Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

2022/06/21

Playing with Fantasy XXXIV

Fantasy thoughts.
  • Wrath of the Righteous is better gameplay-wise than Kingmaker, but not as fun. You get mounts, new races like dhampirs, and new classes like bloodrager and oracle, but several of your companions are scumbags, and/or almost impossible not to have die, and the whole last part of the midgame takes place in the Abyss, which is about as pleasant as it sounds.

    Also Nenio's companion questline is a pain in the ass (fortunately in between you do get some very funny interactions with her). On the other hand (I guess we have four), Arueshelae is the best romance in either game (both the other girls are psychopaths, and there are serious issues with all the female romance options in either game, besides Aru—the only other one as good as Aru is Tristian, and I don't play female characters).
  • Decided my dwarven gods will be combined with my gnomish gods, which gives them nice long names as gnomes are wont to have. Or, mostly; I might have to rework a few in order to combine them. See, two of the dwarf gods are a married couple, two of the gnome gods are twins. Have to pick one or the other, it's not "that" kind of pantheon.
  • Hmm. If Gigantopithecus (male) is 551 pounds and 9 feet 11 inches, to a male orangutan's 191 pounds and 4 feet 6 inches, then it follows that a human-based giant (male 152 pounds and 5 feet 8 inches, female 119 pounds and 5 feet 3 inches) would be 12 feet 6 inches tall for a male and 11 feet 7 inches for the female.

    Just taking the ratio of human weight to orangutan weight seems to make a creature much too light, although Gigantopithecus is a lot lighter for its weight than an orangutan. 438 pounds for a 12 foot 6 inch male and 343 pounds for an 11 foot 7 inch female comes to BMIs of 13.7 and 12.5. But then again, Gigantopithecus has a BMI of 27.4 to an orangutan's 46.

    What this presumably means is I can easily have a Large-sized ogre without having to worry much about the square-cube law, and then I can have Large fire giants (giant gnome-dwarves) and Huge frost and hill giants (giant elves and humans), by using pneumatic muscle.
  • I really need to rework my giantish, though I think I'll keep the Zentraedi-based phonology and just improve the grammar. (Before it had isolating grammar, which is generally what I do when I'm feeling lazy.) Given Zentraedi proper seems to work like English (e.g. masa, "lord", is before names, while genitives come after what they modify as seen in emyulata mbwagh "alien emulator"), I might have Giantish work like Japanese. Which means I can form a lot of polite forms and stuff by compounding base roots with auxiliaries, e.g. the -imasu ending was originally a verb meaning "humbly travel to/from a place (and then do something)".

    Might also enhance my Draconic with plural marking like that in Dovahzul, but different. Namely, I might have it preface a pluralized noun with a vowel and geminate the first consonant, where Dovahzul pluralizes with geminated final consonant followed by e (e.g. the plural of mey "fool" is meyye). Might have the vowel in the plural prefix be an echo vowel of the stem one, though, or maybe one for some vowels and a different one for others, i.e. (a limited form of) vowel harmony. Might actually have pluralization optional and have it be applicable to proper nouns, where it actually means "and company", the way the (very optional) plural marker in Japanese does.
  • My Austronesian-alignment ("symmetrical voice", though I would've called it "voice-split ergativity") Dwarven-Gnomish has a radically simplified version of that alignment. The direct case is the agent of intransitive verbs, the patient of passive-voice verbs, and the agent and patient of active-voice verbs (distinguished by word-order), with the indirect/oblique case as the agent of passive-voice verbs. (An old name for ergative alignment was "passive", and it really does help to think of a sentence as being in passive when composing it in an ergative language, like my Elven.)

    I think I'll do like many Polynesian languages and use active (accusative) voice for verbs of "perception, emotion, and communication", and then passive (ergative) voice for most other transitive verbs. The indirect case will also, I think, function as object-of-preposition (if you think of the ergative as "by [agent]" that's easy to keep consistent). I don't think I'll have ergative/passive voice imply definiteness, and accusative/active imply indefiniteness, like in Tagalog, though. Nor specificity like is a feature of some Polynesian languages, though that would—all proper nouns are specific by default—let me inflect proper nouns differently from common, like I wanna try in a conlang.
  • It also occurs to me I can use the intransitive voice with two direct-case nouns, to mean a causative—as in English, when if you use an intransitive verb like "run" ("we ran him out of town") or "rain" ("they rained artillery fire on the town") it actually means "caused to run" or "caused to rain".
  • Also thinking my Dwarven will use Hawaiian kinship (you may have noticed they're a bit Polynesian-y—I think I said, eons ago, that "dwarves as Polynesian, with mountains as islands" was a cool idea). What Hawaiian kinship means is that all relatives of your generation are siblings, all one generation older are parents, all one younger are children, etc.

    But, specifically (but apparently like many Polynesian languages), dwarven kinship marks relative age of same-generation relatives (all of whom are siblings). I.e. your cousin any number of times removed is your "brother" or "sister", but it specifies whether they are older "brother" or "sister", or younger.

    Another thing using Hawaiian kinship would mean is that instead of calling the friends of parents "uncle" or "aunt", you probably call them "mother" or "father". And, it occurs to me, where elves call the other gods of their divine parents' generation "aunt" and "uncle", except the goblins and dark elves who worship them call them "father" and "mother", the dwarves/gnomes would call them "father" and "mother", so the ogres/orcs and dark dwarves that replaced their divine parents use the same name for their respective deities as other dwarves.
  • Since I consolidated dwarves and gnomes, I think I can just have them become inevitables (with looser alignment requirements) when they die, and then reassign the kami somewhere else. Maybe to giants.

    Decided to add osyluths and some other fiend as political officers of fiendish factions, and then shadow demons and belier devils, as another group of fiends, that possess people. Also have nabasu and vrolikai doing what they do.

    Still gotta figure out what to do overall with rakshasas, oni, sahkils, psychopomps, archons, asuras, aeons, qlippoths, and maybe couatls. One of them is becoming the spidery law-spirits, but which, I don't know yet.

2021/11/29

Mélange VIII

Random thoughts, only 5/8ths about icosahedral amusements. None of them reference Dune because I hate Dune (much like the Warhammer 40,000 setting it heavily influenced, it's better as a source of memes than actually engaged with seriously).
  • Realized probably the simplest way to turn kytons into goblin ancestor-gods, which I'm calling "barghests", is to swap out a few powers here and there (because they're pure fear, not torture) and then apply, basically, the lycanthrope template, but with my version of worgs as the "base animal". I actually have to swap a lot fewer things than one would think, because kytons run almost as much on fear as on pain, and many of their mutilation-y things will still fly given how much influence from Predator my goblins have.
  • Arcane is good. Really, really good. My brother has the bizarre idea that Silco having a cause, the independence of Zaun, makes him better than the other gang leaders of the Lanes, who operate purely from self-interest. But the other gang-leaders didn't spread Shimmer around or come very close to a losing war with Piltover largely out of nationalistic pride.

    In the immortal words of Daeran Arendae, violence in a good cause is indeed different: it's much more bloody, and is done with pinkies out.

    If I had another complaint, it would be that "Get Jinxed" plays at one point (albeit diagetically, when Jinx is listening to the radio while working—"you're listening to your own image song? don't be that guy"), but "Here Comes Vi" never does. Shameful, shameful oversight. Admittedly she isn't a Piltover enforcer yet, maybe that's it?
  • Golly bob howdy but Pathfinder is weirdly light on items for storing and preserving food, and cooking it. I mean you can use a cauldron of brewing in camp as well as in the alchemy lab, but other than that? I don't think there are any magical storehouses or anything.

    I also think there need to be more low-level magical traps, let your rogues earn their keep earlier on. I mean, since a summon monster VI trap is CR 7, isn't a summon monster I trap CR 2? And maybe summon minor monster as CR 1? 1d3 fiendish-template animals sounds like a CR 1 hazard to me.
  • Ghostbusters Afterlife is a fitting conclusion to the franchise. The two main kids are extremely believable as Egon's grandchildren (the girl especially is adorable—not just her looks and mannerisms but how her shirt is often buttoned wrong), and everything else is good to excellent. (It does have the weakness of being much more interesting before the big ghost stuff starts happening, but that was also true of the original.)

    Critics have mostly panned it in the stupidest manner imaginable, seemingly to punish it for being what the fans wanted, because the critics wanted the 2016 one to be well-received. Which was never going to happen; you can't try to reboot one of the tightest-written movies ever made as a piece of crappy improv, no matter what 1986 Fundamentalist "everything in pop culture is satanic" moral payload you attach to try to shame people into liking it.

    Sorry but the 2016 one was fourth-rate improv consisting very largely of fart jokes, extended painfully-stupid dancing sequences, and a running gag where the protagonist is obnoxious to a Chinese-takeout delivery guy. Can't imagine why people didn't like it.
  • The seven deadly sins are drastically overdone, in fiction. Decided instead that my setting's blasphemous warlockery will run off the Four Sins Crying to Heaven for Vengeance: perversion (the sin of Sodom), betrayal (denial of wages to workers), oppression (of widows and orphans), and murder. Of course, a game-setting is more PG-13, so the main form perversion takes (aside from the decadent witch culture having some sibling marriages) is cannibalism—sexual appetites aren't the only ones that can be perverted. Helps the royal caste of the modern thalassocratic Valyrians are dhampirs.

    Also decided that the non-fiend evil gods basically want to use the witch-power of the fiends against fiends, like using the One Ring against Sauron, or using Stasis against the Darkness (huh funny how one of those examples understands what a bad idea it is, Eris). They mostly take the form of murder (i.e. human[oid] sacrifice), although the ogres and orcs are tyrants and cannibals and the dark elves and dwarves are tyrants. (Both go in for a certain amount of backstabbing but you can't encourage that and still maintain a society, any more than you can permit most versions of perversion.)
  • Decided that the elves' panthers age relative to lions as elves age relative to humans: maturity 2/3 later (elves in my setting are adults at 25 to humans' 15), then age 12 times slower. Which means that, as lions are adults at 3 years, the panthers are at 5; lions get to be middle-aged at 8, so the panthers reach it at 96.

