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    2. Ominous
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    Posts made by Ominous

    • RE: Real World Peeves, Disgruntlement, and Irks.

      My 2003 Chevrolet Impala used to do that back in 06-07. I would go to start it up and get nothing. I would call AAA and a guy would come by. He wouldn't have to do anything. We would pop the hood and I would try to start the car, and without doing anything else it would start just fine. I went through this rigmarole three times, before on the fourth time, the guy just showed up, we didn't pop the hood, and he waved his arms over the car pretending to incant some spell, and of course it worked just fine.

      After the fourth go 'round, it never gave me problems again. I have no fucking clue what was wrong and what fixed it, other than to say it was possessed by a really dumb demon and the dude exorcised it with his incantation.

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: A Regency MU (Conceptual)

      One thing I've missed from Lords & Ladies games are debuts or debutante balls. And, no, Kushiel games don't count, as their debuts are quite a bit different. New adults or almost adults get presented and introduced to the rest of noble society along with other adults or almost adults.

      Most of the time, L&L games just have balls and parties for random reasons, when there was a social season to things. And a debutante ball is a good way to introduce new PCs to the game. Why haven't we ever heard of your character before? Oh, it's because you just debuted or are about to debut.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: How are you coping with COVID (and other 2020 fun)?

      @alamias

      A little? We're over two hours apart. At least you have close access to I-5 to get up to Sequoia. I have to take the 101 to Ventura and then 126 to get to I-5.

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: The Dog Thread

      D'awwww! It's a little fuzzball pupper!

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: How are you coping with COVID (and other 2020 fun)?

      @greenflashlight said in How are you coping with COVID (and other 2020 fun)?:

      Have you ever tried making it the authentic way, with prosciutto* and whatever the hell else goes in it? I hear it's not really worth the expenditure or effort for the result.

      *EDIT: Guanciale. Whatever it's actually called.

      Nope. I use the standard recipe, except that I use bacon instead. Louisville didn't really have much a demand for guanciale, so stores didn't really stock it, and I haven't looked here in Cali for it, when bacon does just fine.

      @alamias said in How are you coping with COVID (and other 2020 fun)?:

      @ominous That's about the same distance I am give or take. I wonder if you are in the south like me...?

      Santa Barbara.

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: How are you coping with COVID (and other 2020 fun)?

      On the topic of easy pasta dishes, I find carbonara pretty easy to make. The only tricky bits are you got to cut up the bacon and fry it and separate one egg yolk from its white.

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: How are you coping with COVID (and other 2020 fun)?

      @alamias said in How are you coping with COVID (and other 2020 fun)?:

      I took a 13-hour drive just to get out of the house, drive up to the Sequoia National forest, drive-through and not get out of the car, then drive home...just so I could crack the windows and smell the fresh air and trees.

      I love Sequoia, and I'm only like 5 hours away. Next time you want to go, I'll chip in half of the gas.

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: The Work Thread

      I discovered today that I have the privilege of going out and telling a homeowner that all the money they spent to put up fencing that we said would fix the problem was all for naught, because the RV that they need to put the fencing around is still too close to the right of way, so they're going to have to move the RV off-site. Not only that, but apparently this homeowner has brandished a firearm at individuals before.

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: Covid-19 Gallows Humor

      @auspice

      You should always read the EULA and Terms of Service very carefully.

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: General Video Game Thread

      @packrat said in General Video Game Thread:

      I have been playing Cyberpunk on my oldish (3 years old) but high spec desktop and whilst I have definitely run into bugs? A lot fewer bugs than many other 'Triple A' games.

      Performance has been decent and the game looks gorgeous whilst having largely well written and well acted plots in an amazingly rich and interesting world. Some of the very RPG mechanics stuff like levelled equipment and enemies suck and run counter to the immersion but overall I am having a great time.

      You're playing the PC version, which from what I have seen, runs decently. It's the console version, particularly the current gen console version, that seem to run like shit.

      posted in Other Games
      Ominous
      Ominous
    • RE: The Celebrated Company of Mongrels

      @wizz

      So to perform magic there will have to be a GM around to adjudicate it?

      posted in Game Development
      Ominous
      Ominous
    • RE: The Celebrated Company of Mongrels

      @wizz said in The Celebrated Company of Mongrels:

      FATE Core! I mentioned the system only once in passing, and these are copy-pasta'd from my own notes so if it's unclear that's...understandable. 😂

      Alright! Now I know what I'm actually dealing with. I'm not much a of a FATE player, so I'll have to look into its rules again.

