I just had this idea for an outrigger pedal boat which might be efficient due to the simplicity of its direct drive and the way it works against a large area of water. It has no losses to chains or gears.
It's an outrigger boat where the rider sits sideways with their feet over the outrigger. The pedal rod directly drives two paddles attached to the tip of the rod. Even though this shaft is at a weird angle, it causes no drag because it's completely above water. The paddles take turns slicing through the water. Unlike a normal canoe paddle, it doesn't move directly rearward. Rather, it slices sideways while pushing rearward. Thus, it doesn't completely act like a paddlewheel, nor does it completely act like a propeller. It's sort of in between.
In order to brake steer, you stop the pedals with a paddle dipped in the water. Depending on the position of the paddle, you either brake left or brake right.
This surface drive system is good for shallow draft and swamp situations, because you can simply rotate the paddles horizontal to lift them above the water. At that point, you can use a handheld pole to push against the ground until the water is deep enough for the paddles. Having the entire shaft above water also makes it easy to clear off weeds and such if they get wrapped around the shaft/paddles.
Mounting the paddles with a flexible pole may help the paddles "give" rather than break if they hit the ground or a log or something. Also the shaft bearing may be mounted to the hull by a magnet. Thus, the whole shaft pops off the hull if a paddle hits something too hard. The basic philosophy is to make the boat give rather than break. Make it easy to recover from a snag, rather than try to make everything strong enough to power through anything.
I may be wrong but, in the absence of a rudder, when one is paddling along at speed one could not brake steer in the way that you describe. So the force produced to propel the boat would have to be aligned as nearly exactly along the axis of the keel as possible, to minimise drag on it. How would that alignment be achieved?
You adjust the angle of the paddles to your preference. One interesting possibility is to have the two paddles at different angles, so you could steer using differential effects - you pedal harder with one foot than the other, which basically allows the paddles to do the job of a rudder.
But I'm more interested in a leisurely pace than trying to maximize speed. My main experience is with canoes - which have no rudder and less of a keel effect than the pictured outrigger. Brake steering works just fine at the speeds I'm used to.
My experience with waterwheel type pedalos is extremely disappointing. I'm just shocked how much effort you have to put into pedaling and the thing barely moves. It's a shockingly exhausting experience. But simply digging in with a canoe paddle works a lot better. My hope is to emulate the speed and efficiency of the canoes I'm familiar with, but using leg muscles instead of arm muscles.
So why did I go with an outrigger design rather than a canoe shape? Well, the canoes I'm familiar with aren't wide enough for a person sitting sideways. A cat or outrigger is a better fit for that sort of width.
Je suis sûr que c'est Bolsonaro qui fait tout cramer, tout en disant que c'est les ONG. Ça fait très incendie du Reichstag des années 30 : "C'est les autres qui ont foutu le feu, flinguons-les !". C'est du déjà-vu, tout ça.
❤️ Greetings from GMT-7, one of the later time zones!
QUESTION: One of the things I love most about #checkin is the opportunity to see through the eyes of so many people throughout the world (and to learn from you). What catches your eye where you are today? (literally/figuratively) Feel free to use images, from today or another time, or text alone to convey what you see.
NOTE: it's unnecessary to reveal your location (unless you want to). Example - the image for this post is something I see almost every day. There's my dog Zachary (far left). Zoe (his sister), Sunny (puppy in training, whose nickname's Wee Beast) and depending on which neighbour is feeling unwell or away, we may be joined by one or two other woofers. Dogs love walks. What they love more - walking as a pack. :o)
It’s a longstanding daily tradition started by Lawrence (LD) Williams on g+. Peeps throughout the world check in to mingle. It’s what folks do around a water cooler, on a front porch or at a cafe-bar, but online. If pressed for time, wave (like) as you run/fly/swim by.
#Checkin is a daily post-thread where regulars and visitors alike come to chat with familiar friends or with friends they haven’t met yet, as the sun travels through all time zones.
Pluspora CheckIn was initially set up by Su Ann Lim with LD Williams’s help. Starting August 2019, Pluspora #CheckIn is now hosted by a round robin team:
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waves back Greetings from sunny, humid and overly hot SouthEastern Pennsylvania...lovely storm early in the evening last night, lots of bang and flash and rain...and here's today, still hot, hazy and OMG humid!
Good afternoon~ When I was having my lunch break, innocuously walking towards a restaurant around the corner, soldiers in full camo had just been offloading light artillery (or whatever) off a truck and were moving a cannon into an empty space nearby D:
Apparently the German army is putting up a recruting stall close to their office. Not a happy sight, to be greeted by weapons of war! Call me pacifist-idealist - surely I'd rather live in a world where we don't need those!
They grey clouds have rolled in to sooth the heatwave...it's only 83 out right now instead of 90! Got a little rain last night too, so the family all got rain boots on and stomped in puddles before I had to leave for work! That was a blast!
I invite you to watch this (see below for URL to video) in its entirely (even if one cannot understand German): Believe you will be uplifted by it.
I long for the experience of belonging, sharing in a non-exploitative activity (for example, filming & photographing horses), and the quiet and reverent celebration of the majesty of other nations.
A disclosure: I seek this experience, which is (for me) fleeting, every week in my volunteering at the Sanctuary. Moments of shared bliss are few but I always come back to my interaction with the non-human residents of the Sanctuary, particularly the horses (whose numbers, sadly, are dwindling as the ravages of aging & unpredictable but fatal acute illnesses take their toll).
Between those moments of sharing being with the non-human Sanctuary residents, the early morning feeding the four feral cats, Thomas, Henrietta, Ollie, and Tyke...
...and my weekly visits with Bodhi & my everyday life with the four indoor cats (sadly down from a high-point of 11), Carlito, Claude, Felix, and Fiver...
...I find meaning...in life.
All my fine dreams and well-thought-out schemes to be rich & powerful...have come to naught (I had a taste of that life during my time in NYC and, for better or worse, made the decision to leave it behind in pursuit of something else, what I then thought was a more righteous dream, an organizing life principle directed toward some greater "good").
It's time to resign myself to the fact that...this is--& will be, as good as it gets.
There’s a touch of fall in the air in my corner of the world, temperatures in the 50s some nights. The apples are coming in, red beauties with a snap in the bite. It feels like we’re on the capricious edge between summer and autumn, but there’s something solid and satisfying about knowing the seasons change on their own with no permission by anyone.
Good afternoon, on my way home there is a flower field for self-checkout flowers (No idea how it's really called, you pluck the flowers and then put the money in a box) and it's always making me smile when I drive by .
Pain Management Day for me and mostly stuck in the bedroom with my nose in the computer or a book (and nothing to see from the window since its blocked off for the AC so I can breathe as I got hit with airborne allergens yesterday and today as they decided to do grounds work on the ball field behind our building midweek for some reason.
I love my view from the front windows of the house it is the sea and looking across the bay to St Andrews NB...water is blue now we had fog this morning. I can't figure out how to up load a picture to a comment yet
Today I was in a rush, but normally I pause every morning to look at all the bees that come to the borage that now runs amok in my parking strip (and elsewhere). (Also: wasps, weird little flies, flies that look like bees, skippers, and others.)