    From there though we apply the game-rule aging system where "venerable" is twice middle age (70 for humans, who hit it at 35), so 192 for the panthers. Then "old" is halfway between the two, 144 for the panthers. Lions only live about 19 years in the wild, which makes the panthers' maximum lifespan 228 years.
  • Thinking I'll redo my Draconic alphabet, since the old one was pretty much just Persian cuneiform upside-down and with the phonological values assigned at random. Thinking I'll take some cues from the Covenant alphabet, but with the strokes inside the triangles rather than as the triangle. But also from how Ugaritic is actually a cuneiform version of Phoenician (e.g. all the signs that incorporate an O shape, the ones that in Greek or Latin are O, Θ, or Q, replace the O shape with a <-type thing).

    Specifically how I think I'll have it work (I need to figure out all the nitty-gritty still) is take letters like something in a standard alphabet, convert them to cuneiform-esque shapes, and then convert those cuneiform-esque shapes to triangles. Specifically upward-pointing ones: Draconic is written bottom to top, by a dragon perched above whatever hard surface they're scratching letters into (hence the cuneiform, they're claw marks).
  • HBO Max has a bunch of DC stuff, and while the fourth season of Young Justice is even more painfully terrible than the third, at least there's a bunch of movies. I particularly like Superman/Batman: Apocalypse and Superman Unbound—I really like Supergirl when she's not being desecrated by the CW (and by current DC writers, of course). Also the fight in Apocalypse with Wonder Woman and Barda against the Female Furies, is one of the best fights in all of animation.

    There's also The Batman, in many ways the most underrated DC show (and it's pretty highly regarded, just not highly-regarded enough given it's close to as good as Batman the Animated Series). I wonder why Krypton isn't on there, though, unless it's a licensing issue with Syfy or Universal—tell me the thing with Sig-El's grandfather's Fortress of Solitude, and the camera pulls out to show the El crest, and the Superman theme plays, doesn't stir you deep inside.

2021/10/28

Playing with Fantasy Λʹ

Thoughts, back on my constantly-RPG bullshit again. This is numbered with the Greek numeral for 30 so as to avoid "XXX".
  • Decided to break down divine casters this way: clerics still come from dwarves, but now so do druids; oracles come from gnomes; witches come from elves. Humans still acquired all three late, having only had ancestor-worship adepts for most of their history. Decided the prevalence of witches among the black-magic empire (so I don't have to rewrite as many things) was because they were more influenced by elves than by dwarves or gnomes, magic-wise. Think I might have witches count as divine casters in terms of stuff like scrolls, but not for armor purposes.
  • Decided that my Elven, which used to mark nouns and pronouns for ergative, oblique (in practice often genitive), and reflexive cases, will instead use two different pronoun stems for absolutive (formerly unmarked) and ergative, combine the two for reflexive, and do the oblique by just putting prepositions on the pronoun (like "of" for the genitive). Nouns are marked for case just by position, agent before patient before verb (same as Tibetan and Basque).

    I was going to use the absolutive, since I was thinking of it as an "object" case, including "of a preposition", but apparently it's actually usually the ergative that's used as the prepositional case if a language doesn't have a separate one (helps to think of the ergative as being "by [noun]", and then every other preposition just replaces the "by"). You do not want different prepositions to take different cases; I have trauma flashbacks to high-school German just thinking about it.
  • Giving my elves and dwarves 120-foot darkvision and spell-like abilities, like drow and duergar; the dwarves get the derro spell-like abilities (ghost sound, daze, darkness, but once a day each, and not sound burst) instead of the duergar ones (enlarge person and invisibility, once a day each). I'm also giving elves 11 + character level spell resistance and dwarves 6 + level, along with letting them have the Healthy trait that replaces the Hardy trait (there's an option in the core rules for dwarves to replace Hardy with 5 + level SR).

    They also get resistance 5 to cold (elves) or fire (dwarves), which is only worth 1 point in the Race Builder, but in the rules for elves it replaces Elven Immunities, which is worth 2, so I give elves the 11 + level SR which costs 1 point more than 6 + level. 11 + level isn't that OP; a caster 1 level higher than you, or 1 level lower with Spell Penetration, can overcome your SR by just rolling a 10. And I took away all the elves' and gnomes' racial bonuses to saves against stuff like enchantments and illusions—plus SR doesn't work on most witch hexes unless it specifies they're spell-like abilities.

    Gnomes are less nocturnal, and so have only 60-foot darkvision (plus electricity resist 5, the standard gnome spell-like abilities, and 11 + level spell resistance, same as svirfneblin). The elves and dwarves are from the moons, where the nights are 15 days long, and on the far side you can never get "moonlight" from the planet overhead being in daylight (but since the day is also 15 days long, no light sensitivity). Gnomes are from the planet. I basically restrict low-light vision (which elves and gnomes have in the core rules) to real animals and things based on them, like catfolk and gnolls.
  • Thinking I might call witches, in the "dark magic" sense rather than the "quasi-divine primary-caster class" (because now witches in that sense can be any divine casters, while witches in the class sense are elven priests), "warlocks". Firstly because it literally means "oathbreaker", and second because the warlock class, introduced in Let's Send 75% of Our Playerbase to Pathfinder or 1e 4e, is the most hateful thing in 5e to people of decent good sense.

    Warlock is a douchebag-bait class (though Critical Role makes all of 5e straight-up catnip to that demographic no matter what class they wind up playing), balanced by people who went to the Riot Games school of design, that absolutely runs off the "15-minute adventuring day". Alternatively I might call the bad ones "defilers", which does of course raise the question of whether the good ones are "preservers".
  • My hunt for a dwarven hammer comparable to the waraxe (which is a gnome weapon in my setting) and bastard sword, leads me to use the sphinx hammer, I think used by the Egyptian dwarves of Osirion, on Golarion, but with the "one-handed with Exotic Weapon Proficiency, two-handed martial" thing instead of being able to throw it. Still not sure what to call it—leaning toward "battlehammer". "Hammer of arms" seems to sometimes be used for a particularly large warhammer, also—think I've seen it used as a translation (possibly by machine?) of the Warhammer Titan's name, in Attack on Titan.

    My dark dwarves, on the other hand—distinguishable from the others only in their weapon familiarities, stat-wise—use (light and heavy) picks instead of hammers. Where the other dwarves make weapons from a coralline algae, the dark dwarves make them from the chitin of giant spiders. Thinking they'll also make crossbows from chitin, instead of firearms like other dwarves use—though come to think of it you could probably make a decent-ish barrel from the leg exoskeleton of a giant arthropod, given how strengthened it would have to be at that size.
  • Decided that my elves' hunting god, who is the poisonous resin that protects the World Tree, will get Calistria's stuff, in elven contexts—his sacred animal is a toxic moth with venomous caterpillars, and those are easy to swap in for wasps. He'll also get most of Desna's butterfly-themed stuff. (Look, I'm a Spelljammer player, elves and Lepidoptera go together.)

    I had had the elves make textiles from fibers of their sacred trees, and I think they still make some, but a lot of their stuff, now, is going to be made from silk collected from the abandoned cocoons of his sacred moths. There are actually three different other kinds of silk, from three other moths.

    Haven't figured out what gods of my setting will get most of the other stuff from Golarion (as far as I know, if it's on the Archives of Nethys it's OGL, once you change the names; they're on the PFSRD site under the disguised names), though of course each pantheon's war god gets most of the Gorum stuff.
  • Minagho in Wrath of the Righteous made me realize the obvious path to doing multiple levels of "seducer fiend" (succubi and incubi, minus the pretense those are two different things). Namely, succubi as "common" ones and lilitu as "greater" ones. Decided to make cambions into the basis for a "lesser" one, too.

    Think, though, that I'll replace the lilitu's husk stuff with the deimavigga/apostate devil's evangelization, indomitable oration, and ohrwurm powers. Think I'll also replace the cambion's sinfrenzy with the raktavarna rakshasa's "master's eyes" ability, minus the part about being a familiar.

2021/09/28

Mélange VII

Random thoughts, only about half of them about RPGs!
  • Been playing Wrath of the Righteous a lot. The elf witch, Ember, is, unfortunately, a child (specifically a 91-year-old sixth grader), but Arueshalae, the reformed succubus, is romanceable. The part when you're in the lab of the Architect of the Worldwound and see your companions' innermost dreams, and you discover Ember just wants to play with other kids, was, um…not okay, guys, I needed that heart for other purposes.

    It's kinda neat how not only does Ember bring out my fatherly impulses, but even brings out the older-brotherly inclinations of Daeran Arendae, the neutral evil narcissist hedonist. In her first companion quest he starts to make a joke about her having to apologize to a demon lord for her purehearted tears shattering his unholy altar, and then he stops and says, "No, never mind, not even I can joke about this. Ember! Some people don't deserve apologies even if you hurt them!"
  • My brother said, and he's quite correct, that Star Wars Visions is better than basically everything Disney has ever done with the franchise, even the good things. The band one, the black and white one, and the Astro Boy one are just mediocre, but the other six are genuinely good—a ratio almost unthinkable in Disney Star Wars or in anime based on western properties (cf. The Animatrix and Halo Legends). I dunno, maybe the two kinds of badness cancel out. I particularly like the first of the two Trigger ones, with the twins. Though the best Star Wars thing involving Sith twins will always be that one trailer for a SW:TOR expansion.

    The subtitles are pretty questionable, though, since they're the closed-captioning of the English dub. Like for example how in "Lop and Ochō" they don't mention that he's not just "Boss Yasaburō" but is specifically referred to by the term that usually describes yakuza bosses, and that the duty their clan has inherited along with their lightsaber is jingi—the name for the yakuza code. (Neighborhood yakuza, like "neighborhood gangs" all over the world, are a lot less evil than big-time yakuza. Basically this is a classic yakuza-movie plot where a neighborhood gang is being forced to capitulate to a bigger one, and comes into conflict with them when their more amoral, profit-driven ways threaten the security that neighborhood gangs exist to protect.)
  • An interesting idea Wrath brings up that I immediately realized I had to incorporate in my own stuff: paladins' fear immunity means they are also immune to PTSD. They can still worry about things—Seelah is very insecure after what happens with the League of the Inspiring Cart—but presumably in a fundamentally different way from people who still feel fear.

