=== ANCHOR POEM === ══════════════════════════════════════════════════════───────────────────────────── If you know any old people who like fantasy, tell them to check out the modern game Hero of the Kingdom and it's 4 sequels. Here's a link: https://www.gog.com/en/game/hero_of_the_kingdom it's got an interesting economic system that is reflected through the player's actions in the game. It's super duper cool! EDIT: also transmascs, dohhhh how could I forget them I'm such a ditzy transfemme ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════────────────────────────────┘ === SIMILARITY RANKED === --- #1 fediverse/2180 --- ═════════════════════════════════════════════════════────────────────────────────── @user-1056 heh true - my roots in role-playing games are directly from the playground, so it makes sense that I'd gravitate away from dice that are hard to roll when you're on a hike or bike ride. Can only really play D&D on a bike when you're in the country though, otherwise the sounds of a city are too noisy. Also, systems that are so simple you can keep a character sheet in your mind. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════─────────────────────────────┘ --- #2 fediverse/2175 --- ═════════════════════════════════════════════════════────────────────────────────── @user-1056 I just got my copy of Knave version 2 and there's this line that stuck out to me: SCHEME Think laterally, not linearly. Avoid risky plans that require you to roll dice and instead create plans so bulletproof that success is certain. Use psychology, magic, allies, equipment, and the environment to overcome obstacles rather than relying on ability checks. I can't wait to try doing that in my next D&D campaign. This was listed under "player responsibilities" and there's some other bangers in there too - like this: TAKE INITIATIVE Set your own goals and make your own fun. Seek out adventure rather than waiting for it to come to you. I wish every player I ever had read that single page. And I wish I had read the "DM responsibilities" listed just one page prior. It's a really great game! I'm also into OSE, or Old School Essentials. What kind of D&D do you like? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════─────────────────────────────┘ --- #3 fediverse/4608 --- ═════════════════════════════════════════════════════════════────────────────────── every time a game developer makes a game where the world is in peril and the main character must save it, for every successful playthrough where the good guy wins there are thousands of doomed worlds where the player got distracted or bored and left the people to rot. how tragic. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════─────────────────────┘ --- #4 fediverse/4504 --- ════════════════════════════════════════════════════════════─────────────────────── if you have kids in your life it might be a good idea to check out these retro gaming handhelds: https://docs.google.com/spreadsheets/d/1irg60f9qsZOkhp0cwOU7Cy4rJQeyusEUzTNQzho TYTU/edit?gid=0#gid=0 they're great for long car trips, or going camping, or staying at grandma's house for an extended period of time, and other interesting times like that. I hear Anbernic has a sale going on today. Also I recommend going for one that runs Linux if possible, the Android ones are less hackable and therefore less reliable. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════──────────────────────┘ --- #5 notes/dungeon-looting-methods --- ═════════────────────────────────────────────────────────────────────────────────── the reason dungeon masters should give the gold value of the items distributed is because the number represents what it eventually sells for. and the players will try and appraise and haggle at the market and such but that all happens off screen between sessions. so anyway during the adventure, the dm will say "you find some precious gemstones" or "there's some high quality silk here" or "these bears are renowned for having magic livers" or "the mold growing on the walls can be scraped into a vial and sold to an alchemist" then the dm will say "this treasure is worth 50gp" or "this treasure is worth 25gp" and players can "buy" the items from the other players. so player 1 has 50gp, the item costs 20gp, so in a party of 5 he gives every other player 5gp this way, the relative treasure hordes of the players stays the same. then, when the players find treasure, it can be evenly split - it's only fair. when in town, players will feel more impulse to buy things if they can sell them too. like "here's an enchanted axe that does some mundane thing like never dulls" well, that's probably going to be very valuable to a small village or "an enchanted quill that writes down everything you tell it to" could increase the education level of the area ever so slightly. Then, after several generations of adventurers, the surrounding area will be ripe with magical loot the players distributed from the dungeons and such. it can trade with neighbors and so over time the markets will have better and better goods for sale - for example, maybe after trading with the swamp people, now there's a supply of healing potions that runs out both over time (to represent other adventuring parties buying the supply) and when the players buy some (to represent consumption in their minds). Trade with the dwarves? Now you can buy +1 swords for a while. village attacked? the militia can be armed with the holy relics plundered from the evil priest-lich. boom development! the players should also have choices about large scale effects. for example, the heart of the forest could be a) preserved, b) burnt down, or c) studied by the local wizards. each choice would have different effects on the populace, and so the world would change to adapt to the player's choices. