Made a little something 😊
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Lint Roller? I Barely Know Her

#extradirty

oozey mess
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Love Begins
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JBB: An Artblog!
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roma★

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@dansusky
Made a little something 😊
It's deeply unfortunate they're called that, cause two nuns and a pack mule is a really good album
Animals eat animals etc.
Animals fuck animals etc.
Do I have to spell it out for you???
Animals eat animals etc.
Animals fuck animals etc.
Do I have to spell it out for you???
God, I need to listen to Attempted Martyr again, it's been too long
Fucccckkkk this shit kicks so much ass
One of my longest-standing "maybe someday" projects has always been trying to make an as-faithful-as-possible recreation of the titular ttrpg from one of my favorite modern creepypastas, Escape from Terminus.
I haven't really given it much thought beyond the "I wanna do this someday" level until recently, but I kinda have some ideas about it.
The end result would be more of an art-project than an actual thing you'd probably want to olay, it should be playable but it's explicitly meant to be an extremely archaic ttrpg from 1965 and The text explicitly mentions that Rolemaster was a "simpler" game to play by comparison (although this might be a tongue-in-cheek remark from our point-of-view character and not completely literal) so it should be overcomplicated, overengineered, and extremely cumbersome to actually play.
It should also eschew not only modern design sensibilities, but also a lot of *traditional* design sensibilities. Since it's supposed to be a game that predates the original edition of D&D by almost a decade, any concepts invented by D&D should be either entirely absent (preferrable), or visibly independently invented from first principles.
It should be almost entirely table-driven, with most actions resolved by rolling on a table, and probably with most tables directing you to a different table. The text explicitly mentions "hundreds" of tables modified by bonuses from everything from surrounding rooms to recent player actions, so that's going to be fun to figure out.
The creepypasta mentions that the game uses a 6d7 roll plus a coin flip to generate results with an "inverted bell curve" probability distribution. My first idea for this was something like rolling a 6d7 and flipping a coin, on heads keep the highest result, on tails keep the lowest result, but I realized this was probably going to be hard to work with, because it would result in the roll *very rarely* showing anything other than 1 or 7, and a probability space of 1-7 is kind of limiting for a table-driven game. So my idea rn is doing the same but instead keeping the 3 highest or 3 lowest dice depending ok the coin flip, with maybe some special effects for special results such as matching numbers (1 1 1, 2 2 2, etc.) and consecutive numbers (e.g. 1 2 3)
The thing that I think is going to be hardest to pull off is the spawning of the "exit hex", the story explicitly mentions that there are strategies for maximizing the chance of generating it, but that the reason no one has been able to do it is because any attempt to optimize for it also increases the chance of intervention from a sabotaging presence that the game's play culture has collectively personified (and probably unintentionally brought into existence by themselves through decades of houserules) as "the minotaur".
This necesitates that 1) the chance of spawning the exit hex is influenced by a complex web of factors affected by player actions, and 2) that the same web of factors also influences the "minotaur"'s activity.
Idk just putting some ideas down, probably a project that would take me a few years if I actually decided to commit to it, but I'm at least trying to outline the shape of what I'm aiming for.
The idea of 6d7 plus a coin flip making an inverted bell curve really intrigued me, so I spent all day relearning matplotlib and making some graphs.
Using the coin flip to highlight the extremities works really well for making the inverted bell curve, but it needs to be calibrated a tiny bit. I also think that using special dice 'events' (such as 1 1 1, 1 2 3, etc.) is a really cool idea, but I didn't feel like implementing that lol.
The initial idea here, for 6d7 keep 3 (lowest or highest depending on the coin flip) is pretty good, and makes a fairly decent inverted bell curve.
The problem here (if you could even really call it that) is that at the extremities, the rarity of rolling three 1s or three 7s exactly is still quite rare, even with the larger dice pool.
On the other extreme is the roll you brought up of just keeping the highest or lowest depending on the flip.
Predictably wayyy too emphasized on the edges (though not as bad as I thought it would be tbh).
A compromise between the two would be to keep 2, and I personally quite like that option.
It still dips down at the edges, but not by a lot (and it gives 13 distinct options which is fun for a creepypasta inspired game)
The other option is to truncate the options available, glomming percentage chances together to force a proper full inverted bell shape.
Doing it like this clearly puts wayyy too much emphasis on the edges. It's not aaaas bad as the 6d7 keep 1 case, but its still super strongly emphasized on the ends.
Another fun downside is that when adding modifiers, the modifiers can really heavily skew the possibility space, and the edges get somehow even more emphasized. Yippee!
We can do this to the 6d7 keep 2 version, but it's a bit silly, and quite unnecessary, considering how close the lowest two already were.
A better option might be to be more conservative with the truncating of the keep 3 version.
This option is pretty good, it that its pretty close to being an inverted bell, and it has a larger possibility space, which would be good for making medium-sized tables, but it's still not quiiiite an inverted bell, which does irk me a bit.
I think my favorite is still 6d7 keep 2, but I feel like all of these options could hypothetically have arguments for them. Even the heavily truncated keep 3, and the keep 1 version.
Feel free to take or leave all this, I just wanted to show my findings lol.
Anyways, now to go eat, because it is about three and a half hours past the time I normally eat dinner. Whoopsies!
Forgot to mention last night!
6d7 keep 3 is the maximum amount to keep to still have the inverted bell. Keeping 4 or 5 (even when trying to fudge some stuff with truncation) either doesn't work at all, or is significantly worse than keeping 3.
im defending patricia taxxon with my life