    It also unavoidably made me think of the Adeptus Astartes: "They are my Space Marines and they shall know no fear." But Iomedae the Inheritor is worthier of the service of such beings than the Corpse on the Golden Throne. (Although Aroden was basically him. I've talked about the "ascended human" form of non-infringing Jesus, and why it doesn't work.)
  • The new Netflix He-Man—not Masters of the Universe: Revelation, the one with "He-Man" actually in the title and actually made by people who don't hate fans of the franchise—is really good. Mostly because it's made to entertain kids and parents rather than to win the approval of twenty-somethings from Portland who spend too much time on Twitter.

    The thing in this iteration where Adam shares the Power of Grayskull (the Masters of the Universe always seemed like a bunch of randos in both prior versions, so the old-school fans' complaint there is mostly groundless) was interesting, coming out as it does at the same time as Wrath, in which your character shares mythic power with his companions.
  • Strong Legend of Zelda vibes in Wrath. If you take the Azata mythic path, or even just help the Desnans escape the paranoid inquisitor (who, as the game says, has pretty good excuses for being paranoid), you learn a song from Desna.

    When you sing it for Aruashelae in the Drezen prison, she sings it too, then the soundtrack takes it up non-diagetically. Which is right out of Ocarina of Time. (Also Arueshalae's voice actress kinda sounds like Cortana does in Halo 3, when she's been imprisoned and tortured by the Gravemind.)
  • I'm pretty sure that Rifftrax, not seasons 11 and 12, is the real heir of MST3K. I didn't like that show just to see movies get riffed on, I liked it because I like Kevin and Mike and Bill. Also you get Mary Jo and Bridget doing some of them, and Trace and Frank in at least one.
  • My current playthrough of Wrath I'm an elf bloodrager (with one level in eldritch scion magus) who worships Calistria, goddess of lust and revenge. He's chaotic good, and I'm pursuing the Azata mythic path (because baby dragon companion, because ore no yome musume da), but it's interesting how they actually make things different depending on your deity. E.g. you can swear revenge on Minagho in Calistria's name, after she beats you the first time, and then when you fight again in Drezen if you bring it up, a wasp (Calistria's animal) crawls down your arm, a sign she favors your vengeance, and your party gets surrounded by swarms of wasps that attack anyone who gets close.

    In Kingmaker I liked to play elf paladins of Sarenrae, goddess of redemption, so the contrast between that and a Calistrian is interesting—the duality of man elf. In Wrath there's a cool scene where Sosiel, the cleric of Shelyn, discovers that a necromancer who reanimated other Shelyn worshipers was a guy his temple took in while he was wounded. It was all a plot to turn him against Shelyn's worship, because she doesn't allow killing defeated enemies. So I told him it's not worth breaking his vows, and killed the necromancer myself—the Eternal Rose might forbid it, but the Savored Sting don't care. Just in general the Owlcat Pathfinder games give you genuine opportunities for real roleplaying that I've never seen in any computer game before.
  • Strongly considering reworking my setting's spellcasters, making clerics originate with humans, druids with dwarves, oracles with gnomes…and witches with elves. Since witch is a divine caster, ish, that casts off Intelligence. Unfortunately a lot of my naming comes from the assumption dwarves have clerics and elves have druids (fortunately only the surnames in both cases), and the courtesy-names used by the elite of the thalassocratic Valyrian society are derived from witch-patron themes and possible witch bonds (familiars, mirror-witch mirror, etc.). I also have a lot of "fluff" about specifically witches. But I can redo that in terms of the "witchcraft", possibly renamed, being any evil divine caster, give them witches, druids, clerics, and oracles. About the one difficulty is that then I still have the dark elves, goblins, ogres, and dark dwarves hating witches despite being evil, but I can still make it work, the way that plenty of cultures that practiced human sacrifice still tabooed stuff like cannibalism.

    The one major issue is that I should rethink at least some of the characters in the stories set in my setting, in terms of their class affiliation. Not all the thalassocratic Valyrian people's priests need to be witches, now; I could for example replace a gravewalker witch character with an undead lord cleric (but I won't, because the gravewalker's creepy doll is super important to the scene). I think I will replace another witch with a blight druid, though. Basically now I think their priesthoods will all be corruptions of the other races' ones, and their evil witches be based on elves' good ones (I imagine elves have a lot of positive-energy hex channelers…and dwarves get their channeling primarily from paladins). Maybe I'll change "witchcraft" to "blasphemy"? That's what witchcraft in the anthropological sense basically is, after all. Come to think of it, not calling it "witchcraft" would have the advantage, when I actually publish, of not running afoul of the fools who don't know "witch" never doesn't mean evil, in the real world.

2020/07/31

Playing with Fantasy XIX

Fantasy game thoughts—this is the only thing I'm really thinking about right now. One day to get it in this month!
  • My setting's elf population of c. 262 million cannot be entirely supported by forest deer, since (averaging 3.25 elves supported by deer per square mile of forest) the 22,780,027 square miles of a preindustrial forest can only support about 74 million elves, or can only cover about 28% of the diet of all of 'em. Presumably you make up the other 72% of their diet with fully domesticated poultry, rodents like squirrels and marmots (maybe guinea pigs?), and rabbits or hares.

    Think my elves also buy some grains and legumes, and dairy products, from human farmers; I decided that my elves and dwarves, though ancestrally generalist hypercarnivores like wolves (diet more than 70% meat)—hypercarnivory still being the diet pursued by goblins and ogres—are, now they're civilized, mesocarnivores (diet 50–70% meat) like foxes or coyotes (or gnomes, who were always mesocarnivorous). So they only need to get 22–42% of their diet from meat other than deer. Maybe their talking Homotherium sometimes work as "buffalo hunters" on the plains, going after longhorn bison? Can feed a lot of elves with those, and it's sustainable if you don't slaughter whole herds.

    Similarly the dwarves presumably make a significant portion of their calorie-intake from the giant prairie-dogs they raise herds of; they probably sell a good chunk of their meat and dairy-products to elves, too (and elves sell them venison).
  • What are Japanese game-makers smoking, making slimes a basic enemy in games like Dragon Quest and Final Fantasy? (If you wondered why "flan" was a monster name in the latter…) Like…we can't chalk this up to something like "Warhammer Fantasy Roleplay is more popular than Dungeons & Dragons in Poland", because the popular game was D&D in Japan.

    D&D slimes are an abomination. They do things like dissolve your flesh and armor or paralyze you; when green slime was a monster instead of just an environmental hazard, it was a hell of one, killing you and turning you into green slime in 1–4 rounds, with no revival possible short of wish (and this was a 2 HD monster, meaning you might meet them as early as 1st level). Good grief, Gygax, who hurt you?
  • Thinking I'll have the formerly-protean "nagas" be the chaotic planeborne (as 'twas known in my time), and—somewhat less obvious fit—formerly-qlippoth spider spirits be the lawful ones. (The Weaver in Werewolf: The Apocalypse, anyone?) This lets me have to do less rebranding in my setting for things like the protean sorcerer bloodline or the Protean subdomain of the Chaos domain (not that I call sorcerer bloodlines "bloodlines"; I call them "lineages" since they represent observing and copying the powers of other beings, including wizards in the case of the Arcane one).

    I was thinking this would let me have two subdomains for each of the alignment domains (Law and Chaos each having my "Elemental"(which can't be based on Protean any more, of course—thinking Demon would actually work, with slight rebranding) plus Protean or Qlippoth-but-Lawful (which I think I'll actually use Archon for), whatever I decide to name them. But then I realized I actually have three for Good, "Celestial" (Redemption, maybe?), plus Protean and Qlippoth-but-Lawful. (Yeah my lawful and chaotic planeborne can be good or evil too, just like my celestials and fiends can be lawful or chaotic.)

    I can't have Agathion, Archon, or Azata be the Good subdomain, because I decided to earmark those for the human, dwarven, and elven gods, instead, like the race-specific domains in the 3e Forgotten Realms setting. And then give gnomes Aeon.
  • Related to law and chaos (now I want one of those D&D based gag-comics to have someone reading a book called Law and Chaos in the Bedroom), given that good is white magic and evil is black magic, does that mean law is blue magic and chaos is red magic?

    Or is the unfortunate parallel with Final Fantasy just best left avoided? (The only one of their magics that makes sense, by the way, is white; "black" magic, being elemental, ought to be green, and what's blue about copying enemies' powers, or red about being a gish?)
  • "Gish", by the bye, is hilarious to me. It's the githyanki word for "skilled", and refers to multiclass fighter-mages, who are a distinct social class in githyanki society; gamers have expanded it to refer to any part-martial part-caster class (though I question its use for paladins, rangers, and even bloodragers). I wonder if that's why maguses in Pathfinder were called that? The Persian word that gives you Latin magus and Greek magos probably comes from the same Indo-European root as "might", and implies "one who is skilled or learned", hence its use for priests. (English also once used "mighty" more broadly, to include all forms of ability—see e.g. Chesterton's use of "a mighty clerk" for "a very learned man" in The Ballad of the White Horse.)
  • Did some meta-gaming. Darkleaf-cloth "leather" lamellar armor lets someone wear light armor with no check penalty for not being proficient with it, but the only people who don't have Light Armor Proficiency are arcane casters who can run afoul of the spell-failure chance. (Psychic casters, I guess, but let's be real, nobody uses most of those.)

    I suppose Arcane Armor Training, but Light Armor Proficiency is its prerequisite and that defeats the purpose. On the other hand darkleaf-cloth "hide" armor can be worn even by those without medium armor proficiency, which is much more people, but then you run afoul of medium armor reducing their speed. (I assume not reducing the speed and the arcane-spell fail chance not going below 5% was to keep it cheaper than mithral?)