      It's for sure a little mish-mash right now and definitely not the final draft, I'm adapting them from Dresden Files RPG's Thaumaturgy rules so bear with me as I hammer out the choice of words and definitions!

      I have strong opinions on D&D magic and it's mish-mashiness, so I'm just going to put the long diatribe in a spoiler, so it is easy to skip over rather than reading me whining for a few paragraphs, before I get to the more interesting bits.

      ******

      click to show

      D&D has a fucked up combination of verbs and nouns for its system, which can make it difficult on DMs to figure out what magic school a spell they created should go. It also really, really annoys the hell out of my OCD. It has verb magic schools - Transmutation (Change anything), Abjuration (Protect anything), Divination (Know anything) - it has a noun magic school - Necromancy (magic that acts on The Dead) - and it has verb and noun schools - Illusion (Create and Control Your Own Illusions), Evocation (Create and Control Energy), Conjuration (Create and Control Matter and Sometimes Energy Too depending on the edition), Enchantment (Control Matter and Minds). This in turn leads to problems.

      Say I want to create a new spell that protects undead from positive energy. It protects, so it is Abjuration, but it also specifically deals with undead, so it is Necromancy, but it also also deals with positive energy, which in 3rd edition was Conjuration's thing (healing spells in 3rd edition were Conjuration) and in 5th edition is Evocation (healing spells got moved to Evocation in 5th).

      How about a spell that let's me know if something is illusion and, if I concentrate, let's me take control of it? Well magic that lets you learn, discern, and see things is Divination, but this deals specifically with illusions, so Illusion? Ahhh, but Illusion magic only lets you control your own illusions. I'm trying to control someone else's illusion, so Enchantment, right?

      That in turn gets me into the difference between Enchantment and Illusion. Enchantment deals with mind control - charming a person or creature, causing fear or anger, etc. - yet making someone see things that aren't there doesn't qualify as mind control. The argument I have heard is that Illusion creates an objective subjective object. It is objective in that everyone can see it, but it is subjective because it's not real. It's a group hallucination targeted at a point in space or a thing which then influences others by its existence. Enchantment is focused on manipulating one person (sometimes more with mass spells) that is specifically target to that person (or mass of people). This logic breaks down, though, when you point out Phantasmal Killer which is an illusion spell targeted at one person and can only be seen by that person, or Invisibility which is an Enchantment spell that is targeted on a person or thing yet affects a group that was not target by the spell.

      Elder Scrolls addressed this problem easily by just rolling Enchantment and Illusion into Illusion. Making someone calm, making yourself invisible, seeing things that aren't really there? All Illusion.

      In the end, you just pick a school, but then your players argue with you over which school it should be in and you're not really happy with which school you chose but you aren't happy with the alternatives either. Then you realize that D&D is a mish-mash of stuff that was built for one thing really - dungeon crawls and hexcrawls - and you switch to a more magic friendly system like Ars Magica instead.

      Now I have seen a verb-noun system that made sense, and it was for D&D no less. Well, old school D&D. Roles, Rules, and Rolls did a color system that was verbs and nouns; however, he knew this going in, and instead of trying to cram everything into 8 school like D&D does, he spread it out among 11 schools, so he didn't end up with some schools being able to do everything (I'm looking at you 3rd edition Conjuration) and some schools doing a very specific thing (Illusion). His system still has some issues I quibble with, but I feel it is a lot better laid out than D&D's 8 schools.

      That tangent out of the way, you could look at the magic system sued by The Black Company campaign setting for 3.5 D&D. I'm not a fan of it, but I absolutely love their item system and use it in almost every D&D game I run. It has a rarity mechanic where you have to roll to see if an item is even available in a town of the given size. But even better, instead of the glut of magic items, there are advanced mundane items known as "Above Average' items. So instead of a +1 sword, you can fine a sharp sword, which deals +1 damage, or maybe a balanced sword, which gives a +1 to attack rolls or even better a sharp, balanced sword which gives a +1 to both attack and damage rolls. This leaves magic swords to be the ones that glow when rocs or near or burst into flames when you utter the magic word, instead of the boring +1 variety.

      you could also look at runequest 6 /Mythras' Sorcery magic system. It has set "spells" one can cast but there are affects you can manipulate, one of them being the Combine effect which lets you cast two spells as one. If you're wanting a more fluid spellcasting which allows for flexibility while still having some solid rules unlike Ars Magica where anything goes, you might look at it. Then again maybe you want just a static list of spells. In that case, ignore this suggestion.