@Nora Qudus You live across from St. Andrews? Oh wow! It must be challenging to live surrounded by such beauty. 😉
Here's the latest most straightforward way for inserting an image into a comment, imo: 1. go to https://postimages.org/ and upload your image (create an account if it's your first time) 2. after it's uploaded, ensure the image file is open, so that you can right click to get the drop down screen to select "copy image address" 3. return to the pluspora post comment where you want to insert the image 4. click the insert image icon at the top bar of the comment 5. copy the image address and click ok 6. ensure there's an empty row between your text and the image address 7. preview what you've done (magnifying glass icon in the top bar) Ta-Da!
Message me if you still encounter difficulties. You all know it took me quite a while to find a process that's failsafe. There are advantages to what seems to be a looong process: 1. the image remains yours. What you're sharing is a link to it 2. when using links on a regular basis, the Pluspora servers are not overly burdened by large image files.
Driving home from the coast (we arrived just after midnight so that counts as today right?) we saw the moon rise over the prairie. This time of year it always catches my eye. It was the orange harvest moon with clouds drifting across it.
What catches my eye today? Well, there was that guy at Canadian Tire who jumped in front of me in the line up and went straight to the cashier. Being a polite Canadian, I didn't say anything. Later, however, in my mind....
"You’d have thought the U.S. government would be moving fast to kick Chinese surveillance tech out of the country. But despite a legally mandated ban signed off on a year ago, the Trump administration hasn’t been able to clean networks of prohibited Chinese cameras keeping watch over U.S. government facilities."
"As of this month, all federal government bodies should have started on plans to remove tech from four manufacturers that are considered too closely linked to the Chinese government. They include telecoms giants Huawei and ZTE, as well as surveillance camera makers Dahua and Hikvision."
"But at least 2,000 devices from those latter two companies remain on U.S. government systems, according to data from government contractor Forescout. An additional 1,300 Huawei and 200 ZTE systems were also uncovered."
The absurd contortions that Trumpsters are going through to deny that “Trump isn’t anything at all like Hitler” and “you can’t make any comparison to 1930s Germany and the Trump era”...
Funny, because these are the same people who drew Hitler moustaches on pictures of Obama over completely imaginary claims that he was trying to bring in The New World Order, fear of “Jade Helmet” that was nothing more than a normal military exercise, and that he was going to refuse to leave office and was going to be a dictator.
When a president actually IS a racist and anti-Semite, is supported by racists and anti-Semites, starts talking about locking up journalists for printing facts, riles up fascists, encourages crowds at his rallies to beat up protesters, claims that “God is on his side”, actually threatens not to leave office, and a million more things that indicate that he is well on his way to being a dictator... it’s “You people are crazy... He’s nothing at all like Hitler!”
Boss: As my new pet employee, your job is to agree with everything I say in meetings. Can you do that? Wally: Sure. How hard could it be? Boss: Climate change is caused by gravity. Wally: That's right!
Rick Loomis has been an important part of the game industry for almost 50 years, and now he is in the fight of his life with cancer. Even though he is a US army veteran and qualifies for medicare, Rick's share of the medical bills are now in the tens of thousands of dollars. Please help his famil...
"This is probably what most encryption backdoors would wind up looking like if it became official policy. Most won't be coordinated with any government agency, they'll just some quick and dirty thing that gets jammed in with the hope that no one notices. If/when the Feds come knocking, the developers can just point to it and say there, use that."
An einem trüben Tag, als er gerade vierzehn war – Eben wuchs auf seiner Brust das erste blasse Haar – Spielte er für sich im Wald, da rief sein Vater ihn herein Brachte ihn zu seiner Mutter, ließ ihn dann mit ihr allein Den Kopf mit Waldgeschichten vollgestopft bis an den Rand Drei Federn noch im Schopf, Pfeil und Bogen in der Hand Stand er da ganz nackt und seine knochige Gestalt War von Kopf bis Fuß mit bunten Kriegszeichen bemalt Seine Mutter strich um ihn herum und deutete dann Mit dem Blick auf seinen rot-weiß-grün gestreiften Pillermann Sagte: "Ach, mein Junge, wenn du schon so gerne malst und schmierst Sorge ich dafür, dass du was Künstlerisches wirst!"
Kurze Zeit darauf fand sich ein Warenhaus bereit Ihn als Schildermaler einzustellen, mit 'ner Probezeit Er bestaunte, dass ihm tagelang der Mund weit offen stand In dem großen Hause all' die neuen Dinge, die er fand! Schöne Menschen gab es dort, mit Gesichtern, glatt und weich Und er schaute in den Spiegel, lief schnell weg und fragte gleich Einen unrasierten alten Mann mit eckigem Gesicht: "Warum sind wir beide denn so hässlich und die Andern nicht?" "Wenn's dein Wunsch ist", sprach der Mann, "so wie die Anderen zu sein Halte dich an deinen Chef – kriech ihm einfach hinten rein! Das übst du fleißig, bis sich dein Profil schön sanft und glatt An der Darmwand deines Vorgesetzten abgeschliffen hat!"
Und schon wandte sich der Junge an den sauberen Verein Mit dem heißen Wunsch, bald auch so'n schöner Arschkriecher zu sein! Doch da zeigten sich die Menschen sehr verwundert und empört – Taten so, als hätten sie dieses Wort noch nie gehört! Sie packten ihn am Arm, führten ihn in einen Raum Da hing ein hoher Vorgesetzter, höher als ein Baum Von der Zimmerdecke, festgeschnallt auf einem Stützkorsett Dessen nackter Hintern pendelte schön glänzend, bleich und fett Wie ein praller Gasballon, nur zigtausend mal so schwer Als die Tür aufging, kaum wahrnehmbar, im Luftzug hin und her! Der Junge spürte, als das dicke Ding da vor ihm schwang Eine sanfte Hand im Nacken, die ihn in die Knie zwang!
Und da fand er sie, die Öffnung, ganz tief unter, gar nicht groß Und er jauchzte laut vor Freude und sofort ließ man ihn los Er atmete tief ein, bohrte dann mit aller Macht Seinen dürren Knabenkörper in den engen, dunklen Schacht! Doch im nächsten Augenblick ein heißer Druck, ein Donnerschlag Und als er drauf halb betäubt in einer Ecke lag Einen Mann vor Schmerz laut brüllen hörte, war ihm endlich klar Dass er als Afterkriecher völlig ungeeignet war! Er befühlte sein Gesicht, es war noch alles wie vorher Nur mit der scharfen Krümmung seiner Nase hatte er Dem Vorgesetzten nicht allein den Schließmuskel geritzt Sondern ihm auch noch der Länge nach den Mastdarm aufegschlitzt!