    Moot in my setting, of course, where the elf leaves and gnome mushrooms give the same benefit as mithral to both metallic and nonmetallic armor (but also cost the same for all of them). There's also a half-version, for lower-level play, that weighs only three-quarters as much instead of half; it reduces armor check penalty and increases max Dex by only 1, and reduces arcane spell failure by only 5%. (There was a thing in 3e's Arms and Equipment Guide that did that, but I think it increased max Dex by 2. Mine follows the "always round down" rule.)
  • Relatedly, think I might make my dwarves' coraline-algae armor act like it's double-plated, and maybe their bludgeoning weapons have the effect of being brutally weighted? And then dwarven weapon familiarity makes them act like ordinary weapons of that type for dwarves? And only dwarves be able to wear heavy armors of their manufacture without the Armor Adept feat? Huh yeah I like that. Might take a bit of finagling to make it work, of course.
  • Decided on some slang for my setting: the Owl society are known as "heart-faces", because of their barn-owl helmets and masks, and the Kingfisher society "beak-faces", given their plague-doctor masks. Think the two Bears, the two Tigers, and the Wolf will be called "roar-faces", because their helmets are sculpted so they're looking out of the roaring mouth of their animal. And then the Wildcat and Fox societies will be "ear-hats", because they wear kasa-like leather helmets, with ears on them.

    Coins are called "Zs" ("I blew ten gold Zs on that, it better work"), because the letter Z in my main human alphabet is a triangle, and so are the coins—"yen", "yuan", and "won" all mean "circle", and those aren't slang. (They might even be called "Zs" on the other side of the planet, since the people who came up with the alphabet in question were seafarers and had several wars with the other civilization. Come to think of it I really ought to work out the other people's script.)

2020/06/25

Playing with Fantasy XVIII

Yet more fantasy RPG thoughts. One is about a White Wolf urban fantasy game, or specifically an upcoming CRPG based on one.
  • Decided that my wood elves, specifically their druids, act as agricultural providers for the city 'high' elves. Apparently deer can have a population density of 30 or even 35 per square mile and not overpopulate their environment; reindeer farmers apparently have an "equilibrium" slaughter-rate of 55 percent (deer get to reproductive age a lot faster than cattle, I think is why, plus they usually have two offspring at once—since the rate for cattle is only a bit over 9 percent). That comes to 16½ to 19¼ deer slaughtered per square mile. And the "ideal" meat yield of a deer (which elves are presumably capable of usually achieving) is 83 pounds of meat, which brings the total to 1,369½ to 1,597¾ pounds of meat per square mile.

    Meat is about as good a source of calories as grain, and a human being (or an elf) requires 37½ pounds of grain (or meat) per month. That comes to 36.52 to 42.61 person-months per square mile—or in other words, 3 to 3½ elves supported for a year per square mile of forest. That means a Pathfinder small city of 5,000 to 10,000 elves can be supported by a forest of 1,429 to 3,334 square miles, and a large city of 10,000 to 25,000 elves can be supported by 2,858 to 8,334 square miles of forest. For some perspective, the Coconino National Forest is 2,900 square miles; the largest taiga in Russia is 4,633,226 square miles. And that's if the city lives solely on the deer the wood elves provide; they would also import other foods, and also raise their own, like poultry.

    All my nonhumans are actually generalist carnivores, like wolves, so they can also live on high-protein vegetable foods like nuts and legumes, and on dairy products (I think my elves buy a lot of cheese from humans).
  • If you look at it just right, Pathfinder includes rules for falling from grace and becoming something one would have once loathed with all one's being, à la Arthas or Anakin. You just retrain as the new "evil" class, using the retraining rules found in Ultimate Campaign. (It has specific rules for an Arthas or Anakin-type character ceasing to be a paladin and becoming an antipaladin, but what about a good adept who becomes an evil witch, say, after watching their tribe slaughtered by orcs?)
  • Worked out my nonhumans' skin colorings. Elves do indeed have bluish skin, sometimes turned greenish by yellow carotenoid pigment, except the dark elves instead have bluish skin sometimes turned purplish by red anthocyanins (they're generally not any darker-colored than other elves, it's not a physical descriptor). Goblins also have blue-gray faces, becoming bluer the higher caste they are till bugbears have fully bright blue faces (like golden snub-nosed monkeys getting bluer skin the higher-ranked they are—basically the better-fed they are the better their complexion is). Dark elven hair has red anthocyanin pigment, blue- and green-haired elves have blue anthocyanin (with the green hair also having yellow carotenoid), and goblins have brazen yellow hair with just the carotenoid, and green fur all over most of their bodies with both blue anthocyanin and the carotenoid. Normal elves' orange or yellow eyes are carotenoid, while dark elves' blue-white eyes are just very light blue anthocyanin, and goblins' bright crimson eyes are orange carotenoids combined with red anthocyanin.

    Dwarves have red or black phycoerythrin in their hair, except white dwarves, and ogres, who have phycocyanin as well as yellow phycoerythrin; all have yellow-brown phycoerythrin in their skins, giving them a "yellow ochre" skin-tone. All dwarves and ogres have the same color eyes as hair (meaning white dwarves only have pupils). Gnomes have melanin in their skin, making them walnut- to chestnut colored, but in their lavender or pink hair they have purple to magenta betacyanins. Gnomes with lavender hair have violet eyes, while gnomes with pink hair have blue eyes. Had been going to say gnomes and elves have sclera the same color as their irises because, with their +2 to Perception, they can keep track of each other's gaze without needing obvious "whites of their eyes", and then maybe dwarves' +2 to Wisdom, an effective +1 to Perception, was sufficient. But then I realized you probably can't see "whites of their eyes" in darkvision anyway, so the issue of being able to see where each other was looking never actually comes up for people who have it.
  • There's this elaborate article about how to do an Avatar: The Last Airbender-based campaign in D&D 5e. Meanwhile, in Pathfinder… And yes, that is clearly what they're going for; the illustration for the blood kineticist in Occult Adventures is even dressed like an Eskimo, albeit her anorak isn't dyed blue (must be a mollusc dye, since there presumably aren't many dye plants at the poles). What you do to make kineticists correspond directly to Avatar is restrict everyone to only one element, when they would normally be allowed to take extra ones at higher levels, and don't allow most composite effects, but you stick electric in fire instead of air and make it and metal more level-restricted (and don't have aether).
  • Decided that apprentice sorcerers (and leyline guardian witches), "know" three zeroth-level spells, rather than being able to prepare two like wizard ones. (I should've specified they can prepare two per day, and cast them an infinite number of times per day, like all primary casters, rather than saying they can "cast" two per day—though there are two a day that they can cast.) Other witch apprentices, of course, should use the same rules as wizards, since witch spellcasting tracks with that of wizards.

    So presumably, too, apprentice maguses work like apprentice wizards, and apprentice bards like apprentice sorcerers, since at first level those classes work pretty much like the equivalent primary casters. And novice clerics and druids would also work like wizard apprentices, and oracles like sorcerers.

    Inquisitors work like bards (or sorcerers), as do summoners (which I don't think I'll ever use, since they're a huge hassle). I don't know exactly how to have apprentice alchemists work; maybe they can use Alchemy and Brew Potion but not bombs or extracts. And then maybe they can make a sort of "practice" mutagen that only gives half the AC and ability-score bonuses—but maybe full penalties? Seems thematically appropriate anyway. Remember that apprentices should normally be NPCs not players, so "would anyone want to play that?" is less of a factor.
  • I keep going back and forth on whether my goblin subgroups (goblin, hobgoblin, bugbear) are different ethnicities of one species, or are just castes within one ethnicity. Like, maybe if you feed a goblin enough it becomes a hobgoblin, and a really well-fed hobgoblin can become a bugbear. I suppose I can split the difference, since I'd already had all three be goblin-sized at birth (this allows male hobgoblins and bugbears to have goblin wives without risking their health). Being raised in a family of hobgoblins or bugbears, with their access to food, will always make a child grow up to be that size, while a grown goblin or hobgoblin is usually locked into the size of their race, and wouldn't get as big as a bugbear even if they were to get as much food as one (since male bugbears do have hobgoblin and even goblin wives, who don't become as big as them); and a hobgoblin or bugbear who falls on hard times certainly won't shrink…but might starve.
  • I got Ultimate Intrigue for my birthday, and…damn. This is how you make a d20 game something other than a hack-and-slash fest; the verbal duels and research rules make it almost the "home game" version of Phoenix Wright: Ace Attorney and Miles Edgeworth: Ace Investigations, respectively (I don't know about your players but mine would almost certainly say "objection!" and "hold it!" constantly while doing verbal duels). I had thought the only major things it had to offer were the vigilante base class and some new archetypes, but it actually has a lot of at least potentially useful stuff.

    The social conflict rules seem to (I haven't actually learned them yet and I might be wrong) allow you to do intrigues and social-based campaigns almost as well as a White Wolf game would (or, as a White Wolf game is supposed to, given that White Wolf games very often devolved into "I use my three dots in Shitblowupification" or "I go Crinos and bite his head off"). And expanded rules for chases (where you can also make slow, careful tracking-down fun to run, not just an actual physical pursuit of a quarry you can actually see), and a system for establishing nemeses for the PCs, are two ideas whose time had come a long time ago.

    The intrigue rules and heist rules also let you do things the d20 system has historically handled fairly fumblingly. Have I mentioned how impressive I find Pathfinder as a ruleset? Because it's amazing.
  • Speaking of White Wolf, planning to get Werewolf: The Apocalypse—Earthblood, so my XBone has something to do before Halo Infinite comes out for its successor (Earthblood seems to be due out in July). It looks pretty cool; I am of course girding my loins for having to wade through eco-radical ranting that might be too heavyhanded for Captain Planet. I.e., yes, I am familiar with Werewolf: The Apocalypse. Still kinda wish it didn't lock you into playing one character—the Vampire: The Masquerade video games let you pick your clan and I think even faction, though there's only the one protagonist faction in Werewolf—because while the Fianna are among the less obnoxious tribes, I'd much rather be a Shadow Lord ("werewolf Starscream"). I'd also like to pick my breed and auspice, because Metis are cool (the fact their name is…"problematic"…to one side) and I like Theurges.