nothing she could ever do would ever justify the amount of hate she gets, the intensity of the hate she gets, and the consistency in which she gets it. she is a deeply kind and intelligent individual who has more of a right to her own life than any fuckhead on the internet. she has not done jack shit and people keep throwing rocks at her because she's labeled an easy target. it's horrible.
patty is a brighter, better, more impactful presence on this earth than any sad sorry fuck that's ever even thought a negative thing about her. fuck everyone. if you disagree, fuck you
Got distracted
I haven't been listening to enough hardcore lately, and I think that needs to change
I haven't been listening to enough hardcore lately, and I think that needs to change
One of my longest-standing "maybe someday" projects has always been trying to make an as-faithful-as-possible recreation of the titular ttrpg from one of my favorite modern creepypastas, Escape from Terminus.
I haven't really given it much thought beyond the "I wanna do this someday" level until recently, but I kinda have some ideas about it.
The end result would be more of an art-project than an actual thing you'd probably want to olay, it should be playable but it's explicitly meant to be an extremely archaic ttrpg from 1965 and The text explicitly mentions that Rolemaster was a "simpler" game to play by comparison (although this might be a tongue-in-cheek remark from our point-of-view character and not completely literal) so it should be overcomplicated, overengineered, and extremely cumbersome to actually play.
It should also eschew not only modern design sensibilities, but also a lot of *traditional* design sensibilities. Since it's supposed to be a game that predates the original edition of D&D by almost a decade, any concepts invented by D&D should be either entirely absent (preferrable), or visibly independently invented from first principles.
It should be almost entirely table-driven, with most actions resolved by rolling on a table, and probably with most tables directing you to a different table. The text explicitly mentions "hundreds" of tables modified by bonuses from everything from surrounding rooms to recent player actions, so that's going to be fun to figure out.
The creepypasta mentions that the game uses a 6d7 roll plus a coin flip to generate results with an "inverted bell curve" probability distribution. My first idea for this was something like rolling a 6d7 and flipping a coin, on heads keep the highest result, on tails keep the lowest result, but I realized this was probably going to be hard to work with, because it would result in the roll *very rarely* showing anything other than 1 or 7, and a probability space of 1-7 is kind of limiting for a table-driven game. So my idea rn is doing the same but instead keeping the 3 highest or 3 lowest dice depending ok the coin flip, with maybe some special effects for special results such as matching numbers (1 1 1, 2 2 2, etc.) and consecutive numbers (e.g. 1 2 3)
The thing that I think is going to be hardest to pull off is the spawning of the "exit hex", the story explicitly mentions that there are strategies for maximizing the chance of generating it, but that the reason no one has been able to do it is because any attempt to optimize for it also increases the chance of intervention from a sabotaging presence that the game's play culture has collectively personified (and probably unintentionally brought into existence by themselves through decades of houserules) as "the minotaur".
This necesitates that 1) the chance of spawning the exit hex is influenced by a complex web of factors affected by player actions, and 2) that the same web of factors also influences the "minotaur"'s activity.
Idk just putting some ideas down, probably a project that would take me a few years if I actually decided to commit to it, but I'm at least trying to outline the shape of what I'm aiming for.
The idea of 6d7 plus a coin flip making an inverted bell curve really intrigued me, so I spent all day relearning matplotlib and making some graphs.
Using the coin flip to highlight the extremities works really well for making the inverted bell curve, but it needs to be calibrated a tiny bit. I also think that using special dice 'events' (such as 1 1 1, 1 2 3, etc.) is a really cool idea, but I didn't feel like implementing that lol.
The initial idea here, for 6d7 keep 3 (lowest or highest depending on the coin flip) is pretty good, and makes a fairly decent inverted bell curve.
The problem here (if you could even really call it that) is that at the extremities, the rarity of rolling three 1s or three 7s exactly is still quite rare, even with the larger dice pool.
On the other extreme is the roll you brought up of just keeping the highest or lowest depending on the flip.
Predictably wayyy too emphasized on the edges (though not as bad as I thought it would be tbh).
A compromise between the two would be to keep 2, and I personally quite like that option.
It still dips down at the edges, but not by a lot (and it gives 13 distinct options which is fun for a creepypasta inspired game)
The other option is to truncate the options available, glomming percentage chances together to force a proper full inverted bell shape.
Doing it like this clearly puts wayyy too much emphasis on the edges. It's not aaaas bad as the 6d7 keep 1 case, but its still super strongly emphasized on the ends.
Another fun downside is that when adding modifiers, the modifiers can really heavily skew the possibility space, and the edges get somehow even more emphasized. Yippee!
We can do this to the 6d7 keep 2 version, but it's a bit silly, and quite unnecessary, considering how close the lowest two already were.
A better option might be to be more conservative with the truncating of the keep 3 version.
This option is pretty good, it that its pretty close to being an inverted bell, and it has a larger possibility space, which would be good for making medium-sized tables, but it's still not quiiiite an inverted bell, which does irk me a bit.
I think my favorite is still 6d7 keep 2, but I feel like all of these options could hypothetically have arguments for them. Even the heavily truncated keep 3, and the keep 1 version.
Feel free to take or leave all this, I just wanted to show my findings lol.
Anyways, now to go eat, because it is about three and a half hours past the time I normally eat dinner. Whoopsies!
Every time I read interviews with Steve Albini I'm devastated that we live in a world without him
CC - some rights reserved: photo by Sebastian Jarpa
Every time I read interviews with Steve Albini I'm devastated that we live in a world without him
daddy wants to see yall on yall baddest behavior. lend me some sugar. I AM your neighbor.
Still sad about Dilly Dally
Edna Monks needs to make more music soon or I'm gonna be very very sad
Everyone listen to this right now, I'm not kidding