Voller Angst sah er jetzt, wie die schönen Menschen um ihn her Hässlich wurden und ihn schlugen, und schon spürte er nichts mehr! Als er dann erwachte sah er jenen alten Mann Mit dem eckigen Gesicht – er kroch hin und schrie ihn an: "Ich hab' die Menschen jetzt, wie sie wirklich sind, geseh'n Und ich krieche auch nie wieder, davon wird man gar nicht schön! Ich will wissen, alter Mann, was ist mit den Leuten los – Wenn sie schon nicht hübscher werden, warum kriechen sie denn bloß?" "Schwer zu sagen", sprach der Mann, "manch einer kriecht ja auch nicht gern Und er meint, er muss es tun, um die Familie zu ernähr'n Dem Andern macht es Spass, er schafft sich Frau und Kinder an Als Vorwand, nur damit er besser arschkriechen kann!"
Hex Describe, Face Generator, Text Mapper, and more #RPG This thread is for people who want to talk to me about these applications. They allow people to generate a mini-setting including a map, a key, and NPCs, with but one click, powered by the greatest collection of random tables I know. 😅 I keep creating these threads whenever the previous thread reaches about 100 comments because it starts being unwieldy.
Hex Describe, Face Generator, Text Mapper, and more #RPG This thread is for people who want to talk to me about these applications. They allow people to generate a mini-setting including a map, a key, and NPCs, with but one click, powered by the greatest collection of random tables I know. 😅 I keep creating these threads whenever the previous thread (https://pluspora.com/posts/1829621) reaches about 100 comments because it starts being unwieldy.
@J. Alan Henning, I think the merging vs replacing can be changed. I don’t think we ever take advantage of merging tables. Sometimes we want to merge different sources, i.e. the standard table, or tables from a URL, and something we type up ourselves, but even then we only want to add new tables, not extend existing ones. That would be a small fix indeed. As for forking, maybe @Robin Green would benefit from an “include” directive in order to load a table from the web. Then people could write their own tables and still use existing tables for things like trade goods, colors, and so on. Something like this:
What I would like to know is whether the fey lands have their own geography. Does it have a map? Does it have terrain like swamps, and mountains, lakes and the sea? If so, perhaps we should think about a map generator for it?
Re: Fey Map This could be interesting to develop. I see it almost working like the "mirror worlds" that sometimes show up in witch huts...it would be completely awesome to have it fleshed out, and then be able to generate it from a regular map with a click if/when the player's adventures take them there. Seems like it could be more like a "plane overlapping" with special places (like toadstool rings, the back of an old wardrobe made of Dryad wood, etc) could provide entrance too.
I usually do entrances to this world as findable by Elfs with the same chances as locating a concealed door in a given hex, with a bonus if the hex is appropriate to their subtype/season. My Elfs are a little weird. Closer to Sidhe really.
I almost see the map divided up by Courts...with kings and queens of the respective Fey types lording over hexes like mini-kingdoms. For an additional wrinkle, throw in the whole Seelie vs Unseelie thing. A winter court embroiled in a never ending feud with summer, time working differently, etc.
You've got Redcaps, Brownies, Pookah, Sprites, Pixies, Sidhe, Dryads, Nuckelavee, Centaurs, Satyrs, Bogies, Nymphs, Pech, Banshee, Selkies, Kelpies, Jack-o-lanterns/Will o' Wisps, Barghest, Trows, Blue Cap Knockers/Hinky Punks, Grindylows, Merrows/Merfolk, Spriggans...and that's just hitting the UK/Scotland/Ireland mostly. There are rich traditions in Eastern Europe that I also love to use.
I think a lot of the "table work" is eminently usable throughout multiple maps...just "turned down" for the standard map, and "turned up" for a Elfland type world.
I’d like to do something a little bit different from Seelie vs. Unseelie, though. Instead of it being so black and white, maybe there could be a variety of fey kingdoms of various chaotic persuasions.
One thing that might set it apart is if the hex types don’t quite follow the same rules as Earth. Maybe there’s a glacier next to a jungle or an area of hexes that is a lake in the morning and a town on a canal in the evening. I’d also like to do some weird high magic Celtic islands.
I like the idea of a fey upside down (with apologies to Stranger Things) with some elements the same but with the jungle glaciers and other juxtapositions. I’d probably have exits different than the entrances and weird time shifts (sometimes faster, sometimes slower).
But what I really want next are minidungeons in hexes.
@Robin Green Ooh, I like where you're going with the "hex breaking standard terrian rules." I'd go even further and assign each Hex a "Season" so the party could be walking through a forest, with trees afire in oranges and reds, leaves falling in droves...only to suddenly find themselves in the deep snowdrifts of winter in a few minutes ride, and then it's suddenly a shimmering summer evening. It's really just a flavor thing...but it could also lead to "tailored" encounters to get a shot at things that might work better in winter (Black Dogs, Lamplighters, Annis Hags, Wild Hunts) or another season :)
I've been ruminating on this a bit. @Alex Schroeder is a wizard when it comes to providing nifty tools...and I had a thought about a "Geomporph" based generator that was kind of like the "Face Generator." Have to keep 'em small and simple...connectable...and having roughly the same number of features (say: Five Rooms or areas), but it'd be neat to have something like this generate. The "Five Rooms/areas" could expand in "levels" to go deeper for larger dungeons.
Or we might even be able to design a dozen or so in Alex's Gridmapper to follow some simple standards (set entrance types, set room numbers, etc) and just use those. Or for something even more "out there" generate tesselating tiles for use by TextMapper (in squares).
Again just an idea. Branching can be really weird (and get confusing fast) in HexDescribe, and no conditionals/booleans can make it kind of tricky to do something as ambitious as a full-fledged "dungeon." Check out the "Giant Ant Lairs" which can sometimes come close to a "small dungeon"...but they're purely text-based. The "rooms" and "connections" are table generated....but rigid mapping is purely an exercise for the reader :).
The classic five-room dungeons are railroads, but I like some elements of them, put into a nonlinear arrangement, for which Gridmapper would be great. There would probably be three types of rooms: entrance, random number of interim rooms, terminus room / boss battle.
Yes, ant lairs got me thinking of this further, as did the cave dens. I also like the witch cottages, with an added option for attic and/or cellar:
;witch annex 1, A narrow spiral staircase leads up to the attic where [same old names for women] keeps [witch attic], while a steep stone stairway leads to a cellar below where she keeps [witch cellar]
And I like to have some good or at least mixed-motivated witches:
;witch goal 1,providing advice to the young women of [nearby village] 1,healing the people of [nearby village] 1,keeping the people of [nearby village] safe from magical attacks
I was thinking of something like the following as a master template, where you'd delete interior corridors that would overlap and delete exterior corridors that weren't needed. You'd randomly pick one room as accessed from the entrance.
@J. Alan Henning. Only went with five rooms as a general "mini-dungeon" area size. Five areas seems to be about right for handling through the table structure/syntax/textual display of this. Consistency would be key to tie them to map types (as storing a "number of rooms" and then calling different master tables for different "numbers of rooms" quickly spirals).