2020/02/18

Playing with Fantasy XV

Thoughts about fantasy games. Actually I think all of them are Pathfinder.
  • Decided my elves don't quite grow up as quick as humans. Almost, but not quite: now their twenty-five is our fifteen. I arrived at this because the half-elf's fifteen, in the d20 core rules, is twenty; if you assume half-elves' life-cycle is an average of the elf and human ones, twenty times two is forty, and forty minus fifteen is twenty-five. Think I'll have the gnomes do twenty and dwarves do fifteen. Elven middle-age still comes at 420, because their total lifespan is twelve times ours.
  • It occurred to me, speaking of elven biology, that their low Constitution score can simply be a matter of having more fast-twitch than slow-twitch muscles. That's what makes chimps and Neanderthals so much stronger than we are, but at the price of endurance. That lets an elf much thinner than a human have the same strength (a chimp has between one and a half and two times the strength of a human the same mass), and also explains why they're comparatively more delicate. This makes much more sense for elves than the bird-musculature I'd posited before, since among other things that would cause issues for the pneumatically-muscled giant races, two of which are scaled-up elves.

    Interestingly Neanderthal muscle could also give you D&D setting warrior-women. Maybe some populations of anatomically-modern humans, in a D&D world, have a version of Neanderthal-style musculature and a lack of role-specialization, but directed to allowing the females to exert the same force as men, over a limited time. Certainly in a world with several times as many potential threats to a family as exist in the real world, the ability of females to exert the same power as males would boost survival rates. One of my favorite things about Golarion is the main barbarians, the Kellids, like Amiri's people, are less based on any real-world culture than they are, basically, Hollywood cavemen with steel.
  • I wonder if anyone's done a playtest where undead damage-reduction doesn't apply on critical hits? In Pathfinder they made undead no longer immune to critical hits, since crits are iconic to both vampire and zombie fiction, but what if they made it so that, like in most fictional portrayals of zombies and vampires, the only hits they're not going to be mostly able to shrug off—damage reduction—are the ones that hit a vital? It probably makes overcoming the DR too onerous; maybe you could have it be an alternative for weapon-types that don't work on them? Skeletons take bludgeoning and zombies slashing, so maybe if you crit with the wrong kind of weapon you get to ignore DR—like you successfully chop through a skeleton's bone or stab a zombie's brain? Might houserule that.

    In my setting I make it explicit that skeletons are held together by invisible actuators made of the same kind of "force" as magic missiles, and since that can't be sliced through with a blade, their DR is only defeated by bludgeoning weapons (which just smash the bones themselves). Likewise since zombies' tissues are often in no condition to move them or hold them up, their muscle is supplemented or replaced by the force-actuators; I even have both kinds of undead get supplemental eyes, the iconic pinpoints of evil light, since zombies' eyes may be compromised and a skeletons' are always gone. Since they're moved by something other than muscle, they move more like puppets than the "shambling wounded living person" gait zombies are usually portrayed with.
  • Also have it so mindless undead are actually, y' know, mindless. In most fantasy video games, if you shoot one skeleton in a group, the others are aggroed. But "one of us was killed, there's an enemy here" is actually more complex than a mindless being should be able to do. So if you kill a skeleton without being directly perceptible to its fellows, like say with blunt arrows, the rest should not be aggroed. You should be able to use that to your advantage, like by aggroing the members of a horde of skeletons one at a time. (I'd also say that broadhead arrows—which to my knowledge are not statted in Pathfinder—should do slashing damage, with the default piercing-damage arrow being a bodkin-pointed one. So the adventurer expecting the possibility of the undead should carry three quivers: blunts for skeletons, broadheads for zombies, and bodkins for living targets.)
  • It bugs me more than it should that Pathfinder treats helmets as optional. Literally every other piece of armor was more so. Not sure what the mechanical effect would be; off the top of my head, treat the AC as 1 worse (like with "hastily donned" armor) solely for the purpose of confirming critical hits, if you don't wear one? Seems not too burdensome.

    My humans and elves wear lamellar armor, metallic or otherwise, including at least part of their helmets. Elves' helmets are something like jingasa made from their leaves (since they want to keep their hearing unobstructed). Human ones have a mostly-solid one, often sculpted to resemble the head of their initiation-society's animal god—the wolf, bear, and tiger ones sculpted so their face comes out the animal's open mouth, whereas the owl one has a visor like a barn-owl face—with lamellar aventails. The kingfishers (they have magi and clerics as well as mages) will have a different-shaped visor from owls, possibly with the same function as a plague-doctor mask since she's the god of medicine? Not sure what to do with the foxes (or wildcat bards); on the one hand the kind of leather you make armor from seems like it can be sculpted fairly easily, so they can probably just have a leather-lamellar version of the other societies' helmets, but on the other hand rangers, rogues, and bards like to be able to hear. Maybe jingasa like the elves wear, but with cat (or fox) ears on top?

    Gnomes and dwarves wear plate or "leather"/"hide" armor of more conventional type, made of coralline algae or mushrooms. Obviously gnomish helmets will, like elven ones, be like jingasa, but made from a single mushroom cap rather than interlaced leaves. Dwarves, I think, have something more like Roman helmets, but with face-masks like on samurai helmets or certain Slavic ones.
  • It's only on my latest playthrough of Kingmaker that I discovered lesser restoration actually does serve a purpose (it doesn't undo most ability damage, which is "permanent" and thus requires restoration proper). Namely, it undoes fatigue. That becomes really important when you're, say, being plagued by nightmares from an undead dude who wants you to kill the bandit chief who murdered him; it also could be important much later, when there's a trap that exhausts your party. On a prior playthrough I had to backtrack quite a bit after that trap, because I didn't know I could cure their exhaustion. Read those spell descriptions, kids!
  • The average percentage of a bird's body mass that's bone seems to be about 12.05%. Avian bone has a density of about 2.15 grams per cubic centimeter (compared to human bone's density of 1.16 grams per cubic centimeter); if we replace it with that aerogel-density aerospace metamaterial I talked about for my spaceships, 0.16 grams per cubic centimeter—7.44% as much mass—we get an 11.15% reduction to the total body mass. That gets the weight of the biggest dragons down from 28.74 tons to 25.53 tons, only 1.2 tons more than Palaeoloxodon namadicus. Feathers are about 6% of the weight of a bird; replacing the β-keratins, density 0.89 grams per cubic centimeter, with the same microlattice metamaterial as in the bones—17.98% as much mass—results in a further 4.92% reduction in weight, which brings the weight down to 24.27 tons, pretty much exactly the same weight as P. namadicus. And it's just cool to have dragons' feather-scale things made of the same stuff as their bones (and vice-versa); their placoderm "tooth-beak" structures are also made of the same stuff.

    Never did crunch the numbers for the weight savings of not having teeth. Probably not much; say they weigh 24 tons even. Then, assuming unchanging proportions, the Gargantuan one, 60 feet long, weighs 3 tons; the Huge one, 30 feet long, weighs 750 pounds; the Large one, 15 feet, weighs 93 pounds 12 ounces; the Medium one, 7 feet 6 inches, weighs 11 pounds 11.5 ounces; the Small one, 3 feet 9 inches, weighs 1 pound 7.4 ounces; and the Tiny one, 1 foot 10.5 inches, weighs 2.9 ounces. That might seem insane, but we are talking about a creature that weighs 44.92% less than a bird of the same dimensions would, and its body's a lot longer and thinner than a bird's (unless you're going to count Coelophysis as a bird, which I do taxonomically, but not conversationally). You're basically talking a weight one size-category less than you'd think, with the one that's the same size-category as a horse weighing only what a large dog does. That's not too far outside the realm of possibility; a garter-snake the same length as the Tiny dragon weighs 5 ounces, not all that much more.
  • Decided that the calendar of the twelve creature-types other than fey is inelegant. Going, instead, with the nine psychic disciplines from Occult Adventures, plus the two from Ultimate Wilderness, and then the "formless adept" archetype from Occult Adventures (whose "formless body" class feature replaces the psychic disciplines). The calendar had always, remember, come from the snake people (though the PC-race humanoids get it from gnomes, since humans sprang up much later and the others aren't from the same planet), so basing it on psychic disciplines makes sense. The only thing that this makes particularly difficult is the calendar is a part of human surnames, so I'll have to change the first half of some characters' names.

    Also reworking the "Tainish Egyptians" on the other continent slightly. Their calendar will just number the months, the way modern East Asian versions of the Gregorian do; since all other humanoids got the calendar from the gnomes, it isn't unreasonable for some versions of it to work the way East Asian adoptions of the Western calendar do. I also think I'm not going to have them worship their ascended sages, though I don't know what, exactly, they will worship. Maybe somehow the animal-god pantheon, through a completely independent covenant from the one on the other continent? I shied away from that since their quasi-Egyptianness made animal-gods seem a bit too unimaginative, but it works better with other themes of the setting.

    Also think I'll have the "Tainish Egyptian" continent be enemies with the araneas rather than the snake people, since the "Thalassocratic Valyrians" were the ones who fought with snake people. It isn't too inconvenient, since both use psychic magic in my setting.
  • Realized I was wrong: the nonhuman PC-races do have NPC-class members. They're children. Rather than making up 95% of the population like humanity's first-level commoners, their children will be in all five NPC classes (maybe only four, without commoners?), but only at first level, and will make up 40% the population, as children do in a society with the equivalent of modern medicine but without our sexual mores—like the society that had the Baby Boom. Children also make up a bit over 40% of the 95% of humans that are first-level commoners (more than 40% because they're 40% of the entire human population, which also includes other NPC classes and the PC ones), but that's implicitly included in the existent numbers.

    And now I realize I'll have to also add in the goblin races' children (who are only adepts, experts, and warriors, no commoners or aristocrats), and ogres'/orcs' children. In the case of hobgoblins and bugbears things work like with the PC-race humanoids, since those two are only in PC classes as adults; the goblins work like humans, with their 1st-level children already incorporated as a part of their 1st-level NPC-class population (except they're not commoners). Likewise, the ogres have first-, second-, and third-level NPC-class members as their children, but orcs incorporate their children into their 1st-level population. Same goes for troglodytes and kobolds.

