The World of Darkness campaign died. The same group's been running a concurrent Pathfinder campaign, though, so they adopted me into that.
I made my own character sheet because I find the official one difficult to use.
Apparently I'm the only who uses an actual character sheet. One guy writes his out on loose leaf, another reads his from excel, and the rest are using tablet apps.
If or when I play a spellcaster, I'm going to print spells out (because I don't know what they do) on the back.
[March 20 Update: fixed the "Flat-Footed" AC calculation, and made a number of other, smaller changes.]
[April 6 Non-Update: I realized about a week ago that "CMD" should include dodge and deflection bonuses. I'll fix that when I change characters in a few months. (Luckily I left enough room there to just pen them in for now.)]
BattleTech fan since the early '90s, game design enthusiast since forever.
Wednesday, February 4, 2015
Wednesday, January 14, 2015
my year in cinema
I've been meaning to watch Tucker & Dale vs Evil and Cabin in the Woods. I'm thinking it might be fun to try them back to back.
I don't remember which movies I had planned to see this year. Whichever they were, I'm sure they mostly weren't the ones I actually saw:
- Edge of Tomorrow (2014): SO MUCH FUN. (I didn't notice that the farmhouse was the one from Looper, but I did notice a curious lack of ballistic missiles.)
- Guardians of the Galaxy (2014): Watched this and this months before seeing the movie. From how it impressed my friends, I expected it to be more than it was. Still very fun. Animators obviously very proud of all those close-ups showing off Rocket's fur. The low aerial view of planet Xandar reminds me of a similar low aerial view (and similar ground view) used for Caprica in nuBSG, and the low aerial view of planet Morak reminds of a similar low aerial view of Crematoria, from Chronicles of Riddick. Speaking of which, Vin Diesel is once again cast as a man of few words and wooden expressions. Hey! I knew I recognized Nebula's actress! Didn't realize it was Amy Pond, though. Didn't realize the green Orion girl was Uhura, either.
Labels:
Apropos of Nothing
Sunday, January 11, 2015
Have a 'Mech: 1st Somerset Strikers LAM
On New Year's I saw that I have an awful lot of BattleTech notes sitting idle on my computer, and so I've decided to clean them out, fill them out, and post them. First up is an LAM.
It's 50 tons, moves 4/6/4 on the ground, 5/8 in space, has two ERLLs, a C3 Master, and fuel is a bit on the low side.
At 1136 words the fluff is right at the limit for TR:3025. I could probably shave a line or two off to fit. Were I writing it for a shorter, 550-750 word entry, I'd probably design a second LAM and split half the fluff out to the new design.
Sorry about the small font in this image, you can find the original HTML here. (When I was replying to comments there, I saw that the smaller font on the "reply to post" screen made my two columns line up miraculously well. I just had to take a screenshot.)
Labels:
3050
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BattleMech design
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BattleTech
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Technical Readout
Wednesday, January 7, 2015
that gum you like is coming back in style
I was hoping that snowlessness would last into January, but I am
enjoying how my windows frost over into translucence every day. Time to
start wearing sunglasses outdoors again I guess. Wonder if wearing blue-mirrored
sunglasses all the time deprives me of vital blue light.
Anyways! I had a ton of forced idle time to kill the last few months. Spent some of it watching TV shows:
Anyways! I had a ton of forced idle time to kill the last few months. Spent some of it watching TV shows:
- Doctor Who Season Finale (2014): Unsatisfying. It tugged all the heartstrings it was trying to tug, but filling two whole episodes with crazy plotless wish-fulfillment just grates my nerves. I'm glad the Christmas episode extended the two-parter into a three-parter in exactly the way I expected it to, and the Christmas episode is pretty good overall; but, in my eyes, it's not good enough to redeem the two episodes preceding it.
- Agents of S.H.I.E.L.D season finale (2014): Disappointed. Nice feint with the character death, but the end result is super formulaic. Not to mention the protagonist (who I hadn't previously viewed as a Mary Sue) gets spectacularly more Mary Sue-ish. Also a little bit irritated I couldn't see what happened to Flower Girl.
- Farscape (1999-2003): Very good show. Y'know how most sci-fi shows have a single sci-fi gimmick per episode that they spend the episode exploring? Farscape puts two gimmicks into the background for each episode, develops the plot on top of that, and develops character relationships endemically to the plot. It also makes theme an undercurrent to the plot (in stark contrast to this season of Doctor Who, which does the opposite). My only complaint is that in the first season or two, it seems like the protagonist is never wrong, and he often outdoes other characters within their areas of expertise. (Fortunately they lampshade this later on.) Plus: Jim Henson's Creature Company.
- Once Upon a Time (season 3, 2013-2014): The Neverland season is sooo sloooow. I only got through it by watching at double speed.
- Almost Human (2013-2014): Fun. Almost like a police procedural version of Blade Runner. My only complaint is that the Die Hard episode matched Die Hard too closely.