      I will take a look! I want Pactmakers to have a more "dirty occultist" feel, there's certainly nothing "holy man/holy woman" about them like you might imply by calling them shamans.

      Shamans are just what Runequest calls them, because they practice shamanism, which is simply the magic of entering a trance to consort with spirits and make deals with them. Anything where it sounds like that is what the fluff is going for gets called shamanism by me.

      posted in Game Development
      Ominous
      Ominous
    • RE: General Video Game Thread

      @betternow

      A lot of games have, but they're usually by smaller teams or one person.

      Factorio
      Darkest Dungeon
      Starsector
      Workers & Resources: Soviet Republic

      Those are just the ones off of the top of my head.

      posted in Other Games
      Ominous
      Ominous
    • RE: General Video Game Thread

      @ganymede said in General Video Game Thread:

      Except the police.

      As I was recently told, you can't be a socialist and a law enforcement officer, even though I was both until a few months ago. There's actually quite a few socialist organizations, particularly gun clubs, that say you can't be a member if you are in law enforcement. Military is fine, but no police. The police are The Man vs. The People. The military is The Man vs. Some Other The Man, and anyone who fights The Man is good, even if it's The Man.

      @rucket said in General Video Game Thread:

      It's a pretty big issue in the games industry, but some journalists have been working hard to try to shed light on it. Even though they get shit on by fanboys for doing it. 😕

      Jim Sterling of the Jimquisition talks about it a lot and has for about four years now, but they aren't exactly a mainstream games journalist anymore.

      EDIT: Whoops. Didn't realize I misgendered, and I knew better. No excuses.

      posted in Other Games
      Ominous
      Ominous
    • RE: The Celebrated Company of Mongrels

      Excuse me, @Wizz, as I go through your post and kind of elaborate my thought processes on it. Hopefully it helps you see how someone reads it and their thinking, so you can polish it more in the direction you want to take things.

      @wizz said in The Celebrated Company of Mongrels:

      One more quick peek, this time aaaaat

      MAGIC

      Ahhhh, magic systems - the thing I geek out the most over. Let's see what we got.

      Overview: While the true nature and source of magic has been a hotly-debated subject, one thing most every scholar agrees on is that magic is a fundamental essence from outside of reality with which the Gods and other Powers That Be become manifest on this plane of existence. It is through them that it must be "filtered" before mortals can make any contact with it -- or else risk madness, mutation, death, or quite frequently all of the above...and not always in that particular order.

      Alright. Magic is outside of reality and needs gods to give it to us. Sounds like we have divine magic, specifically divinely granted magic. Not my favorite, but it can work in the right setting. Let's keep reading to see the particulars.

      Magic is inherently chaotic, and breaks down the laws of the mundane world in its rawest form, mana: liquids become solid, light becomes sound, the boundaries between minds and/or bodies become weak or dissolve altogether -- there's an ancient tale of hubris told to any who have dared to work with mana about a town that tried to place a well over a raw manaspring, and how every single inhabitant became part of a massive storm cloud that still roams the world, raining psychic agony instead of water and absorbing those unfortunate enough to come too close to the Eye.

      And we zig, when I expected a zag. It is not divinely granted magic. We have a "naturally occurring" manaspring that a town tried to tap into. If magic can be naturally occurring, gods aren't the access points. So to backtrack my last conclusion - we have Warp magic, but is it the divinely regulated variety - you need a regulator (god) on that compressed air (magic) or it'll blow when you try to tap it - or is it the belief as grounding wire variety - you better have something you unshakably believe in to keep yourself tethered to reality or you'll lose yourself to the infinity. The first has an objective divine entity as the focus and the second is more about the individual and what they believe, whether that's a god or even just a fervent belief in something mundane like king, country, ideology, family, or even self.

      The Gods and Powers consume mana and then refine it within themselves, sustaining their own manifestations and empowering their followers. How this power works through them and how it can be used varies quite dramatically, but all require some form of bond with the deity or force in question and an alignment of will -- the ancient druids of the Greenheart, for example, had to zealously reject the trappings of society and strive to bring humans back to their beginnings as hunters and gatherers or else their supernatural connection to plants and animals would fail, while the Magi of the Unseen Star were required to insinuate themselves into worldly courts to try and guide them to peculiar destinies decided by visions granted by the Star. Try to prevent these bizarre events, and the Magi would suddenly find that their incantations were only babbled words.