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘════════─┴╧══─────────────────────────────────────────────────────────────────────────┘ --- #6 notes/star-realms-balancing-tradeoff=2 --- ══════════════════════════════════════════════════════════════════════════════════─ what if I use equal signs instead of dashes, so prevent people from assuming they're duplicates? hmm okay. right so anyway the star realms balancing tradeoff between combat and authority is measured against the duration of a hand (does it fit balanced between other cards of it's playcost) instead of balancing it for the duration of the game (how long does the player want the game to go on for) one of which is just inverse combat damage / healing, and the other of which is an enablement of different strategems. put this in symbeline-gen-realms please ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════════════┘ --- #7 fediverse/3612 --- ════════════════════════════════════════════════════════─────────────────────────── http://www.cyberlore.com/Majesty/ this is my favorite game ever!! too bad it's old as dirt. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════──────────────────────────┘ --- #8 fediverse/2998 --- ═══════════════════════════════════════════════════════──────────────────────────── in some games, like Star Wars Battlefront II, you unlock certain "badges" during gameplay. Like, "scored 10 points in one life" or "healed for 200hp" or whatever. these "badges" have names, like "guardian" or "hope" I wonder if you attached a player's history of medals earned to an LLM somehow, perhaps by feeding an array of them in as input, what would happen then? perhaps a narrative could be == stack overflow ========== ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #9 fediverse/6422 --- ══════════════════════════════════════════════════════════════════════════════───── revolutions should be paid for in lands [sometimes I like to just... scroll through the land cards in a Magic the Gathering card viewer screen application and imagine I myself am there what would it feel like how is it part of my arms (that which interfaces with the world)] there's a deleted section here about atlas the immortal [while also controlling stimuluses to essentially act as a biological computer controlling various hydraulics and related upkeep and maintenance infrastructures] anarchrist (she's a baby) ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════════────┘ --- #10 fediverse/2747 --- ══════════════════════════════════════════════════════───────────────────────────── easiest way to solve an entire class of accessibility problems: in the tutorial, instead of having button prompts, have keybinding confirmations. "what button do you want to use to jump?" "super triple mega backflip spin-dozer needs three jumps and a kick" "use the boost to get through! [game pauses] (which button do you want to use to boost?) [displays a map of previously bound keys]" ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════────────────────────────────┘ --- #11 fediverse/2178 --- ═════════════════════════════════════════════════════────────────────────────────── @user-1056 whoa, sounds like we have un-similar influences! Together, with our powers combined, we could be unstoppable >: ) I love systems, but I like writing them, not reading them. I guess that difference is why I gravitated toward OSR style games and you to AD&D and 4e! Pathfinder 2e I haven't read all the way through but what I did read felt like "the good parts of 5th with the good parts of 4th" which I thought was pretty neat. Most of the rest I haven't heard of before, alas, that's what we get for contributing to and engaging with a scene. =P ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════─────────────────────────────┘ --- #12 fediverse/4908 --- ════════════════════════════════════════════════════════════════─────────────────── did you know someone once built a 1st person shooter in the Warcraft III mod suite? someone also made an entirely new game engine similar to Neverwinter Night's (or Baldur's Gate for you noobs) inside of the game. You could join a Warcraft 3 map and start playing a D&D adventure narrated, controlled, and prepared by your DM, D&D style. Like a virtual tabletop before that was a thing. kinda wish stuff like that was open source, or at least open standards, so people could take those adventures with them. