wish me luck
Posts by brig
special irregular meeting of furry karaoke in observation of the holiday
Fan comic of 1968 TV series The Prisoner. NUMBER TWO: Good mowning, Numbew Six. Hope you awe appweciating anovew beautifuw day in ouw wondewfuw viwwage. NUMBER SIX: Numbew two. May I ask you a qwestion. TWO: Cewtainwy. SIX: Why awe you speaking wike that. SIX: Actuawwy, why am I tawking wike this? What sinistew devewopment in towtuwe is this? A dwug? Some new bwain appawatus? TWO: You sound nowmaw to me, my good fewwow. Wiww See you water.
brain can't stop producing fan episodes of this goofy show
flat girth theory
the reason god does not intervene in the affairs of the world any longer is he found the daoist case for wuwei very persuasive
I think I determined it was too much to fiddle with for a skirmish tactics game which in hindsight should have been obvious. But I think it might be in an acceptable level of fiddly for an adventure/action game where you play one character. to my sensibilities anyway
but this is of course speculative/essentially aesthetic on my part right now until I actually playtest a game with these types of mechanics.
the main takeaway is I like curved distributions but I also like rolling against targets more than static success thresholds. and I think you can get some of the same benefit (as curved+static thresholds like pbta) by having degree of success/failure based on distance from the target number.
also toying with shortfall on failure being a GM resource for consequence, either spent in the moment, hoarded in a pool to be spent later, or banked in clocks/meters with narrative consequences on their completion
back to thinking about a game with core toy 2d10+X vs TN with rollover being a resource you spend for additional effect depending on the action. damage or knockdown on attacks, effect duration or intensity on applying debuffs, etc
of course you want recharge conditions to often be more interesting probably. wrote an item once that was a song you recharged by singing it loudly for a turn, which makes stealth impossible and increases the rate at which you encounter wandering monsters etc
eg: magic flaming sword can hold 3 dice, gets +1 to damage for each, on hit can expend die to deal 1d6 extra damage, regains a die for each dungeon turn/ten minutes spent in a fire. magic compass can hold no dice but can use one from any item to point towards a named destination for 1d6 minutes
another iteration of the stat inventory game has essentially item-sacrifice/fuel-based magic resource. that spell you like takes incense to cast, which stacks up to X number in a slot and may work for some of your other spells, etc. that big spell requires the sacrifice of a pure white ox, etc
with some more complexity in behavior than mausritter's tablets: some items can use dice from other items, or grant passive benefits for containing dice, etc.
the stat inventory game I have been working on sporadically for a few years is in some iterations this: magic items (which may be spells if they're mental items, but may be other kinds as well) have recharge conditions and can hold some number of dice.
I like... is it mausritter? where spells are physical items that have their own pool of usage resource/spell dice, and unique recharge conditions. I want to play with that a little bit but it's approaching something I like
I almost like OSR spell dice systems, but they're often just fuzzy spell slots, eg a system where my mage has X dice per day refreshed each morning, even though I might only lose a die on a roll of 4+ or something, it's very similar to slots.
I've never liked spell slots, but Some resource limitation is probably good. But I've never liked "spellcasting is just always exhausting" or "MP pool" as options either.
always designing & reworking ttrpg magic systems in my brain
This is the line of division / Terminus Est
Severian and Thecla from The Book of the New Sun
quince... kili pi wile seli pi kon suwi. idk I try not to stack pi bc idk if people will nest it or not. also just very out of practice at this point. kili suwi pi wile seli probably fine
I guess given the quince will just be cooking liquid it could go straight into carboy(s) and not need a bucket. so I could do one or two gallons of quince wine without issue probably. the persimmons will probably want to actually be in there though and I only have buckets sized for 3 or 5 gal
combining two fruits I haven't used before for a single wine seems like a bad idea but I do not have enough of either persimmons or quince for a full batch of wine... hm
way easier and less likely to explode glass bottles in my house also
i want the strawberry wine to have at least a little sweetness (my bone-dry first attempt at strawberry wine was... not especially well-received) and while stabilizers and back-sweetening is an option it might just be fun for the strawberry wine to be like 16%
internet saying "you really can't drink the quince wine for at least two years" which is nuts to me. all the other fruit wine is getting worse by that point??
yeah honestly recent projects (berry port, carrot wine) and upcoming projects (quince wine, strawberry-rhubarb wine) no other way to put it
had to bottle them to make space in carboys for persimmon and quince from last year (not sure yet what i am doing with them, but it better be soon) and of course strawberries (coming up!)
a gloved hand holding a bottle of homebrew carrot wine and a bottle of homebrew metheglin (herbed mead)
worst wines yet: carrot on the left (could be worse, but pretty bad), metheglin on the right (technically a mead not a wine, just awful, no good at all)
also, i made a section in my notes for the meads, but didn't write anything down, so what all is in it is speculation. I appear to at least have bough artemisia and bitter orange peel from the brew supply place around the right time.