      Huh. It's a little hard to say whether divine regulation or belief grounding wire is what we got, as I see hints of both. The first sentence makes it quite clear that divine beings exist and consume mana, so we have objective divine entity. However, the examples given sound more like belief as grounding wire, as the magic seems tied collective belief and adherence to idiosyncratic rituals and taboos.

      The potency of any God or Power (and thus their gifts) depends entirely on how many followers are "pacted" to them and their divine purpose; it is said that slaughtering the cults during the Holiest Nights is truly how the Church of the Crimson God rose to ascendancy. In these troubled times, most devoted followers must keep their heads down, and worship is done with the utmost secrecy and care.

      Ahhh, now I think it is coming into focus. It seems to be Warp magic of the divinely regulated variety with collective belief shaping reality a la gods get power from worship. It's not belief as grounding wire, because collective belief is essential to create a big enough lightning rod. You can't believe really strongly in yourself to keep yourself grounded, like with CHIM in the Elder Scrolls. It's sort of a Runequest mixed with Warhammer vibe.

      System:

      Enough with the fluff! Let's get to the delicious, delicious crunch!

      Magic is available to every character in the game as long as one of their Aspects reflects it (usually this is their High Concept, but not always) and they have bought the requisite power stunt.

      I...uhhh...don't know what an Aspect is. It's capitalized so that makes me think it's a keyword and has a definite meaning within the context of the game, but I don't think it's been discussed any. <checks thread> It's mentioned in one place (nonhuman races) where it is also vague as to what it is but still clearly "A Thing" in the game mechanics.

      However, this does confirm divinely regulated magic rather than divinely granted magic, since anyone can do it, not just priests or divinely chosen wonderworkers/prophets.

      Gods/Powers grant access to three of the eight Workings -- Evocation, Divination, Enchantment, Summoning, Alchemy, Warding, Transmutation, and Planewalking

      A verb-based magic system - a tried and true method. Though, we have some fluff names for the verbs. I'm guessing Evocation is Create, Divination is Know, Warding is Protect, Transmutation is Change. The other four are a little vaguer, though. Enchantment could be Control, as in I enchanted your mind so I controlled your actions or I enchanted the rock so I made it roll without anything having to touch it. Summoning could be Travel, but I imagine that's what Planeswalking does too. Alchemy I have no clue on. Usually alchemy is a crafting thing not a spellcasting thing, and when it is a spellcasting thing, it's usually for Change but we already have Transmutation.

      This might be a mish-mash magic system with confused verbs and nouns schools a la Dungeons & Dragons, but I hope not.

      and players can choose one of the example Gods/Powers or come up with one of their own; the difference in how players portray each Working's source is largely in roleplay but can also reflect specialization in some domain. Once a God/Power is chosen, the character is considered a devotee and can spend a Fate point in a scene to have their deity/force power their spell instead of taking a Stress hit.

      So @Wizz doesn't plan to create a specific list of gods and their related schools, giving players a lot of freedom to come up with crazy faiths, which could be very good. That also means lots of gods and minor faiths and lends further credence to the belief as power for gods thinking I have. I don't know what a Stress hit is. Has @Wizz ever said what system he is using? He mentions Fate points, which narrows things down a bit, but that has become a bit of a generic term that a lot of systems use.

      Alternatively, players can choose to be a Pactmaker (see below), and temporarily mix and match their three Workings, but do not have the option to have their spells empowered.

      Example Practioners, the Pactmakers: It is said there is an exception to every rule, even the divine ones; the only people bold enough to say that openly, however, call themselves the Pactmakers -- but are more commonly sneered at as sorcerers, warlocks, or ironically and extremely derisively as the Pactbreakers. These pragmatic men and women are devotees to no God or Power, but forge temporary bonds with them in exchange for vows of a single deed or geas.

      Ahhh, now we have our people who think grounding wires are for chumps group and abuse the system. Though, in this case it's not that grounding wires are for chumps but using one and only one grounding wire forever and ever is for chumps, when you can just switch grounding wires when needed or have multiple grounding wires at once in case one of them breaks.

      This gives them a remarkable flexibility and a reputation among the greater forces of the world as intermediaries between mortality and the divine, shrewd bargainers who are among the rare few that can traverse the wilds and ancient ruins unharmed and unchanged (at least, not permanently).

      Shamans. Maybe @Wizz should look at Runequest 6 (now called Mythras) and how it handles Shamanism and dealing with spirits. It's a very interesting take on the spirit world, making deals with spirits, and "enchanting" items with spirits.