    It was pretty easy to do this for giants. And I also need to stat up my beast-people, cat, hyena, and yak, but this time around I'll remember that children are a part of the population numbers.

2019/10/22

Rannm Thawts Twel

Random thoughts. Turns out "twel", along with "twal", is the actual Scots form of "twelve".
  • I once said that androids de-frag, and that they dream about the memories while processing them. But then I discover that solid-state storage doesn't defrag; it's fast enough for fragmentation not to be much of an issue, and defragging is extra write-rewrite cycles, which is just extra wear on the device. So now I just vaguely describe it as "memory optimization".

    Incidentally their processing uses quantum computing, but their storage is some kind of ("classical") 3D storage, though I don't think it's exactly optical storage (if it is, it's a super easily-rewritten one). Not just in the AIs (though those are the highest-end ones), but also in things like phones. The no-cloning theorem makes quantum ROM probably a physical impossibility.
  • I love how the same people who deny that the forced labor by Irish POWs from Cromwell's wars was slavery (it may not have been as bad as black slavery but it sure as hell wasn't not slavery), will turn around and claim that serfdom was pretty much equivalent to slavery. Never mind serfs had exactly every right of freemen except traveling without permission and owning purely military weapons (they could carry their tools for self-defense)—far more rights than indentured servants, which all non-black unfree labor in the New World is, a priori, declared to have been, without checking the particular rights of a particular population of unfree non-black labor. This is, of course, a classic argument known to the Schoolmen as si est caput, vinco; si est navia, amittis.
  • The only issue I have with the Joker movie, is that it isn't one. The Joker doesn't have a tragic backstory; he's basically just the platonic form of an asshole. He does monstrously evil things because he finds them amusing, period, the end—a troll on a borderline genocidal scale. That was also something Nolan got wrong: the Joker does not have a message to teach, he's an absolute nihilist.

    It's interesting that the "basically pure evil" Joker is opposed by a subtle, borderline antiheroic hero like Batman—whereas the platonic form of a do-gooder, Superman, is opposed by the subtle, borderline antivillainous Lex Luthor. I don't know if anyone at DC meant that to happen, or maybe the writers just noticed things were kinda pointing that way on their own and ran with it, but it's still cool.
  • Am I the only one a bit disappointed that Destiny 2: Shadowkeep doesn't involve any ill effects from Eris picking up the piece of Oryx's soul that was left inside his sword? Like…Eris, that's exactly what you're not supposed to do. I mean maybe it doesn't count as replacing him and allowing him to be immortal, since Toland the Shithead refers to you as "squanderer" when he meets you in the Dreaming City, but still: don't touch shards of dead demon lords. That's like…Fantasy-Universe Survival 101, Eris.

    Still, pretty cool, especially since the Nightmares were only the beginning, and then the Vex invasion starts. And you get to go back to the Black Garden. I especially like how basically everything on the Moon except Sorrow's Harbor is just the places you went on the Moon in the first Destiny—but with scarlet spiky walls here and there (which, e.g., allow extra cover in the part of the World's Grave where you fight Omnigul's Nightmare, which lemme tell ya, is a huge improvement over the original version).

    Also, real Legend of Zelda vibe. I mean, the main bad guys are "Nightmares" à la Link's Awakening; the particular form taken by the Darkness in the final cutscene of the main questline is à la Ocarina of Time; and a huge portion of it is asset-reuse, à la Majora's Mask (not a complaint, just an observation).
  • Will say, though, that the book of Vex-related lore (basically a neo-Grimoire) that you find, Aspect, is infuriating to me, and probably nobody else. Namely, its chapters are named things like "Mirative", "Irrealis", or "Jussive". Those are moods. Aspects are related to tenses, and express things like the completion ("inchoative", "progressive") or repetition ("frequentative", "iterative") of the verb's action. Moods express the verb's relation to reality or the knowledge or attitude of someone (the speaker, the subject, sometimes the interlocutor)—that the action of the verb is doubtful, surprising, desired, or normative on someone or something.
  • Hmm. Is An X of Y and Z (A Song of Ice and Fire, et al.; A Court of Thrones and Roses) worse than long-winded nonsense like High School Prodigies Have It Easy Even In Another World! or Do You Love Your Mom When Her Normal Attack Is Two Attacks at Full Power? I mean just in terms of titles. (Though "is edgelord dark-fantasy bullshit, whether neckbeard or YA, as bad as isekai?" is also a valid question. Though most isekai is also dark-fantasy bullshit, for similar demographics.)

    Also annoying, though not to the same degree, is the [Character Name] and the X, often specifically [Character Name] and the X of Y, e.g. most of the Harry Potter books. (Now I want to see if I can get a paper about "periphrastic genitive constructions in fantasy-novel titles" past peer-review. Actually you could probably seriously look into what, exactly, makes fantasy series have titles in those two formats; there's actually been research into why light novels have the kind of titles they do, after all.)
  • Turns out I was worrying over nothing, years ago, when I said it's anachronistic to have leaf-spring suspension carriages in a medieval-based setting. I mean it still is, but instead, they had a chain-based suspension, called a "rocking carriage" (char branlant)—back to at least the 1300s and quite likely Roman times. Unfortunately period-accurate wagons would, in a visual medium, strike most of the audience as anachronistic…because they were covered wagons visually indistinguishable from the ones we know from the Oregon Trail (though actually the medieval wagon probably had a more advanced suspension…since it had one).
  • I wonder, when they translate Lord of the Rings into non-European languages, how much of the setting do they translate? E.g. I would not be surprised if Frodo's pseudonym, recommended by Gandalf, were "Okanoshita" or "Okashita", in Japanese, but the thing is, "Frodo" is just as much a translation; his name is actually "Maura" (and his surname "Labingi" and his house "Laban-neg"). To do justice to the translation convention that's a part of Tolkien's world, all the Common Tongue names would have to be rendered by Japanese equivalents, since they were converted from Westron to English.

    And then, of course, you'd have to convert the names of the Dwarves from Old Norse (representing Dale-tongue) to something like Okinawan, and then the Rohirrim to maybe, say, Old Japanese. Or maybe Dale to Old Japanese and the Rohirrim to Middle Japanese. That of course deletes the link between Thorin and Company and the Dvergatál. No idea what the Meriadoc/Kalimac names, representing a whole different language-group from Westron, would be—maybe Ainu? Actually yeah that'd work perfectly. There's presumably some Ainu word that sounds like the native Japanese for "cheerful" (tanoshi).

    Upon looking, sadly, I discover that the Japanese form of Frodo's house's name is simply "Baggu-Endo". I mean I'm not really surprised, but come on.
  • A search of Le Blogue suggests I haven't mentioned it, and it bears repeating even if I had, but the pilot episode of Star Wars: Resisty Resistance features both pirates and monkeys.

2019/10/11

Fin Lovaas do Dii Reyliik

I was always saying that it was a shame nobody wrote a certain song parody. So I wrote it myself.
The Last Dragonborn (with apologies to America)
When the last Septim dies lighting the last dragonfires
And Crystalline Law falls in the Summerset Isles
In the shadow of the Snow Throat, where the weave of time was torn
He will fight the World-Eater, the Last Dragonborn.

When the wyrm-cult’s betrayer from Apocrypha rises
And the Gardener of Men his machinations devises
And the might of the Voice holds Ehlnofey wills to scorn
In the distance hear the Shouting of the Last Dragonborn
Zu'u nahlaas, zu'u nahlaas

When a shadow is cast over Magnus’s window
And vampires seek to enslave all who live down below
Then look to the Scrolls where new prophecies yet can warn
Listen, hear the Voice, of the Last Dragonborn
Zu'u nahlaas, zu'u nahlaas

2019/09/29

Welterfindung Vier

Worldbuilding thoughts.
  • Apparently China had a positional numerical system, in its rod-numerals—they didn't have a zero-sign but they didn't need one, because they just used a space—all the way back in 475 BC. Then they apparently stopped freaking using it because abaci allow faster calculations and have no need for a zero marker. Which suggests, as I may have mentioned before, that other cultures may have had zero at one point and then lost it when other methods became more useful.

    The Maya get lots of credit for coming up with zero on their own—but they don't lose any credit for not having the concepts of multiplication or division or any fractions beside half and quarter. (The Nahuatls had multiplication, division, and fractions, but no zero.) There are Old World Neolithic sites as precisely placed as anything the Maya made, but no culture in the Old World had zero (that we know of) till the Chinese—and it wasn't till AD 458 that we had a symbol for it in a positional numeral system.
  • Maybe if elves dislike the idea of creating half-elves it's because, if they're possible at all, they're likely to be stunted, sterile, and have all kinds of health problems, like pumapards. The objection would be like a reverse incest taboo, too far to result in healthy offspring rather than too close.

    Even ligers, which aren't between two different branches of the Felidae like pumapards, have problems mostly related to their freakish size, from joint issues to requiring C-section deliveries or having their mothers die giving birth—but also have plenty of other birth-defects, like a congenital neurological disorder (which seems to afflict a whole eighth of them).

    Maybe the half-elves with stats you see in the D&D rules are the ones that buck the odds and manage to not die in infancy. (The ones in my setting are artificial transgenic organisms, more like glowing mice than ligers, made by a fantasy-transhuman empire to be slave-soldiers.)
  • I am an idiot. I had had the races with darkvision in my setting, all of whose eyes glow when they use it, have some way to make their eyes stop glowing. But…it's passive super low frequency radar, using (half of) the eyeball's surface as its antenna. Eyelids are transparent to SLF waves. They can conceal the glowing of their eyes by shutting them.

    Presumably, so they aren't seeing in darkvision while trying to sleep, they have a nictitating membrane lined with something that blocks off the radar when they sleep. Or maybe a nictitating membrane they can close over their eye-antennas and still "see" through with radar, while hiding the glow? Then their outer eyelids are the ones that block the radar.