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════──────────────────┘ --- #13 messages/740 --- ════════════════════════════════════════════════════════════════─────────────────── had a dream that we gamified all work and then put them into one single mega-game so whenever you wanted you could work on an arbitrary project and it would spin up a new game and take your inputs and use them to accomplish whatever was happening ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════──────────────────┘ --- #14 fediverse/465 --- ═════════════════════════════════════════════────────────────────────────────────── ┌───────────────────────┐ │ CW: cursing-mentioned │ └───────────────────────┘ https://ritz-menardi.neocities.org/wow-chat/wow-chat Hey, I made a pretty simple game. I'd like to add more to it, like dynamic quests (shouldn't be too hard) and co-operative experiences, but for now you can play on my simple server. Let me know if you think that "Risk of Rain in the World of Warcraft engine" is a neat game, because if so then you (as the person who has power over me in this capitalist system) can hire me as a game designer (the profession that most aligns with my designs of the future) and together we could make something most beautiful. What's that? You're just the same as you and I? A person in a random world with a singular expression of our own will (defined by our perception and intentions) who consists of the consequences of the "best decisions we could have made at each and ever decision-making point" throughout the totality of our collective life and experience? Happy new years. 2024 is gonna be awesome and great. I can't fucking wait. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════─────────────────────────────────────┘ --- #15 fediverse/6012 --- ══════════════════════════════════════════════════════════════════════════───────── okay picture this: take the open-source source-code for the City of Heroes server (I think it might have been leaked or something? idk) and make an MMO in the same engine using the Mastermind class. In most MMOs, you can have one or two pets at a time. In City of Heroes, Mastermind characters can have 6 or 7. Hey wouldn't you know it that's just enough for a pokemon team wouldn't that be a neat proof of concept. Also there's flying built into the game, and you can teleport and run really fast so like, just animate your character hopping on one of your pokemon's back and you've got travel powers or whatever. I don't play Pokemon very much hehe but I like the aesthetics. https://wiki.ourodev.com/Volume_2_Build instead of abilities on your action bar, you'd have movement commands for each individual pokemon. They'd use their abilities automatically and periodically, and there'd be lots of knockbacks, crowd-control, and target switching. (which is common in CoH mechanics anyway) I mean, only if you're into that sorta tng ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════────────┘ --- #16 notes/symbeline-superheros --- ════════════════════════════════─────────────────────────────────────────────────── imagine low level characters in CoH/V playing a game of symbeline and you as the ruler can slot enhancements and dole out inspirations as they sweep the streets like you play CoX instead of a MMO it's a deckbuilding strategy with a slice of zachtronics for the economy wiring up machines in ever expanding deseagns like automating factorio's gameplay loop boxes within boxes of intrinsic delight like making a CPUter or designing a computer program while playing a video game ^_^ and the games that you make can be shared and played when unique so go for it and make that you're dreaming! =============================================================================== = the goal of each "level" is to solve a particular problem - like how do I make a 2 bit register - or something like that. When accomplished, it unlocks something for your heroes to acquire. And each playthrough will require a repeat until you have it memorized at which point you can unlock "perma-badges" that make it always unlocked at the start of the game. Like learning Kanji, you need spaced repetition. BUT ANYWAYS it'll be in magical terms like "unlock essence-stones" or "learn the ritual of desire" or whatever. And each of those terms roughly corresponds to a pattern in electrical engineering (designing CPUs and such) And you can learn advanced versions of what you already know by uncovering "lost secrets" (which is a reward your heros can find) - Basically it'd be like a "clue" that shows you a ghost version of something you haven't figured out yet - and it'd be a slow process because you need to slow down the learning process or else you'll forget. Basically teasing it out of the player when they seem to be stuck. Asking probing questions and whatnot, and eventually culminating in the final question, assuming the quest is succeeding. Because if you think about it all ancient quests were simply journeys for reason - searching for the answer to some ancient riddle or bastardized retelling. Looking for answers in an unknowing world. So ANYWAY as your heros discover things you as the ruler get answers to the economic puzzle - how to design transistors and whatnot. But they would be in theme appropriate terms, of course. You don't even have to know a lot about mechanical electrical design, because ChatGPT knows. All you need to do is build the