      Unsurprisingly, this is why the Celebrated Company of Mongrels offers them employment and protection; there is a coven of Pactmakers in every regiment, and every expeditionary force the Company sends into the wilderness includes at least one or more Pactmaker to arrange safe passage with any Power or old god or goddess they encounter.

      Players are not only allowed but encouraged to play these sort of characters.

      It is whispered that the Pactmakers are all that remain of the Royal Alchemists once employed by the court centuries ago before the rise of the Church, and there is certainly no love lost between them -- Pactmakers are officially heretics, and any who are caught in the practice are condemned to death.

      Ooooh! Mysterious backstory to uncover and potential for drama llama RP between mongrels and the Church!

      Don't know if my thoughts were any help, but it was a fun way to kill some time while quarantined.

      posted in Game Development
      Ominous
      Ominous
    • Inhuman Conditions Board Game

      Ever wanted to do some heavy-duty roleplaying in a Blade Runner-esque universe? Did you like the video game Papers, Please but thought it wasn't intense enough? I are you really into the cyberpunk zeitgeist and can't get enough of it? Then I have just the game for you.

      If you don't want to watch the video, a quick summation - this is a roleplay heavy game social deduction game for two people, simulating what is essentially a Voight-Kampff test. One player is the investigator who has five minutes to ask questions of the other player who is the suspect. The suspect could be a human, a patient robot, or a violent robot. In addition, the suspect has some sort of job they hold, which helps them get into the role. Humans have no special rules, other than the job they have.

      Patient robots have a tell that they have to adhere to, for instance the video gives the example of "You cannot express any opinions at all. You can only express observable facts." If the patient robot messes up and expresses an opinion or decides it's worth the risk to violate the rule to throw off suspicion, they must, at some point before the end of the round, perform the penalty action, which both players are aware, such as "You must insult the investigator."

      Violent robots, on the other hand, have three tasks given them, two of which they must complete. Once completed, their programming snaps and they kill the investigator, before going on a rampage. This is demonstrated in the game by the suspect slamming their hands down on the table suddenly.

      If two player social deduction sounds like it's up your alley and you think you can do the roleplaying without feeling awkward, maybe give it a look. And if we ever have a cyberpunk game with androids/replicants, can we get it incorporated into the game?

      Also, Shut Up and Sit Down is in the middle of one of their pledge runs. If you like board games and funny review videos of board games, give them a watch and maybe chuck a few dollars their way.

      posted in Other Games
      Ominous
      Ominous
    • RE: General Video Game Thread

      @Testament
      ***Spoiler***

      click to show

      I think it's very, very hard to have all these branching stories that most open world games have these days and tie up all the loose threads effectively in an array of endings that are all equally satisfying on the time and budget that games have.

      To this day it surprises me how upset people were that ME3's endings were so bland. How did people not see it coming? At the end of ME1 you could have a galaxy where the three big races were entirely crippled and humanity had to take the lead or a galaxy where the three big races' fleets survived and humanity just joined them. Vastly different outcomes, yet at the beginning of ME2 other than being told the galaxy is different based on what people say, there is no actual difference in the beginnings of the game or how things work in the galaxy.

      posted in Other Games
      Ominous
      Ominous
    • RE: General Video Game Thread

      https://www.youtube.com/watch?v=eU8heT2gTdc

      I'm normally not one for most city builder games that aren't Cities Skylines or Workers & Resources: Soviet Republic because they're usually way too simple to hold my interest, but the setting of a floating sky-city that goes adventuring and resource gathering has me intrigued.

      posted in Other Games
      Ominous
      Ominous
    • RE: Pondering, Space Trucking, One ship crew small MU?

      @lotherio

      Another possibility is to borrow a bit from the Battletech universe. Jumpships are rare, specialized craft that don't venture away from the jump points in a system. Instead, smaller ships that do the trading and transportation dock with it and jump to the next system. Those smaller ships then undock and head out into the system to do their thing, while the jumpship recharges its batteries. At a set time, you better be back to the jumpship, because it's moving on with or without you and you'll have to catch a ride with the next jumpship that comes through.

      With this you get a central hub that everyone congregates at - the jumpship. you have space truckin' as the little ships haul stuff around a system. You don't have too much sprawl to worry about, because the activities are contained in one system. Finally, you have the opportunity for Bob and alice to go do their own things.

      posted in Mildly Constructive
      Ominous
      Ominous
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