"Rooms" could be anything really, following the classic "Empty/Trap/Encounter/Treasure" stocking tables. Anything too much longer (and anything too "Jaquay'd" with multiple entrances/exits/branches) quickly gets out of hand and very unpredictable if you let the tables do the walking (we encountered this with the Ant Lairs/Cave Dens...the RNG can make it branch with new corridors in perpetuity and it quickly gets really, really long and repetitive...not to mention the complexity of storing cardinal directions so that there aren't illogical branches like a room that you enter from the west that has an extra exit to the east leading to a new location that gets non euclidean :). You have to prep not just areas, but also exits/routes to the areas. [with]and [and]can help here a little, but it's still kind of tricky.
Without conditionals/booleans, I'm afraid things may seem a little linear by the very nature of how the table calls work...but that can be disguised somewhat by seeding random chances of branches...but again, this can get weird.
Sticking to some "standardized" maps, and then just using the tables to randomly "populate" the maps might be easier than generating the floorplan via text. The standardization becomes necessary (more akin to a "one-page dungeon" than anything...we're only standardizing the number of areas...what they are is random).
Not to mention that the "big blocks of text" were something we were trying to address as well for things like villages getting out of hand. I'm all for more complexity/features, but something like these _dungeons _might be better handled with a jump link to the "bottom" of the document so as to not break up the "hex description" aspect which seems to be the primary focus here. **Dungeon Footnotes **:).
Agree on keeping things short! One of the things I like about 1970s modules — and one-page dungeons. We could show a random Gridmap for the number of rooms, with rooms numbered, and then just generate something like: 1. Giant centipedes/bats/beetles hang from the ceiling. 2. A shallow pool contains blind, biting cavefish. 3. A barracks with 3 goblins asleep here. 4. A storeroom with empty boxes. / An armory with old weapons and a magic sword. 5. A hobgoblin sits on a throne, with two wolves at her feet.
@J. Alan Henning Yeah. That was my thought. Randomized bullets to a pre-numbered "key" map (possibly randomly selected from some ones we generate with Gridmapper). I believe it's possible to save them as text to the wiki and reload them...but Alex would have to speak to the feasibility of embedding it.
I think I still like the idea of tables for constructed [dungeon name], [entrance description], [original purpose] etc. And maybe one to genericize other descriptive items like [construction material], [corridor height], [strange smells], [lighting]etc, up front...but nothing too elaborate (sum it up in a few sentences or so).
It's fractal LOL :). I love the "Macro" view that Hex Describe starts at. Even a reference to a "dungeon" is good enough for me (I can whip one up real quick during prep if needed), but as we get into the nitty gritty, there's that missing tier of play (dungeon exploration) that really calls to me :).
I'm more an overland travel/wilderness exploration fan myself, but sprinkling some interesting sites throughout the map is where hex describe really starts to shine. I still think I might be able to genercize a small mini-dungeon via tables that could be re-used throughout...just not sure how easy it would be for DMs to use when it's text based like the ant lairs/dens.
@J. Alan Henning Definitely extensible. Here's a stab that nests one bullet beneath each list item for some "room contents" per Moldvay Stocking rules. Super simple as of now, but gets the point across:
1,<ol><li>[entrance room]</li><li>[with interior room]<ul><li>[room feature]</i></ul></li><li>[and interior room]<ul><li>[room feature]</li></ul></li><li>[and interior room]<ul><li>[room feature]</li></ul></li><li>[and interior room]<ul><li>[room feature]</li></ul></li><li>[final room]<ul><li>[room feature]</li></ul></li></ol>
#Moldvay Stocking rules: Contents: 1-2 Monster, 3 Trap, 5 Special, 5-6 Empty
2, Monster: [monster]
1, Trap: [trap]
1, Special: [special]
2, Empty: [empty dressing]
1,[1d6+1] *goblins* [goblin stats] [monster activities]
1, [2d4] * orcs* [orc stats] [monster activities]
1, [2d4] * skeletons* [skeleton stats] [monster activities]
1, 2 *trolls* [troll stats] [monster activities]
1, 2 *ogres* [ogre stats] [monster activities]
#etc, could even tailor this by dungeon for "theming"
1,Spiked ball, save vs breath or 2d6 damage
1,Deep Pit, save vs wands or fall 30 feet (3d6 damage)
1,Trip Wire Arrows, save vs poison (1d6 damage plus poison)
#etc. However you want to handle traps. I like to give clues to discovery/disabling when I have the chance, so better tables would be something I'd like to work on here.
1,magic mouth reciting poetry
#the weird/fun stuff. All kinds of sub-table possibilities here, using existing or new ones.
1,small organized piles of dirt
1,a rubbish heap
#Goblin Junk strikes again :) it's great for doing random frass/debris
1,tormenting a mouse
#more of these would be cool...even maybe by type (so Undead have different activities than Goblins, etc)
Technically, this could generate an "empty" dungeon as it stands now...but I wanna say there was another 1d6 table for "treasure" in Moldvay too that was also checked. In an ideal world, I'd have bullets for a little flavor for each (like a sound, a smell, some spoor, just set dressing really) and maybe a chance of a secret/concealed door occasionally under "special" or something.
Love it! Made some tweaks in Google Docs while I sat waiting for a conference call. Anyway to handle foreshadowing? For instance, Friday my party is exploring a 6-room dungeon (2 paths) that ends in a sarcophagus with a ghost, and the ghost is hinted at in earlier rooms (poltergeist behavior, odd cold spots, etc.).
This might be possible if we generate and store the "big bad" up front, and then call specific "hint tables" for each respective "big bad" in the rooms using the stored type. It gets pretty complex pretty quick, but I think this can work and not rely on "faking it" with generic foreshadowing :)
Hmm. The challenge then becomes insuring that the "big bad" actually shows up in the dungeon...I think you could do this with a line at the end with something like "The Ghost is usually found in room # (70% chance), but otherwise will be found in room #. Or just have something like "roll 1d6 to place the big bad."
But unless we want to hard-code the encounter in the dungeon call (always putting it in the same room/bullet), it's tricky to insure placement when the randomizer is in control :). You'd almost need a dedicated "big bad room" specified up front.
