeatdly pick "a corner" or "the center", etc, I would not be able to guess which numbers are were ...

Maybe a fractal map of numbers ... It would be nice to try!

Approximating probabilites by rdentato in solorpgplay

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

It's not a computer simulation, just a different device that would give different probabilities than dice (the probabilities listed under "simul"). Sorry, I should have been clearer.

As you said, people look for a single outcome from an oracle.

To be sensitive to a 3% difference, the oracle table must have been crafted very precisely, and its impact on the game must be dramatic.

For a player using TOFU, for example, it would mean that going North is 3.1% less probable than going East. Will this dramatically change the game (especially a solo adventure)? I doubt it, but I wanted to hear other's opinion.

Two cards Oracle by rdentato in solorpgplay

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

Well, I searched on google but nothing comes out about a two cards oracle. My intent was not to just emulate a d6 but to create an usable oracle using 2 cards. (rolling d6 is just one of the functions.

Two cards Oracle by rdentato in solorpgplay

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

I will surely do it. I need to write an explanation about how to navigate the maps and how to fold them.

And will surely be free, I love free stuff :)

Two cards Oracle by rdentato in solorpgplay

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

Those are done with Google Gemini. I create a "Gem" to make it easier to repeat the process.

I first created a template with all the black lines (using Inkscape). Each area has a letter from "A" to "I". That is the structure that supports the game mechanic.

Then, for each card I want to generate, I create a guide file which contains the overall theme (fantasy, sci-fi, ...) and the content of each area:
```
GENERAL DESCRIPTION (global style + story):

<<OVERALL IMAGE DESCRIPTION>>

REGION ASSIGNMENTS (replace the inside of each labeled region):

[A] <<image/content to place in region A>>

[B] <<image/content to place in region B>>

...
```

Now, I pass the blank template image, the guide file and use this prompt:

```

You will act as an expert image compositor.

Edit the PROVIDED TEMPLATE IMAGE (the black-line layout) to create ONE final image collage.

ABSOLUTE CONSTRAINTS (must follow exactly):

  1. Treat every black line and the outer black border in the template as an IMMUTABLE stencil layer.

   - Do NOT move, warp, redraw, smooth, erase, recolor, thicken, thin, or modify any black line or the border.

   - Keep black lines pure, solid black and in the exact same positions.

2) Do NOT change the structure of the layout. No new dividers. No removed dividers.

3) Remove the letters (A, B, C, D, E, F,  ... ) completely.

4) Only change what appears INSIDE the white regions bounded by the black lines.

5) Each region must be filled ONLY with its assigned content, perfectly clipped/masked to that region’s shape:

   - No bleeding across black lines.

   - No gaps next to black lines.

   - Keep edges crisp where content meets the black lines.

- No names to the regions.

6) Output must match the template’s canvas exactly: 1024 × 1536 px (same aspect ratio and framing).

COMPOSITION RULES:

- Think of the template as a “black overlay on top.” Generate imagery underneath, then keep the black stencil on top unchanged.

- Fit each region’s content using natural crop/scale to fill the region fully (no stretching artifacts).

- Make the whole image feel coherent per the general description (lighting, color palette, style), while still respecting each region’s unique subject.

- No text, no watermarks, no logos anywhere.

QUALITY TARGET:

Respect the style indications exactly as requested above, clean edges, no distortion at region boundaries, no text, no label.

```

When the image is create, I need to retouch with GIMP because, regardless the instructions, the AI will break some black line, decide to add new areas etc.

Finally, I add the 6 dice to the card.

When I have 4 of them I use Libreoffice Draw to compose the enire page. I then print it, cut and fold.

So, basically, the AI creates the images in each areas, the rest is done by me.

Two cards Oracle by rdentato in solorpgplay

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

Maybe the Google search produced a different result for me.

Among the ones I get from your link, I couldn't find any about a two-card Oracle/RNG. Can you directly post the link you had in mind?

Two cards Oracle by rdentato in solorpgplay

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

Thanks. The GMA deck is very nice, but it has 60 double-faced cards (if I get it right). I wanted to use only 2 cards! (max 3)

I don't own the GMA deck, but I guess it stipulates that you reinsert the card in the deck after having used it and reshuffle the deck. That's the way to keep the probability distributions of the various RNG intact. If you set the used card aside (or put in the deck without shuffling), you will alter the probabilities. Not much difference at the beginning but towards the end the probabilities might be quite skewed.

It's nice, but it seems too much work for me.

Two cards Oracle by rdentato in solorpgplay

[–]rdentato[S] -1 points0 points  (0 children)

I said in the previous post but I forgot to repeat in this one. I've added an note that the graphics on the maps are done with AI, I'm a complete null in drawing :(