    Yeah that second one sounds more plausible. Some animals can consciously close their nictitating membranes. Pity; them being able to fight with their eyes shut seemed a lot cooler. (Though their eyes being milky for a moment, then clearing to reveal a glow, then the glow fading as their pupil dilates open is pretty cool too.)
  • The flipside of that half-elf thing, occasioned by my brother playing Bloodborne and its Cosmic Horror "strange births" thing—which began as an allegory of race-mixing and eugenics, fun fact—is, I really want to write a story about someone who's like Wilbur Whateley in "The Dunwich Horror", but he's the hero. Because, well…a much more intelligent work of fiction than anything by Lovecraft says why.

    It's funny how speculative fiction portrays the people opposed to the creation of artificial life as being the ones who say the beings so created should be killed because of their origin. I mean it's not like the people in the real world who oppose creating artificial life are also the most consistent opponents of killing people because of disease or birth-defects or other "accidents of birth". Or anything.
  • Been looking around at stuff about writing YA novels. One theme that I keep seeing is "don't worry whether parents will approve, you need to be authentic to what teenagers actually experience"—especially about sex. They're very selective about this—e.g. teenagers also experience being convinced by white supremacists, not a lot of YA writing-advice recommends that.

    More to the point, you are an adult. If an adult writes explicit sex-scenes intended to be read by minors, well, there was this show hosted by Chris Hanson a few years back (till 2015 in fact), that shows how that goes. Unless you also trick their parents (usually) into paying you for doing it, I guess? The parents are arguably your real customers; you can't ignore their sensibilities.
  • It's also interesting to me that so little YA ever really criticizes our society. They pretty much just present things we don't do, and everyone agrees we shouldn't, as bad; at most they set up a straw man of some aspect of society (standardized testing, for instance) and then pummel it mercilessly. I guess even if teens can handle ideas their parents might not be comfortable with them being exposed to, we still have to make sure their middle-school social studies teachers are happy.

    I mean, for just one example, how about a setting where hereditary power means people can be raised from birth to understand their obligations, while elected power is an opportunity for the venal to engage in self-aggrandizement? Those both happen to be accurate accounts of the political conditions of the real world—they're just not exhaustively complete accounts. The point is that they're no more incomplete than the apple-polishing you get in YA.
  • I was trying to figure out what people would steal, in my SF setting, since they use an entirely electronic currency. Obviously you can rob the people doing business in precious metals, but A, that's not many people, and B, you're picking a fight with black marketers by going after their customers (or the black marketers themselves).

    But it occurred to me, handhelds. You'd steal computers. Not for things like account information, because that would be overwhelmingly biometrically keyed, but for the hardware itself—quantum processors are always going to be a valuable commodity, even when they become common enough to be in phones. Some parts of modern phones are worth a couple hundred bucks.
  • It occurred to me that zled lasers' triggers, being on the side of the grip and pressed with the thumb, would necessarily come into ambidexterity issues—but then I remembered zled handedness is not like human handedness. Human handedness isn't even like dog handedness, and our last common ancestor with the dogs (we're both in the Boreoeutheria) was somewhere between 80 and 100 million years ago. Without the particular pressures that create humans' weird, across-all-tasks handedness, there's no reason to think zledo would not all fight right-handed. (They eat with their left, and work most tools, but write with their right because communication is, lateralization-wise, the same as conflict.)

2019/09/11

Das Rollenspiel Fünf

RPG thoughts, mostly my Pathfinder setting but also some Horizon Zero Dawn and Elder Scrolls Online stuff.
  • This article seems like a lot of point-missing. The issue with Horizon Zero Dawn's "diversity" isn't that they should be white: it's that they should be a sort of generic light brown. This game is so far in the future that underground bunkers have ten- or twenty-foot stalactites growing from their ceiling, and the main culture live in one valley. Unless they spent most of their history as rabid segregationists, they would be so thoroughly intermixed they wouldn't be recognizable as our "racial" categories.

    So we're clear, stalactites grow one centimeter per century. That's an inch every 250 years. The amount of time required for those stalactites to form is far more time than it took humans to evolve non-black skin-colors in the first place, so it's ludicrous to suppose they'd have retained currently recognizable phenotypes that far in the future.

    Other than that it's an awesome game; much as Red Dead Redemption 2 is sometimes called "Breath of the West", this is "Breath of the Nuclear Semiotics". About the only real complaint is the voice-work, while seldom truly bad, is almost all just passable. But things could be much worse. And, not a complaint, but an observation: why does everyone have nano-bots that take stuff over look like evil Sour Vines? 'Cause the stuff you use to override the mechs here, is basically blue SIVA.
  • It's often said it makes no sense for people in fantasy worlds to still build castles when there are things like dragons and wizards with fireballs, but there are two issues with that. First is, a dragon is not really the kind of thing most people can reliably "field", and wizards may not be either—even in a D&D setting, far more magic-heavy than almost any literary fantasy, there's a relative dearth of spellcasters who can fly into a good position to attack and cast something like fireball. (Not least because that only has a range of 600 to 1400 feet, depending on level. And "magically treated walls" have saves against any magical attack that could affect them.)

    Second is that just because you might have an aerial bombardment, doesn't mean fortified shelters aren't useful. I mean, take something like this, and stick one of these at each corner. Tell me what you get. Those are a German air-raid shelter (called a Hochbunker—"high bunker"—because it's not underground) and a German flak (Flugabwehrkanone, i.e. "anti-air cannon") tower. Besides, as I think I've said before, a D&D setting's level of artillery-equivalent firepower is more Napoleonic Wars than World War, apart from the air that many if not most powers won't really have much access to.

    Maybe for ordinary conflicts they use real-world style fortifications (though probably, again, more 18th- and early-19th-century than medieval), and then when flying wizards or, powers forbid, dragons, get involved, they retreat into a hardened bunker-like keep. (Instead of concrete, maybe they use stone shape—as available as those wizards' fireballs, to divine casters—to mold single large pieces of rock, to make the bunkers.)
  • Got around to doing my Undercommon (reptile- and fish-people, in my setting) writing. It's a nice small script, since they can't make many sounds ("ka nama kaa lajerama"). The aquatic version is more complicated and ornate; I drew inspiration from Dwemeris and Falmeris, in Elder Scrolls (as I've said, Falmer writing totally looks like something the Deep Ones would write in, and not just those Deep Ones). Since the aquatic version replaces all the hissing noises with "glub" sounds, I think their version also modifies its letters, something more like the dakuten (the ”-like diacritic added to a kana to show it's voiced), to actually reflect their pronunciation. Maybe the most ancient form works more like French or Tibetan, with the spelling of the land version but the pronunciation of the sea version?

    Also working on a script for the spider-people, araneas in stats but more like Nerubians from Warcraft, but with psychic magic. I think theirs will look a bit like the version of Forerunner script that started to appear with Halo 4, but maybe more triangular than hexagonal? (Confusingly the Forerunner glyphs that are based on hexagons are called "circular script", while the more runic-like scripts that fit in rectangles are called "hexagonal script".) Might also take some elements from basically a triangular version of the "seal script" form of 'Phags-pa. I considered octagons, but my experience making my dark-dwarven made me reconsider that. (The octagon-based one looked so bad, I've reconsidered the whole thing; dwarves now all use the same script. Though ogres still use a modified version of dwarven writing.)
  • I'm not sure how to feel about Elder Scrolls Online (I got it recently). There's some solid stuff there, to be sure, but the balancing is super off. Maybe Destiny just spoiled me on how approachable an MMO ought to be? I don't know. I do know I hate its crafting-system; far too complicated, and this is me we're talking about. Also all ranged attacks seem to go through solid objects, so cover is meaningless, which is straight-up bullshit.

    I do like that the First Aldmeri Dominion is one of the good-guy factions; it was also fun to go to Morrowind (on Mages' Guild business) and meet Almalexia. It was funny 'cause I was saying, semi-in-character, that I'm not all that in awe of a mortal who stole a shard of divine power, and then I go into her audience-chamber and she's floating in the air. All right, all right, point made—still never gonna be an et'Ada, though.

    They could've put in more work making Valenwood stand apart, though then again I haven't been to Falinesti yet. (It moves. It's a walking city built in a giant tree.) High Rock was, well, High Rock; and Hammerfell was fine except there weren't nearly enough wayshrines and I had to backtrack a lot when I got killed by possessed Imperial soldiers.
  • I will admit that part of what makes ESO's crafting so obnoxious, the rune system used in enchanting, does involve something interesting: the runes seem to be a syllabary where the vowel and consonant (most of them are CV syllables) are expressed in two separate strokes, consistent across different combinations, to make one character.

    I don't know what the canonical status of this system is, relative to the franchise as a whole. Everything else we've seen suggests that Ysgramor derived the runes used for Nedic languages (the branch of the Ehlnofex language-group that includes all human languages except maybe Yokudan/Redguard and Akaviri) from some branch of Elven runes, probably Falmeris.

    Which probably means most human languages of Tamriel are written in script that looks no more different from any Mer script than Ayleidoon is from Dwemeris or either is from Falmeris.
  • People are bad about coming up with numerals for their conlangs (or addressing how their conlangs express numbers at all). I've done it for my Elven and Dwarven, and recently Gnomish; both my Elven and Dwarven use symbols derived from which knuckle of which finger you have your thumb on, because their numbers are dozenal. My Gnomish, on the other hand, has numeral symbols derived from counting on both hands and both feet, or the fronts and backs of hands, since they're vigesimal. My dragons, meanwhile, use senary (base-6), since their wings have three fingers each. I briefly considered having dragons use base-10, counting the same as elves and dwarves but with five joints per finger (the numbers of bones in bird toes is super variable)—that's how the spider-people get base-10, counting on the joints of their pedipalp-hands' two fingers, with their thumb.