basic building blocks, and BAM you got a great place to integrate chatgpt. Just prime it such that it's giving hints one by one each slightly more revealing until eventually after X amount of clues the solution is automatically shown (like a blueprint) and the player can remember it or not but each playthrough they'll have to build it again from scratch (reinforcement learning) so eventually they'll be able to do it real quick. Essentially, "Abstraction - The Game" great so you got your economic simulation, pretty easy too just some UI work and for the heroes you're playing an ARPG sorta (supcom anyone?) Think Bannerlord for the scaling on the map then think of 5+ different "themes" like fantasy or superhero or pirates each "theme" will correspond to like a faction in Mount and Blade and all you have to do is generate pictures using Midjourney and text descriptions a'la the magic scroll shown as "bubble pop-ups" on the map that the player can click never overwhelming, but descripting what's happening and also some more UI work because you gotta display all that to the player Maybe it could be a rolling story, news ticker style - like slowly scrolling lines of text about what's happening in the world and the player could have it open in one window and something else in the other and whenever they're waiting on something (say, a processing intensive AI task on their computer) they could just glance over and read what's going on in their fantasy world okay okay but also they could play as a hero it could be an ARPG experience except instead of clicking to fight you play a little automatic Star Realms game and depending on your deck choices you'd have a different playthrough. Again, not a game that requires much thought, but one you can have in the background. Also there'd be pictures, like a slowly evolving storyline of events - think of it like the artists of the time drawing paintings about what's going on in the story - major events would be highlighted and kept in the painting until even- -tually they get replaced - sorta like the Smash Bros scrolling painting (oh it's so good) =============================================================================== = it doesn't have to be an expansionist game maybe you guys just live in your little valley and the world turns around you maybe it's called "symbeline" because the people are of the forest and they live like elves in society monsters could wander in, and heros could tackle them but most of the time would be spent looking for trouble going on patrol you know, breaking skeleton bones and being superheros okay okay you know that superhero faction? What if they had MEDIEVAL TECHNOLOGY but MODERN DAY SUPERPOWERS at a cost - the society was beset by hordes of monst- -ers. Those few who escaped are now superpowered and they live as friendly and nomadic wanderers through their own territory. Always adventuring, and always searching for their life, finding whatever the road may carry them to. It's a great life, and life seems to flourish in their footsteps - they are like part dryad/druid and part wolf. Because sometimes there's evil threats, and they must be defeated by an equally strong good power. That's how it goes, and that's how it be. For imagery I'm thinking a mix of the tribes from Dominions (deer, wolf, bear, etc) but they're like, 1.5x as big as regular people and quite strong. The outsiders call them "giants" or "goliaths" but really they're just infused with the lifeforce of their people. They are radical individualists, but they all unite for a common cause. They know their bond is the strongest thing there is, and they use it to great effect when the time comes. AHHH THEY'RE SO COOL I LOVE THEM okay okay what about the other factions? PIRATES? Oh think about it like it's st patricks day WHAT IF THEY WERE IRISH PIRATES omg omg omg that sounds so cool I'm DIGGING this okay what about the other factions? You need 5+ you said hmmmmmmmmm good question I have 3 now so that's 2 more. yep... =============================================================================== = okay dude check this what if they were a nation of wizards that focused on the power of animation - what if they generated constructs, sorta like in Supreme Commander so they were EVEN MORE individualist - haha no they'd have a normal population it's just a few of them who would be wizards - because their output wasn't measured by manpower, but rather by brainpower. Whoever could design the greatest machine was exemplared, and eventually they became the best and brightest among us. They were put in charge of the golem creation factories, and they used them instead of heros. SO BASICALLY YOUR HEROS NEVER DIE they just have successes and failures JUST LIKE IN SUPREME COMMANDER okay the plot of this game is "what if all my favorite games were the essence of life and death in a fantasy game" like OMG KEEP EM COMIN' so. who is the player? THE PLAYER is the one who's overseeing it all. They have dominion over the entire kingdom, and they guide their people toward a bright future. They are vulnerable in their castle, but their people have their back. Together they fight for the future. They slot enhancements and dole out