- The Americans (season 1, 2013): Felicity as a 1980's soviet spy/family drama. I enjoyed it, and am very glad it's getting a third season.
Labels:
Apropos of Nothing
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Doctor Who
Sunday, September 7, 2014
Summertime Space Travel
Earlier this year I figured out the rules ye olde DropShips and JumpShips used to construct JumpShips. It's pretty similar to what Chris Hartford(?) devised for BattleSpace.
The common assumption is that Chris couldn't find any rhyme or reason to the earlier stats. But JumpShips were pretty easy to figure out, so I think it's equally likely that he found the system and decided to change it.
DropShips are harder. (One confounding factor is that transit thrust seems to be independent of combat thrust.) I took a break from working them out to do some astrography; unfortunately, that was interrupted, and all such endeavors remain disrupted for me through the present. I hope to resume normal activity in a few weeks.
Notes about DS&JS:
The common assumption is that Chris couldn't find any rhyme or reason to the earlier stats. But JumpShips were pretty easy to figure out, so I think it's equally likely that he found the system and decided to change it.
DropShips are harder. (One confounding factor is that transit thrust seems to be independent of combat thrust.) I took a break from working them out to do some astrography; unfortunately, that was interrupted, and all such endeavors remain disrupted for me through the present. I hope to resume normal activity in a few weeks.
Notes about DS&JS:
- Bridge mass of the Scout, Invader and Star Lord round up to nearest whole ton. (The Star Lord entry accidentally copied its bridge mass from the Invader's entry.)
- The Scout's Bridge was calculated for a 79,000 ton ship, its engine for an 80,400 ton ship. [Edit: alternatively, its engine is a typo (1930 tons for 1920 tons) for an 80,000 ton ship.]
- The Merchant's KF mass was given as 11,000 tons instead of 110,000 tons. (A zero was left off the end.)
- The Invader was listed as 152,000 tons but its bridge and engine were calculated for 153,000 tons.
- The Star Lord was listed as 274,000 tons but its bridge and engine were calculated for 275,000 tons.
- The Monolith was given as 380,000 tons but its bridge and engine were calculated for 370,000 tons.
Labels:
BattleTech
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JumpShips
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Technical Readout
Tuesday, July 22, 2014
Looking for a New Sci-Fi Show
Rewatched the first season of Heroes, which was great fun, and I've finished watching Earth: Final Conflict. (Can't recommend it, but I will be mining it for Transformers/Resistance plots.) Also finished watching Fang of the Sun: Dougram (from which we get many BattleMechs and possibly some vehicles. It's pretty alright, as "real robot" war stories go). Finally read H.G. Wells' War of the Worlds.
Looking for another new-to-me sci-fi to watch now.
Was actually wishing I had another Whedon show to watch, completely forgetting that Agents of Shield existed and is coming back in September. (Incidentally, I'm very happy how the Marvel Movie-verse has no mutants. It makes these people rarer, and lends the setting a more distinct flavor.)(On the topic of upcoming shows: I'm expecting the How I Met Your Father woman to end up marrying Barney; mostly though I'm hoping for more Twin Peaks tie-ins.)
I'm currently keeping up with Extant, and I like the Pretender-like layered conspiracy it has, but I'm looking for something I can marathon. Tried Alphas but the pilot was disappointing. Not sure what to try next.
Looking for another new-to-me sci-fi to watch now.
Was actually wishing I had another Whedon show to watch, completely forgetting that Agents of Shield existed and is coming back in September. (Incidentally, I'm very happy how the Marvel Movie-verse has no mutants. It makes these people rarer, and lends the setting a more distinct flavor.)(On the topic of upcoming shows: I'm expecting the How I Met Your Father woman to end up marrying Barney; mostly though I'm hoping for more Twin Peaks tie-ins.)
I'm currently keeping up with Extant, and I like the Pretender-like layered conspiracy it has, but I'm looking for something I can marathon. Tried Alphas but the pilot was disappointing. Not sure what to try next.
Labels:
Apropos of Nothing
Friday, July 4, 2014
Persistent Computerized Mech Worlds
For the rest of this to work, I need to distinguish the winningest human players from spoilers propped up by sockpuppets and robots...
Suppose that before each match, every player's current rating is degraded by some fraction according to their total number of matches to date (i.e., multiply by (n-1)/n), and degraded by some other fraction according to how many days (weeks) have elapsed since the last match; then after each match, their ratings increase according to their level of success, the opponent's rating, their total number of matches to date, and how frequently they encounter this particular opponent (ie, add success*opponent's rating/n/frequency).
Self-Organizing Factions:
Players rate each House (macro faction) on a scale from +100% to -100%. As they go about normal play, these ratings indicate how much the player's activity helps stabilize or destabilize each House. Each House has a baseline territory, and the players' aggregate activity will cause Houses to expand or contract (with diminishing returns) as a ratio of that baseline territory. This affects the availability of equipment, personnel, and other game assets within that House.