This one hard-codes the boss monster in the final room as an example:
###NEW TABLE WITH SAMPLE STORING###
#at the start you save a dungeon type for theming, then on subsequent calls you reference what it’s stored as to pull in only certain “types” from specific tables
#Some ideas for extensibility (ktrey):
#Sub-nest with <ul> room contents. Still keeps it kinda short, but there’s a wealth of existing tables we could use for these/write some new ones. This is just proof of concept :)
1,[save dungeontype as monsters]<ol><li>[entrance room]</li><li>[with interior room]<ul><li>[room feature]</i></ul></li><li>[and interior room]<ul><li>[room feature]</li></ul></li><li>[and interior room]<ul><li>[room feature]</li></ul></li><li>[and interior room]<ul><li>[room feature]</li></ul></li><li>[final room]<ul><li>Boss Monster: [[same monsters] boss]</li></ul></li></ol>
1,1 **goblin chieftain** [orc stats] and [2d4] **goblins** [goblin stats] [monster activities]
1,1 **wight** [wight stats] and [2d4] **skeletons** [skeleton stats] [monster activities]
1,1 **fire elemental lord** [skeleton stats] [monster activities]
1,1 **red dragon** [red dragon stats]
#Moldvay Stocking rules: Contents: 1-2 Monster, 3 Trap, 5 Special, 5-6 Empty
2, Monster: [[same monsters] encounter]
1, Trap: [trap]
1, Special: [special]
2, Empty: [empty dressing]
1,[1d6+1] **goblins** [goblin stats] [monster activities]
1,[2d4] **goblins** [goblin stats] [monster activities]
1,[1d6+1] **kobolds** [goblin stats] [monster activities]
1,[2d4] **lizard men** [lizard man stats] [monster activities]
1,[1d6+1] **skeletons** [skeleton stats] [monster activities]
1,[2d4] **zombies** [zombie stats] [monster activities]
#etc, not sure if we have stat tables for these, just an example
1,[1d4+1] **fire elementals** [skeleton stats] [monster activities]
1,[1d4+1] **earth elementals** [skeleton stats] [monster activities]
1,[1d4+1] **water elementals** [skeleton stats] [monster activities]
1,[1d4+1] **air elementals** [skeleton stats] [monster activities]
1,Spiked Ball, save vs breath or 2d6 dmg
1,Deep Pit, save vs wands or fall 30 feet (3d6 damage)
1,Trip Wire Arrows, save vs poison (1d6 damage plus poison)
1,Checkerboard Floor, move like a [chess piece] from its starting position or save vs breath or 2d6 dmg
1,magic mouth reciting poetry
1,frescoes of [power]
1,buried here can be found [neolithic treasure]
1,small organized piles of dirt
1,a rubbish heap
1,pacing with weapons at the ready
1,tormenting a mouse
I'm thinking of these as "One-Page Dungeons" and the dominant feature of the hex. Depending on theme of dungeon, they probably send out raiding parties that might be randomly encountered before the dungeon is ever found. In fact, I might have any adjacent hex have a 1 in 6 chance of encountering a raiding party from an adjacent dungeon. So clearing them out becomes a goal to stop the encounters.
Ok, this is pretty rough and borrow heavily from the main tables, but here is an idea of the tone I had in mind. Started with grass hexes. i need to devise substitutions for the lizard people and manticores but haven’t gotten there yet.
# The Otherworld Table
# Based on a table written by Alex Schroeder and dedicated to the Public Domain
# This table can be used to create strange fey dimensions where reality is unpredictable
# green stuff
1,[procedures]<br>[spells][gems]<br>[treasure]<br>[fey troupe text]
1,<strong>Procedures</strong>: <em>random encounters</em> are 1 in 6 per day and 1 in 6 per night if you’re not behind walls. If you’re <em>looking for something</em> that isn’t as obvious as a town or village built in plain sight, your chance of finding it is also just 1 in 6 per day.
1,<strong>Scrolls, prayers and spells</strong>: a <em>scroll</em> can only be read by magic users and elves that know the spell or have access to <em>read magic</em>; a <em>prayer</em> can be read by anyone. The spells used are from the <a href="[url=https://alexschroeder.ch/pdfs/spellcasters/]https://alexschroeder.ch/pdfs/spellcasters/[/url]">Spellcasters</a> project.
1,<strong>Treasure</strong>: the value of a <em>gem</em> is determined by rolling a d20 and looking it up on the <a href="#gems">table</a>; the value of <em>jewelry</em> is determined by rolling 3d6×100gp.
1,<table class="sidebar" id="gems"><tr><th>1d20</th><th>Gem Value<th></tr><tr><td>1–3</td><td>10<td></tr><tr><td>4–6</td><td>20<td></tr><tr><td>7–9</td><td>50<td></tr><tr><td>10–12</td><td>75<td></tr><tr><td>13–15</td><td>100<td></tr><tr><td>16–17</td><td>250<td></tr><tr><td>18–19</td><td>750<td></tr><tr><td>20</td><td>1000<td></tr></table>
;fey troupe text
1,<strong>Fey troupes</strong>: *[name for a fey troupe 1]* is invading from the [direction] and *[name for a fey troupe 2]* is trying to organise a defence. They are also trying to pull *[name for a fey troupe 3]* into an alliance.
1,<strong>Fey troupes</strong>: *[name for a fey troupe 1]* is once again at odds with *[name for a fey troupe 2]*. This time, however, *[name for a fey troupe 3]* has entered into an alliance with *[name for a fey troupe 2]*.
1,<strong>Fey troupes</strong>: *[name for a fey troupe 1]* is once again invading from the [direction] and *[name for a fey troupe 2]* is trying to defend the land. This time however, *[name for a fey troupe 3]* has betrayed their old alliance and so the outcome is far from certain.
1,<strong>Fey troupes</strong>: *[name for a fey troupe 1]* and their retinue are riding out in search of a **[rare fey beast]**. They are competing with *[name for a fey troupe 2]* to see who can catch the creature first.
1,<strong>Fey troupes</strong>: *[name for a fey troupe 1]* and their retinue are riding out to survey their territory. *[name for a fey troupe 2]* is likely to see this as a threat.
1,<strong>Fey troupes</strong>: *[name for a fey troupe 1]* and their retinue have left on an expedition to the Material Plane. *[name for a fey troupe 2]* and *[name for a fey troupe 3]* are planning on invading their territory while they are gone.
;name for a fey troupe 1
;name for a fey troupe 2
;name for a fey troupe 3
;a fey troupe
1,[store 1 as fey troupe number]
1,[store 2 as fey troupe number]
1,[store 3 as fey troupe number]
;a different fey troupe
1,[store [not [same fey troupe number]] as fey troupe number]
;the fey troupe
1,[name for a fey troupe [same fey troupe number]]
1,[fey man], Lord of [fey title]
1,[fey woman], Lady of [fey title]
1,[fey man], Duke of [fey title]
1,[fey woman], Duchess of [fey title]
1,King [fey man], Ruler of the [fey domain], Lord of [fey title]
1,Queen [fey woman], Ruler of the [fey domain], Lady of [fey title]
3,[fey name for man 1][fey name for man 2]
1,[fey name for man short]
3,[fey name for man 1][fey name for man 2]ia
1,[fey name for woman short]
;fey name for man 1
;fey name for man 2
;fey name for man short
;fey name for woman short
1,There is sand in every direction.
1,The dunes make progress slow.
1,The land here is a flat and featureless desert.
1,These white salt flats are broken only by the dark husks of dead trees.
1,There are bare stones wherever you look and no shade.
5,[grass intro] [grass dressing] **[capitalize herbivore]** can be seen grazing in the distance to the [direction].
3,[grass intro] [grass dressing] Those who know how to find it can gather *[magic plant]*.
1,[grass intro] [grass dressing] The area has been settled by a tribe of [6d6] **lizard people** ([lizard people stats]) led by *[lizard leader]* (HD [1d4+2 as level]). [leader treasure] The little village of sod and grass huts is guarded by [lizard companions]. [average treasure]
1,[grass intro] [grass dressing] A ruined tower standing on a small rise is home to the **ettin** called *[ettin]*. [robber treasure] [ettin tower protection]
5,[grass intro] [grass dressing] To the [direction], [1d4+1] **coyote** ([wolf stats]) can be seen hunting.
