Posts by Longwing@wandering.shop
 (DIR) Post #ATxVFFvPRfTgcnNpJ2 by Longwing@wandering.shop
       2023-03-24T14:04:43Z
       
       0 likes, 1 repeats
       
       Okay hear me out:Locations with an ocean to their west enjoy more stable temperatures while locations with land to their west see greater swings in temperature.In effect, europe is _water cooled_, while the eastern US is air cooled.This means that when summer hits and the poly count goes up from rendering all those extra flowers, leaves, and plants, air cooled regions see a greater spike in temperature as the GPU spins up.The solution is enormous seawater radiators. In this proposal I...
       
 (DIR) Post #Ahenl9sNTaH0SIC9fk by Longwing@wandering.shop
       2024-05-07T18:36:01Z
       
       1 likes, 0 repeats
       
       @volpeon Tiny!
       
 (DIR) Post #Az71dGOoP1XK1IPoQq by Longwing@wandering.shop
       2025-10-10T22:31:45Z
       
       2 likes, 3 repeats
       
       Mastodon feels like the future the 1980s promised us. "Oh look, a post from my friend at hacker.space, and what a funny comment from some guy on gaysex.cloud, perhaps I should follow them, they seem witty."It feels like you could turn a corner and wind up in a tearoom filled with furries discussing existentialism. Across the street are anarchists arguing loudly with socialists about how best to stick it to the capitalists.Just down the way is a photographer who only takes pictures of bees.
       
 (DIR) Post #AzRRam2embpLG6iycS by Longwing@wandering.shop
       2025-10-21T18:07:12Z
       
       0 likes, 0 repeats
       
       @futurebird @kevinbowrin No no, here's the thing! The predictive AI generated algorithm should strongly favor luxury vehicles because of _mumble mumble something something_. Can't share the details, proprietary trade secret tech, you see...Get valuated, get venture capitaled, steal rich people's cars, get sued into the ground... but not before paying yourself an enormous salary and flipping the stock options for something more stable.It's not theft if you're stealing from wall street.
       
 (DIR) Post #AzRaasXZWKSX09JFlg by Longwing@wandering.shop
       2025-10-21T19:48:05Z
       
       0 likes, 0 repeats
       
       @futurebird @kevinbowrin As 2025 has clearly shown, prison isn't ~for~ rich people.
       
 (DIR) Post #AzXpTCSCGPr0hoLqq0 by Longwing@wandering.shop
       2025-10-24T19:53:53Z
       
       1 likes, 1 repeats
       
       Many years ago a coworker and I were discussing some minor thing. I explained something and they responded, clearly annoyed: "You know, you have a reason for everything you do."And I was like "You don't?"
       
 (DIR) Post #B0kv1TT0kxmNpPemIq by Longwing@wandering.shop
       2025-11-29T23:31:34Z
       
       0 likes, 0 repeats
       
       I'm having an Allan Turing/Binary problem with my #ttrpg design.I've got an injury system that I'm pretty proud of, but every time I try to add other negative effects (poison, disease, paralysis, etc.) everything I do can just be streamlined down to the existing mechanics.
       
 (DIR) Post #B0kv1UmBt8iPtBdbpw by Longwing@wandering.shop
       2025-11-29T23:31:48Z
       
       0 likes, 0 repeats
       
       "What if they take damage over time from the poison?""Lingering effects are covered by the injury system""What if Diseases make everything a little harder until cured?""The injury system makes everything a little harder until resolved."
       
 (DIR) Post #B0kv1VydQMGPc4T3s8 by Longwing@wandering.shop
       2025-11-29T23:32:33Z
       
       0 likes, 0 repeats
       
       On the one hand, the point is to make a game that's more focused on narrative than on simulation... on the other hand, lumping in all negative effects into a single mechanic makes them mechanically boring.
       
 (DIR) Post #B0n1VElcxiogxyrLUm by Longwing@wandering.shop
       2025-12-01T01:50:39Z
       
       0 likes, 0 repeats
       
       @lextenebris And maybe that's all there is to it. Why add additional mechanics?I'm still chewing on it, I have a few _ideas_, but maybe there's nothing to fix, and I shouldn't lose sight of that.A lot of this comes from a desire for loose compatibility with DnD content (namely adventures). DnD cares a great deal about status effects. Especially poison, disease, paralysis, etc.But then again, I'm NOT emulating DnD's granularity. If I'm throwing out 97%, why keep the last 3%?
       
 (DIR) Post #B0nGhMh0osVsKnwRv6 by Longwing@wandering.shop
       2025-12-01T01:53:43Z
       
       0 likes, 0 repeats
       
       @lextenebris All this stems from writing the bestiary. I've been pulling from older versions of the Monstrous Manual with a focus on foes that actually come up a lot (I'm not bothering to write an entry on _sharks_ for sod's sake).DnD's rogue's gallery is _lousy_ with status effects. Most of them save-or-die, or at least save-or-don't-participate-in-the-next-hour-of-combat. The in-game _rules_ for these effects are horrible, but the effects themselves are often narratively evocative.
       
 (DIR) Post #B0nGhNZbXuBL47U30q by Longwing@wandering.shop
       2025-12-01T02:49:00Z
       
       0 likes, 0 repeats
       
       @lextenebris Ruminating on this more, I think your answer leads me to a solution. It's basically what you describe: Have them tag their character sheet with negative effects like "diseased" or "poisoned". Right now these will only have narrative flavor.I might later come back and plug in a subsystem that builds on the tags, but I don't _need_ that in this draft.