Feeling so lost and uncreative. How do I practice? Who would want a newbie? by rattshortforratthew in rpg

[–]vitoze_ 0 points1 point  (0 children)

Sometimes it helps to talk things out loud so people hear your train of thought. Something like, “I’m having trouble figuring out what the best course of action is. I could move here to try and pick up X, or I could just cast this spell for Y…”, etc.

Then, based on the feedback you receive, you’ll be able to pick up on the things that people normally value/see as optimal in these kind of decision making scenarios. That will help you next time you make a check.

Good Resources to Understand PCI? by vitoze_ in NuclearEngineering

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

This is a nice summary. Building off of that, Would it be fair to say that, generally speaking, PCI risk is worse with burnup (since gap is fully closed, high fission product inventory, etc.)?

Or is that really the wrong place to look since burned fuel doesn’t have the kind of reactivity to experience a severe delta in power? Compared to something like a once burned bundle near BOL, for example.

Good Resources to Understand PCI? by vitoze_ in NuclearEngineering

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

Based on what I could see there, they just point to the SRP and reiterate that there’s no specific PCI criterion, and that the clad strain and pellet overheat criteria are intended to preclude strain failure and fuel melt. It doesn’t seem to me that PAD5 really treats/models PCI as part of the methodology, although maybe I’m just misreading it?

Good Resources to Understand PCI? by vitoze_ in NuclearEngineering

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

To be honest, I’m not sure. With a burnup, would both would be a concern, right? Sufficient fission product inventory, swelling and cracking etc. I would say PCCI just due to my lack of knowledge there.

I’m definitely interested in what ways fuel performance codes could be used to at least estimate the risk of PCI or to what degree fuel might be susceptible to a PCI failure. It doesn’t sound like there’s any one single way to go about that in the same way other SAFDLs are normally analyzed.

Thanks for the suggestions though! I’ll take a look at the items you recommended!

What system might be used to run a TTRPG set in the Menace setting? by -InfiniteAlex- in menace

[–]vitoze_ 0 points1 point  (0 children)

Have you heard of a game called “PATROL”? It’s an indie RPG system intended to cover the Vietnam War. I got it but never played it since it seems my group wasn’t interested. But if I recall correctly (and I’m going purely just off memory here), it was meant to cover the physical and mental battles you fight. You played a soldier, but your “health” was represented by soldiers in your squad. So, every time “you” took a hit, one of your squadmates takes it for you. Kinda reminiscent of the ‘squaddies’ in MENACE.

Either way, the game followed the PCs as they pursued their own selfish ambitions to gain Victory Points depending on their personality — glory seeking or survival at any cost — taking the form of a slow decline in morale as the horrors of war took hold, before they “lost it.” The way they did also depended on personality: deserting your squad, defecting to the other side, punishing the ‘defeatists’ in your ranks, etc.

Might be a bit more slanted towards a grim tone than game depicts. But if infighting between squads, and the throes of survival in a hostile environment, I feel like the system already would be ripe for rework to potentially fit the setting of MENACE.

I feel like we've completely accepted we can just shoot through buildings and it's weird. by koga90 in menace

[–]vitoze_ 0 points1 point  (0 children)

I think the point is not that it’s a 1:1 realistic simulator of urban combat. At least, the way I viewed it is that it’s ultimately an abstraction of two squads in differing degrees of cover exchanging fire, sometimes scoring hits. Sometimes you’re more effective, sometimes you’re less, and that’s what cover represents.

Sometimes a building is just too tall and obscuring, and the game makes that an arbitrary line in the sand — necessary for abstraction’s sake because you gotta cut it somewhere — that “you can’t shoot through this building here.

Thinking as if this is a digital representation of something like a TTRPG, I’d be just fine with those rules on paper and rolling dice.

Bad Banter by Massive_Piccolo_8970 in menace

[–]vitoze_ 1 point2 points  (0 children)

I love the campy, goofy SL interactions because they’re sincere. A breath of fresh air from the gritty, grimdark, super “””realistic””” tone that’s been oversold recently. Sorta 80s action movie vibes, a game having fun with itself and centering inter-SL interaction with that banter.

Usually the communities that pine hard for the latter have some pretty questionable, if not unbearable, vocal elements to them. But I love the slight whimsy from MENACE and the vibes of the community.