1,The [grass name] is a gently rolling expanse. When you’re not looking, the low hills seem to rearrange themselves slightly.
1,This is the [grass name]. The grasses are thick and taller than a mounted rider make navigating difficult. Without a guide, you will get lost on a 1-3 in 6.
1,The grassland of [grass name] seems to stretch forever. Off to the [direction] cavorting [herbivores] appear as small as insects.
1,The [grass name] here has long pointy seeds that get stuck in your skin and clothing and itch terribly.
1,The [grass name] is covered by a brilliant multi-hued sky that arcs and shimmers above you.
1,The [grass name] is interrupted by rocky limestone outcroppings here. The plants fold up and some even retract underground when touched.
1,A network of small intersecting waterways makes progress difficult. You need a guide in order to pass through the water-logged [grass name].
1,Scattered [tree] trees interrupt the grassland here, providing dappled shade under their feathery leaves.
1,The grasses are intermingled with [with colour], [and colour], and [and colour] wildflowers here.
1,A hawk with [with colour] and [and colour] feathers wheels overhead, her piercing cry breaking the silence.
1,Chirping [colour] birds hunt for seeds among the grasses and burst up into the sky when approached.
1,has built its lair in an abandoned burial mound
1,lurks in the grasses here, waiting to ambush travelers with his bitter ferocity
1,hunts the region, surveying the grassland from above and attacking travelers from the air
1,[name for grass/bush/bushes]
;name for grass/bush/bushes
1,<span class="grass">[grass name1] [grass name2]</span>
I'm still wondering about creating random little dungeon sketches. I'd love to add the finished [dungeon]table set to Hex Describe once the Google Doc is in a good state. That looks like something that would be simple to do. If we can do this without creating an actual image of a map, it will be very easy. Alternatively, if the descriptions don't refer to any exists at all, it would be easy to create a map that simply needs to have the right number of rooms. It' going to be tricky if the room descriptions and the map need to match up!
Great stuff! Can’t wait to try out the new table and [|] functionality!
For one-page dungeons, I think the goal is to leave it to the image to do all the work. So no references to exits in the text. A random collection of 4-, 5-, and 6- room dungeon images is all that is needed, where room 1 is the entrance and room N is the final room.
Maybe a simple 3x3 setup would be good enough for a start. I’ll try and think of something tomorrow. If you have sketches to share, I’m interested in seeing them. I always use framapic.org for image upload and let them expire after 180 days.
The problem with using geomorphology we didn’t draw ourselves is the license. If anybody wanted to clean up a resulting mini-setting and sell it on DriveThru, it would need extra licensing talks with Dyson Logos. I liked the article on Gnome Stew about the limited configurations. Perhaps I can rewrite part of Gridmapper to be a server-side web app like the face generator...
@Robin Green Regarding that PDF: do you have a DriveThru seller account? Do you want to act as our publisher? As I said, I’m happy to just tag along. Or cheer you on, as the case may be, haha. It would be kinda neat, now that I think about it some more.
Sorry, I didn’t answer the other question. I don’t have a seller account but I can look into it. I guess I could be the publisher if you mean that in a general sense. What would you expect me to be responsible for in that capacity?
Hm, I didn't think about it too much. Here's what a publisher would need to do, or get somebody on the team to do, I think. I imagine it's going to be a bit like herding cats. Then again, @J. Alan Henning already volunteered for copy editing so that's great. I also won't mind giving it a read! 1. have a seller account 2. set up the document and get the PDF into shape including cover page, credits, introduction, blurb, a product description for the DriveThru page itself 3. pick a hex description 4. do a read through, fix stuff that doesn't sound right 5. copy editing 6. layout such that page breaks aren't the worst 7. create a PDF that the DriveThru software agrees to accept 8. possibly make a POD option 9. order a proof 10. fix mistakes 11. announce it on 20 sites
Sure, a lot of it – most of it – can be handed over to other people. But there's always going to be distractions and so when the worst happens, there is but one person who an finish it (or who can decide to drop it): the publisher.
I added the dungeon from the Google+ document to the tables. Have a look. Stuff I did: 1. minor changes 2. some treasure added 3. removed elemental stuff because I have know elemental monsters except for ghoul (being the weakest ones: of earth), jinn, marid. and ifrit
I'm not happy with it. I think this needs more work in order to better fit into the mini-setting. It's wonderful in theory, but the actual output doesn't evoke the same kind of wonder as some of the other stuff we did (witches, for example). I'm not even sure whether the sort of writing I like to aim for can be achieved in this sort of setup. Or perhaps we simply need a few more sub-tables for monster-appropriate behaviour. Or perhaps some of the wording like the room feature just has to be better hidden? I'm not sure. What do you think? Create a map, look for "Dungeon:" and let me know what you think.
Perhaps we could hide quest items in dungeons. Simple things like that could make it more interesting. But right now, I'm thinking: why don't we have more interesting lycanthrope lairs? And then hand craft them. Same for red dragon lairs. There must be better ways to hand-craft these!
Regarding DriveThru, I have a publisher account and am working on another book. I have three artists: one who can do the illustration for the cover, one who can layout the cover, one who can lay out the interior. http://www.troypress.com
Sure! Note that it’s all covered by the Labyrinth Lord OGL and it should all be Open Game Content.
Nothing in this document is declared to be Product Identity. It is all Open Game Content. In addition to that, Alex Schroeder also dedicates anything he wrote and drew in this document to the Public Domain. Hopefully that covers everything except for the stats and perhaps it even covers the stats if they are not covered by copyright.
The map itself uses icons under Creative Commons:
Gnomeyland Map Icons Copyright Gregory B. MacKenzie 2012, Alex Schroeder 2013-2019. This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
I'll see what I can do. I did a map that was 12 by 8 and once I made the NPC photos smaller, it was about 43 pages. The 93 pages normal map size output was text only with no graphics. The character drawings are all coming out at about 5x8 inches. I guess they are resized on the webpage when the output is generated.
@Alex Schroeder I agree it looks very different than the rest and still needs work. What if I flesh out all the room descriptions? For instance, instead of "crypt" have "Crypt containing [an empty|a barren|an open] [stone|marble|brick] sarcophagus." "Shrine with an [elaborate|ornate|unexceptional] [stone|bone] altar to [evil power]." It may be that monster/trap/special/empty need to be coded to room types, at least sometimes. And quest items would help. While I enjoy the lairs, especially the faerie witch cottages, I think dungeons are the missing piece. For my campaign, I just raided a bunch of Dysonlogos commercial maps; I hope to publish the campaign when it wraps up in a year. And I'm glad you're excited about a DriveThru book!
@ktrey That would be great! I also have a license to use some monster art, which we can incorporate.
@Robin Green I experienced the same issue with large portraits when I copied into my campaign doc.