Global Events could be generated in a few ways, and should occur with some regularity. Some of these will allow for permanent changes to each House's baseline territory.
Normally, the player's material gains or losses are completely dependent on the player's own victories or defeats. However, players can choose to base a portion of their gains or losses on the success (in varying proportions) of up to eleven other players. This relationship is one-way, and does not diminish the assets of these other players.
The server will periodically map these connections. Each player's rating will be multiplied by whatever % they assigned to the eleven other players, and then added to those player's ratings, which is multiplied by those % and passed on, and so on. Each player's final value is then divided according to the player's factional loyalties to generate a rank (sergeant, colonel, marshall, etc) for each friendly faction. (The value might similarly be used to periodically put a bounty on the player's head for enemy players to collect.)(These values should possibly be divided by faction to start with, to prevent enemy officers manipulating another House's internal balance.) Rank determines how much influence each player's actions have on global equipment and events throughout the faction; highly ranked players may also have a great deal more specific regional control.
Large scale (or highly ranked) movement of players from one faction to another may be treated as defection, secession, or civil war.
Self-Balancing Battle Value:
The winningness of every 'Mech, the average lifespan between purchase and destruction, and the average cost of repairs per usage will be tracked continuously across all matches and players. 'Mech winningness will be weighted according to player winningness, with highly rated matches counting highly and low rated matches counting little. It will be used to periodically update 'Mech BattleValues, similar to how player ratings are updated. The updated BattleValues will be compared to a baseline (universal across all 'Mechs) ratio of lifetime value : lifetime cost, and used to rescale each 'Mech's purchase price and upkeep costs.
Purchase price and upkeep will have small random deviations on a 'Mech by 'Mech basis, will vary according to House loyalties, and will step incrementally toward their new calculated values over time. Availability of 'Mechs and parts will vary according to House loyalties, recent missions, and possibly other factors; there should be an overall tendency for a player's force to regress to House norms, thereby giving new players a chance against entrenched players.
Suppose that before each match, every player's current rating is degraded by some fraction according to their total number of matches to date (i.e., multiply by (n-1)/n), and degraded by some other fraction according to how many days (weeks) have elapsed since the last match; then after each match, their ratings increase according to their level of success, the opponent's rating, their total number of matches to date, and how frequently they encounter this particular opponent (ie, add success*opponent's rating/n/frequency).
Self-Organizing Factions:
Players rate each House (macro faction) on a scale from +100% to -100%. As they go about normal play, these ratings indicate how much the player's activity helps stabilize or destabilize each House. Each House has a baseline territory, and the players' aggregate activity will cause Houses to expand or contract (with diminishing returns) as a ratio of that baseline territory. This affects the availability of equipment, personnel, and other game assets within that House.
Global Events could be generated in a few ways, and should occur with some regularity. Some of these will allow for permanent changes to each House's baseline territory.
Normally, the player's material gains or losses are completely dependent on the player's own victories or defeats. However, players can choose to base a portion of their gains or losses on the success (in varying proportions) of up to eleven other players. This relationship is one-way, and does not diminish the assets of these other players.
The server will periodically map these connections. Each player's rating will be multiplied by whatever % they assigned to the eleven other players, and then added to those player's ratings, which is multiplied by those % and passed on, and so on. Each player's final value is then divided according to the player's factional loyalties to generate a rank (sergeant, colonel, marshall, etc) for each friendly faction. (The value might similarly be used to periodically put a bounty on the player's head for enemy players to collect.)(These values should possibly be divided by faction to start with, to prevent enemy officers manipulating another House's internal balance.) Rank determines how much influence each player's actions have on global equipment and events throughout the faction; highly ranked players may also have a great deal more specific regional control.
Large scale (or highly ranked) movement of players from one faction to another may be treated as defection, secession, or civil war.
Self-Balancing Battle Value:
The winningness of every 'Mech, the average lifespan between purchase and destruction, and the average cost of repairs per usage will be tracked continuously across all matches and players. 'Mech winningness will be weighted according to player winningness, with highly rated matches counting highly and low rated matches counting little. It will be used to periodically update 'Mech BattleValues, similar to how player ratings are updated. The updated BattleValues will be compared to a baseline (universal across all 'Mechs) ratio of lifetime value : lifetime cost, and used to rescale each 'Mech's purchase price and upkeep costs.
Purchase price and upkeep will have small random deviations on a 'Mech by 'Mech basis, will vary according to House loyalties, and will step incrementally toward their new calculated values over time. Availability of 'Mechs and parts will vary according to House loyalties, recent missions, and possibly other factors; there should be an overall tendency for a player's force to regress to House norms, thereby giving new players a chance against entrenched players.
Labels:
BattleTech
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campaign
,
game does not exist
,
rule mechanics
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