inspirations and solve the economic puzzle in the background. They also make decisions about what kind of equipment production to prioritize - because each game they have to invent everything from scratch. All their production is made with endless abstraction, and whatever you prioritize is what's magnified in your kingdom. You choose a style and it plays as well as it's guile, I dunno this seems like a lot, what would you need to make this a reality? hmmmm let's break it down: first you need to implement the star realms gameplay then you need to hook it up to a square grid and have multiple occurences at once. then you need UI for the character sheets and you need logic to open separate windows for each output type you need... a lot of things okay let's talk more broadly - what do you need from other people and what can you do on your own? hmmm good question. I can do the star realms gameplay, and the simulation for the wiring systems - because I have the VM. Make that into the gameplay somehow okay good idea like okay authoring vm package routing deliveries between the various nodes that you set up in the economic system - side note, the peril of Spore was that it took to little time to develop a species. it should have lasted as long as WoW takes to get to max level. That would have given them time to reiterate the gameplay loops to make sure they worked correctly. ANYWAY okay authoring VM package routing. The player could set up delivery patterns based on A MAZE OMG your kingdom is like a maze and you need to get deliveries out, or else how would anything function? SO you act as a trailblazer, finding ways through the labyrinth and "piloting" a car sorta like that game at Disney quest with the cars under the floor - except you can see both the top view of the maze and you're trying to guide the car in real time as it travels through the maze - the faster you can get to the end the better ofc. like talking to the delivery driver through the movement do I like that idea more or less than the first one? First idea being the idea that you're making lists of commands for a VM to execute. I don't think they'd be a good idea to mix. So which one gets it? The VM of course has the edge because that's what the technology is based on. But will it translate to good gameplay? Idk. This second idea is certainly better gameplay, but is it engaging? Idk! Idk. I'm not a miracle worker. But I do have good ideas, and I need to be told that sometimes I guess. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘ --- #17 fediverse/3502 --- ════════════════════════════════════════════════════════─────────────────────────── ... the trick is, depending on how many train-engine-dragons you fight, there will be a greater or lesser proportion present in a particular playthrough. Perhaps, potentially, people should pay for the original work, and then a small sliver for the addition or modification? Why, I do believe that's how it works now! Except, on the honor system, as people can download the mods for free and pay (or not) through the creator's patreon page or whatever that they definitely set up and which definitely shouldn't be able to levy a tax based on "transaction fees" for a process which definitely should be handled by the government, which claims to regulate our economy and provide the means by which we engage with said economy through their de-facto nationalization of the banks and other economic entities. where was I going with this? oh yes software piracy is ethical so long as you delete the original. Let's end with that because that's what I originally had a dream about and wanted to write about. she dreams! ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════──────────────────────────┘ --- #18 fediverse/24 --- ═══════════════════════════════════──────────────────────────────────────────────── @user-30 Well maybe that's okay :) Dark Souls is a hell of a game that has stood the test of time. It's a classic now. It's okay if you're not much of a gamer. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════───────────────────────────────────────────────┘ --- #19 notes/how-little-we-find --- ════════════════════════════════════════════════════════════════════════─────────── how little we find of thoughts from her mind yet now we are kings of our own time oh how she is wander true DEAR VR DESIGNERS: when making trailers for your game, create a separate camera in the game engine and record from that. keep the player character invisible, but just... watch from a distance like they're an actor in a scene ummmm oh dear she's crazy, what the heck [no this is just what it's like to see stars] ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════════════──────────┘ --- #20 fediverse/3703 --- ════════════════════════════════════════════════════════─────────────────────────── ┌──────────────────────┐ │ CW: D&D-mentioned │ └──────────────────────┘ if the map you present to the players in session 0 had a mountain range on the OTHER SIDE of another mountain range, you need to zoooooom in. Unless your characters are all dwarves, a game should start in a valley or on an island. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════──────────────────────────┘ |