@J. Alan HenningI'd be happy to make any improvements you'd like to suggest. All I know for now is that I'd like it to be better. As I was trying to fall asleep yesterday, I also wondered about the red dragon at the end of a dungeon...
Dungeons I definitely think there's some room for improvement here. I was testing a few things and noticed a new behavior that may be related to the new "replace tables" functionality.
Basically, I was trying to test a few additions to the dungeon tables, but my changes don't take effect unless I select the "(only use the data provided below)" radio button (this isn't great, because the other tables are so reliant on the existing tables). I was testing out some additional stocking rules so that each [room feature] had the standard chances of triggering treasure:
#Moldvay Stocking rules: Contents: 1-2 Monster, 3 Trap, 4 Special, 5-6 Empty
2, Monster: [[same monsters] encounter] [encounter treasure]
1, Trap: [trap] [trap treasure]
1, Special: [special] [empty treasure]
2, Empty: [empty dressing] [empty treasure]
#Moldvay Treasure Stocking:
#Monsters have treasure on 1-3 dice roll (50% of the time), Traps have treasure on a 1-2 dice roll (33%), and Empty/Special rooms have treasure on dice roll of 1 (16% of the time).
1,</li><li>Treasure: [poor treasure]</li>
1,</li><li>Treasure: [poor treasure]</li>
1,</li><li>Treasure: [poor treasure]</li>
Changes are to the [room feature] table. The subsequent tables are an addition. These will populate an additional "Treasure" bullet if the randomizer rolls the chances. I was just using [poor treasure] as a placeholder for unguarded treasure at this point, and I'm trying to cleave as close as possible to the old rules for stocking.
I have few other things that might spruce this up a little bit as well, mostly in the form of additional area dressings (things like smells and distant sounds, to reinforce other senses), and I think traps might benefit from some [trigger]and [disable]subtables to introduce a bit more variance.
If you'd like, I can "flavor" up a few of the [interior room] entries with some subtables as well (1-4 entries each, brief descriptions...I'll try not to get too long winded LOL). While I do like the brevity of the bulleted list, we could get a little more evocative with each to save the DM some heavy lifting.
The more I think about it, it seems that "dungeons" can really be divided into a few categories: Crypts/Tombs, Abandoned Fortifications, and Ruined Habitations. There's an "origin" (who built it and why) with another layer of "who lives here now and why." I think the general functionality here could be used for any smaller hex-feature that can be subdivided into "areas" really. So a bandit hideout/dragon lair/tavern etc. could all follow the same basic principles...just with different gloss/rooms/dressing. Dungeon is a name with certain connotations, but these are really more like "site-based adventure locations within a hex." Not every hex needs one, but we could definitely use these as "major features" and put fetch targets here.
Here's a "spruced" example I was able to put together from the raw output to demonstrate what I'm talking about. Info in italics is what we can generate with a few dressing tables for establishing dungeon history by type (I think the [entrance room] table could end up doing most of the work here), some room dressings tied to the rooms, and a smells table.
Dungeon: The Tomb of Kazalku, the burial place of an ancient lizard man king, this place was looted long ago, but dark energy has drawn new occupants. 1. Catacombs: Throughout the dungeon, small carved niches line the walls, full of dust and the odd piece of bone. These are all that remain of the servants of Kazalku in life. 2. Arena: Carved benches are placed along the walls around a large central depression. Dark stains, possibly blood, still grace the floor. - Monster: 4 noble ghouls, decadent, immortal, foppish, and always hungry (HD 2 AC 6 1d4/1d4/1d4 + paralysis F2 MV 9 ML 9 XP 200; aura of fear (save vs. spells or flee for two rounds); when bitten, save vs. paralysis or be paralysed for 1h; limited shape shift into a hyena) alert 3. Shrine: A series of small alcoves once held votive statues. Many have been smashed and defaced. The vaulted ceilings rise high and disappear out of torchlight. There is a strong smell of sour goat milk. - Empty: empty gallery 4. Guardroom: Low, crude benches surround a rough table here. The faint smell of dead flowers still hangs in the air. - Monster: 8 hell hounds (HD 5 AC 4 1d6 F5 MV 12 ML 9 XP 500; 2 in 6 chance that instead of biting, it breathes fire (5d6); see invisible; hell hound embers burning inside them are worth 500gp to an alchemist) cheering on two who are wrestling 5. Throne Room: Tattered and motheaten carpets have mostly disintegrated on the floor here. Six graffiti laden pillars sigh as they hold up the ceiling. A large stone chair squats at the far end of the room. - Boss Monster: a wight (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by magic or magic weapons; immune to sleep and charm) and 3 skeletons (HD 1 AC 7 2d10 F1 MV 6 ML 7 XP 100; immune to sleep and charm) alert. 1000 silver coins. 3 jewelry.
Great stuff! I like the layered history. I don’t think we need descriptions quite as long but you’re right we should engage more senses.
Any way to override humanoid monster activity with room context? For religious rooms, activity might be singing hymns, listening to preaching, ecstatic dancing. For dining rooms, activities might be eating, listening to a bard, cleaning up after a meal. Of course, those activities don’t make sense for nonhumanoid monsters.
In my campaign binder, hex 0102 might have sites with a page of details, changing over time or as things are discovered: 0102a is a dungeon, 0102b are the prominent buildings of the town.
Monster Activity I think there's some room for context here. I'd almost prefer to do tables by "type" though...so having giant lizards laughing doesn't happen, and undead can get appropriately spooky activities. It might be better to just add those activities to the list though and let the random generator handle it. Sometimes it works out, sometimes it doesn't...the beauty is when they do...the fun is making them work/make sense when they don't. Skeletons arguing in a torture chamber may seem strange on the surface...but I kinda would love to see how that plays out at the table :)
I think the [interior rooms] might get a bit samey without descriptors. They do serve as a useful shorthand for "what one could expect to find here/rough layout" but I was thinking something like this so the DM has a bit more to work with and we see more variation between dungeons:
1,A low marble plinth crowns a crumbling dias covered in dust.
1,On one wall is a gouged granite slab, flecked with dark stains.
1,Decades of melted wax in a frozen dribble cover a wide, ornately carved stone pedestal.
1,Crouching within a recess is a large ornamental font, surrounded by religious carvings.
1,Heavy chains on the walls support [1d3+1] wooden slab benches for sitting.
1,Years of grime have stained the walls, and you can clearly see the pale ghostly squares from where paintings were once hung.
1,Mouldering cushions serve only as nests for mice as they sag on gnawed wooden chair legs.
1,Cast iron coat hooks and weapon racks are built into the walls here.
1,Carved benches are placed along the walls around a large central depression. Dark stains, possibly blood, still grace the floor.
1,Traces of moldy sawdust are piled up along the edges of a shallow pit in the center of this room.
1,Two leg-thick, heavy chains hang from the ceiling here, stopping a few feet above the ground. They are gouged with swordstrikes.
1,There are [1d4+1] tiers of benches are carved into the walls. In the middle of the room is a crater like depression about a spear length deep.
1,Crumbling with age are several long, wide tables surrounded by broken chairs.
1,Evenly spaced iron warming braziers are bolted into the wall here. Smashed crockery litters the floor.
1,The rusting mechanism of a turning spit graces a sooty alcove here. A series of overturned tables line the walls.
Again, trying to avoid several paragraphs of boring and pointless "boxed text" but still striking a balance between that and the spartan single-word descriptors. These are springboards for the user to work from. They can figure out the rest :)
It's all flavor/dressing, but it makes the rooms more attractive to player interaction and their purpose a little more mysterious to the players. A lazy DM can fall into the trap of just saying "This is a former Arena, there are four goblins here" but the procedural nature of the tables can definitely create descriptions with a lot more impact as we incorporate more tables. A "truly empty" room should always be a rarity in a "living dungeon" in my book (and suspicious as heck to boot in a dungeon this small :))...something that telegraphs the rooms former/current purpose is way more evocative.
Thanks for the example map; it looks really cool. I was thinking, since I "invented" new terrains (glacier, hedge, garden) I should probably make graphics for those. Would png files be ok, or would another format be better?
Robin, I think a standard geomorph is too complex, with not only too many connections, but also too many rooms. Taking Alex’s idea of a 3x3 grid, you might have three types of pieces: corner pieces and edge pieces and center pieces, each that can be rotated. They might contain just corridors or a single room of various shapes and sizes.
@J. Alan Henning Wanna comb through some smells? These are from an old d300 chart I put together a while back, but it might need some fine tuning/ruthless editing if some of the "smells" don't work out for these purposes:
1,a bonfire of books
1,a just lit match
1,a paper mill
1,a pat of real butter
1,a seafood buffet
1,acrid swimming pool
1,anise or fennel
1,apple cider vinegar
1,beef broth (salty)
1,boots caked in swamp mud
1,booze, after a bender
1,brackish tidal pool
1,broken basil stems
1,canned tomato juice
1,cavendish pipe smoke
1,cesar salad dressing
1,cheap plum wine
1,cherry cough syrup
1,chunky peanut butter
1,coconut suntan oil
1,corn on fire
1,crisp, salty sea air
1,cut green onions
1,dank roof leaks
1,day old manure
1,dead skunk in road
1,dinner party dishes
1,dusty broom bristles
1,early am bakers shop
1,fermenting yak milk
1,fisherman’s tackle box
1,fresh ground coffee
1,freshly cut cucumbers
1,freshly mown clover
1,ginger ale, hot
1,gooey cooked carrots
1,green, mealy apples
1,grilled tomato kabobs
1,ground ginger root
1,gun oil and earth
1,honey and gingerbread
1,hot glue gun
1,ice cubes in wine
1,jasmine and begonias
1,kelp draped driftwood
1,lemongrass and shrimp
1,lilac the color
1,lime soaked charcoal
1,lime zest and glass
1,mace and tamarind
1,moldy loaf of bread
1,mushy black banana
1,musty attic chest
1,new leather wallet
1,noxious gong farmer
1,nutty toaster oven crumbs
1,oily green feathers
1,old tobacco smoke
1,oven roasted garlic
1,oysters, out of season
1,punk rock show
1,quenched pig iron
1,rancid macadamia oil
1,red bell peppers
1,restaurant grease trap
1,saffron and sage
1,sandalwood and ivory
1,seaweed in the sun
1,sharp rusty anchor
1,sharp, sulfurous rotten eggs
1,shriveled, fuzzy berries
1,sickly lemon liqueurs
1,sour goat milk
1,soy-sauce on everything
1,sports field sod
1,steamed coconut milk
1,strawberries and cream
1,sweaty old mushrooms
1,swine in slop
1,tart clove smoke
1,the color of cantaloupe
1,thorny cat dander
1,tofu gone off
1,turmeric and teak
1,vanilla bean ice cream
1,violets in snow
1,weeding a garden
1,wet yellow paint
1,wilting grape leaves
1,wood working shop
Dungeon Mapping Today's programming was based on yesterday's geomorph sketches by @Robin Green. I've installed it as part of Text Mapper. At the bottom of the page you'll now find this link. Right now it only knows about the "linear" dungeon format, but adding the others should be easy. It doesn't know how to place the first set of stairs down into the dungeon, so that's definitely a problem. It also doesn't have room numbers, yet. Right it places doors and picks the door type using the following distribution: - doors: 60% - secret door: 20% - archway: 10% - concealed: 10% Let me know if I should tweak this. It places one door if the corridor is three squares or less, or two "doors" if longer. I haven't gotten to the fancier rooms plans Robin drew up in today's pictures.
@J. Alan Henning Yeah to all. I added the other networks as originally suggested by Robin, and I fixed the door placements (hopefully). Next I plan to add room numbers, and a stair into room one, and I'll look at Robin's sketches again and what I plan to do is simple have some "preconfigured" rooms pop up (instead of the random sizes I've been using for now).
"Amazon, Microsoft and Intel are among leading tech companies putting the world at risk through killer robot development, according to a report that surveyed major players from the sector about their stance on lethal autonomous weapons."
"Dutch NGO Pax ranked 50 companies by three criteria: whether they were developing technology that could be relevant to deadly AI, whether they were working on related military projects, and if they had committed to abstaining from contributing in the future."
"'Why are companies like Microsoft and Amazon not denying that they're currently developing these highly controversial weapons, which could decide to kill people without direct human involvement?' said Frank Slijper, lead author of the report published this week."
"The use of AI to allow weapon systems to autonomously select and attack targets has sparked ethical debates in recent years, with critics warning they would jeopardize international security and herald a third revolution in warfare after gunpowder and the atomic bomb."
And? Just more of the mutually assured destruction bullshit we've been living with since the atomic age started - except this time in the face of AI's potential for superiority human kind will simply cease to be relevant as a species.
AI and killer 'bots (drones, for example) should not mix...a human should always be the final checkpoint for the decision to pull the trigger...after all, give AI weapons and they'll turn. Right Sarah Connor?
@Foryouwhynot IB Or they'll just decide to treat the human race like humans treat ants - just there to exist, little to no reason to have a meaningful relationship. Exterminate if inconvenient, ignore otherwise.
Mutually assured destruction by the tech giants. I think they have already basically Mutually destroyed most of the populations critical thinking skills, and thus their minds and thus society. Lets face it...technology has turned huge swaths of the worlds population in to morons.
Technology or the availability of knowledge? And more than just turning populations into morons, it's robbed us of our ability to research above all else...why look into something for real when you can just google it? Even more, why bother fact-checking what you do find?
I'm a bit confused. Googling things and drilling down to source studies and/or contacting involved/experienced individuals is how you research various things in the internet age, no? Back in the bad old days we used card catalogs, magazine indexes and someone else's phone for long distance calls.
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Infrastruktur betreiben ist ein undankbares Geschäft, egal ob Strom, Wasser, Scheiße oder IT, jeder will es rund um die Uhr verfügbar haben und das zu sinkenden Preisen, aber niemand schert sich drum wer das zu welchen Bedingungen ermöglicht. Aus der Nummer bin ich zum Glück schon ein paar Jahre raus.