    See, there are 27 letters in my Draconic script, and I thought maybe they'd do something like Greek or Hebrew numerals, and have the first third of the alphabet be 1-9, the next third 10-90 by tens, and the last third (Hebrew and Greek have to pad out their letter roster to reach 27) being 100-900 by hundreds. But dragons are the one race in a D&D setting who absolutely need to deal in numbers over a few thousand, since they use giant piles of metal coins as nesting material and obsessively count every single tarnished, half-defaced penny in their hoards. So they use positional notation (and may well have introduced it to other races, since elves and even dwarves probably dealt in vast fortunes much later than dragons did). Dragons are probably born knowing levels of arithmetic nobody else has to bother with, levels we pass off to computers, in the real world.

    "Entire species of Fenton Crackshells" seems like a fun characterization of dragons, to me.
  • So instead, my Draconic language uses senary, but their writing uses something like the Cistercian numerical cipher, to have each digit represent a number up to 1295 (one shy of the fourth power of six). It's just a diagonal stroke and up to five little "dots", like the first five cuneiform numerals. And then the dots are either lined up to top or bottom and centered right or left, or centered top or bottom and lined up right or left, similar to the cipher but simpler (I only need to worry about five, not nine).

    And then, my dragons do positional numerals based on those. Like one digit is 1–1295, and then a second digit represents the fourth through sixth power of six, allowing two digit numbers to represent any number between 1 and 10,077,695. Then the third digit would represent the ninth through twelfth power, so you can get all the way to 2,176,782,335 before you have to add in a fourth digit. Four-digit numbers go all the way to 470,184,984,575—a number even dragons don't need that often. This essentially means conceptualizing numbers in base-6 but writing them in base-1296, much as the human version of the cipher could be used for base-10,000 positional notation, if you felt like it.

    (You can use the Cistercian cipher to write any number from 1 to 99,999,999—1 short of a myriad-squared—as a two-digit number. You'd have to have zero, though—maybe as a bare vertical line—and you'd probably modify the shapes of some of the symbols so, for instance, it's not ambiguous whether the "floating" short stroke is to the right of one line or to the left of the next line. I'd connect them via the existing diagonal line since the "diagonal, short vertical" combination isn't used.)
  • Given the scaled-people serve giant cave catfish (the aboleths), who have two big tentacle-barbels, and nagas, who might count on the two forks of their tongues (you tell me what snakes with human faces count on), decided that they use a Greek or Hebrew type of numeral system, but binary.

    E.g. A (if that were their first letter, which it's not) is 1, B is 2, 3 is written BA, C is 4, 5 is written CA, 6 is written CB, 7 is CBA, and D is 8. Then E would be 16, F 32, and so on; their script only has 13 letters, which lets them write up to 4,096 with one letter. Verbally I think that means they express a number like 666 (written JHEDB if they used our alphabet) as "five hundred twelve, one hundred twenty-eight, sixteen, eight, two". Except of course that "five hundred twelve" and "one hundred twenty-eight" are one word each, the way "billion" is. (Or maybe not? Maybe go four, eight, hextet for 16, two hextets for 32, four hextets for 64, eight hextets for 128, and then 256 is a square hextet? I like that one; then 512 is two square hextets, 1024 is four square hextets, 2048 is eight square hextets, and 4096 is a cubed hextet, analogous to a billion except with the fourth power as superbase instead of the third.)

    I basically just don't want to have to figure out how many fingers fish-people have, and all the races in question (except kobolds and troglodytes, which escaped) were slaves to things without hands. Your boss understanding your numbers is more important than you understanding them.
  • Also did my human script's numerals; 1 to 5 are basically like 1, 2, and 3 in ours, cursive tally marks, but instead of linking strokes they just have extra strokes count as talles—2 looks like a backwards 7, 3 looks like Z, 4 looks like a backwards 3, and 5 looks like a stacked-up Z crammed into the height of one character. Then for 6 to 9 I reverse 1 to 4 (the single stroke for 1 is at the angle of the 2's down-stroke), because when you're counting on fingers your second hand is reversed from your first one. 0 is an hourglass-shape representing two fists. Almost all my writing-systems, except Draconic and Undercommon in fact, have a symbol for "10" in whatever base (ten, onedozen, onescore, etc.)—being older than the use of zero. (In the human script it's a reversed 5 sign, as 9 is a reversed 4 sign.)

    I think I might also have a Greek- or Hebrew-style use of my human alphabet, which has 27 signs in one version and 26 in another, once I figure out what that extra character is doing (it might be a vowel lengthener?). Both Greek and Hebrew have to use extra forms of their letters when being used as numerals (the word-final forms, mainly) since neither alphabet has 27 letters; Cyrillic and Glagolitic only use part of their alphabets, since the basic Cyrillic has between 33 and 44 depending how old of a version you use, and Glagolitic has 47. Armenian has exactly 36 letters (till two extras were added for transcribing foreign words), so they could do up to thousands the alphabetic way. Ethiopian oddly has 26 letters but only goes to tens when using them as numerals; then it does something weird for hundreds.

    Think my Giantish numerals will be acrophonic, since I haven't done that one yet. Giantish uses octal numbers rather than decimal, counting on the space between fingers—a tiny number of New World languages do it that way.
  • An idea I had in my setting is that the undead are not, exactly, reanimated corpses, so much as they're puppets made from corpses but controlled by invisible tendrils of malice. Otherwise, how do skeletons move? Or zombies, really, since their muscle is usually rotted too—just one of several reasons the "zombie apocalypse" is stupid if it's not magic. (Maybe in zombies' case the malice-tendril "actuators" are supplementary to whatever muscle they retain, which explains why they have a higher Strength score than skeletons do.)

2019/08/08

Welterfindung Drei

Worldbuilding.
  • I had thought I'd need to specify something else, rather than gold, for the black-market medium of exchange, in my setting. Gold is 47.74 times as abundant in the Solar System at large (I like that number), as it is in the Earth's crust, .148 parts per million to .0031; assuming all other things being equal, that drops its value down from $45,644.41 per kilo ($1,419.69 per troy ounce) to $956.10—$29.73 per troy ounce, gold's price somewhere between 1933 and 1934. But reading stuff about post-Civil War bimetallism leads me to think the really old numbers aren't adjusted for inflation? If not, we're actually talking $585.78 per troy ounce or $18,838.33 per kilogram, its value in April of 2006. So maybe never mind?
  • This was brought to my attention by the blithering idiocy of Malthusian ignoramuses and their apocryphal population apocalypses, and their incredible rudeness to people who have more than two children, but the fact a "replacement" fertility-rate is 2.1 children per woman, means that every tenth woman needs to have three kids. Every woman who only has one child, however, means every fifth woman needs to have three, or every tenth one to have four; every woman who has no children means that three women in ten have to have three, or every fifth to have three and every other one of those, to have four, or every tenth to have five. So you can see the utter imbecility of freaking out every time someone has more than two kids: you need them to have that many, especially with your modern-Western welfare state (which needs the tax-rolls to stay large to remain funded), even if infrastructure and innovation was not very largely a function of population.

    When a significant proportion of your society's females choose not to have children, whether by becoming nuns or choosing to have marriages or other sexual relationships that are childless, your society needs a certain portion of its people to have large families. If you can't understand that, congratulations, you know less about how these things work than Robert Heinlein and Josef Stalin, i.e. less than a braindead ideologue and a shortsightedly amoral monster. (Stalin, like Bismarck but unlike Hitler, kept the fourth crack propaganda commandment, and never got high on his own supply. Though the Nazis did understand that aspect of these matters; it was things like "strategy is about more than taking important cities" that they didn't understand. Stalin's famine was almost certainly at least as much a deliberate pacification-measure—same as the Irish potato one—as it was incompetent policy; he wasn't Mao.)

    Speaking of famines, Churchill's half-Holocaust in Bengal was explicitly based on Malthusian malarkey. He actually said, while refusing no-strings-attached, free-of-charge food aid, that the Bengalis had brought it on themselves by "breeding like rabbits".
  • Decided to move the main city and cosmodrome (with space elevator) on Mars, in my book. I had had it at Tuscaloosa Crater, right at 0° latitude, and name it Nergal City (Nergal being the Sumerian god they associated with Mars). But decided, no, it'll be at Endeavour Crater, and be named Opportunity City. Because Oppy rocked. Endeavour Crater is still within the 10° of the equator required for you to put a space-elevator there, being at 2°16′48″ S, 5°13′48″ W. You can make the crater into a sweet lake to put seaplane entry vehicles on.

    At first I was worried I wouldn't get to use the Mars variant of the Groucho joke ("because in Alabama the Tuscaloosa"), but then I discovered I had not actually written that joke in the dialogue—I come up with a lot of ideas for material that I then forget to actually use. Maybe I'll have them make a joke about not using Tuscaloosa Crater because of something to do with that. Like, say, that they couldn't keep the crews organized ("task are looser").
  • Relevant to worldbuilding, sort of, but a thing I was thinking about: I read this thing by a deaf special-ed teacher complaining that their hearing coworkers would straight-up refuse to sign during off-hours, because they didn't want to have to "think about communication". Dick move, but it occurred to me that rustic villagers, who supposedly hate and fear anyone different from them, would never do that. Most modern sign language developed from "village sign", a recognized classification in the linguistics of sign languages, e.g. ASL is specifically from villages in New England. Villagers may think in terms of "us" vs. "them", but if you're a deaf villager, guess what? You're "us", not "them".
  • You often see idiot libertarian SF fans who think believe, in real life or in worldbuilding, that legalizing prostitution makes human-trafficking go away. It doesn't. Germany and Netherlands are neck and neck for highest rate of human-trafficking in Europe, not only despite both having legalized prostitution but after they legalized prostitution.

    Why does legalizing prostitution not reduce trafficking, but appear to increase it? Legalization increases demand (a lot more people "demand" something if they won't go to prison for getting it), and it also lets traffickers operate more openly. Which is harder to cover up, a whole brothel, or the fact the workers in the brothel aren't there willingly?

    On sexual matters, libertarians are naive hippies who think people are basically good, just like socialists.
  • Was reading a review of the game Stellaris, and the thing it says about "sectors"—"Paradox figured the name 'sector' sounds spacey enough, and they're right. The Such-and-such Sector. It has a nice ring to it. You can imagine a starship captain telling his navigator to go there."—reminded me that I hate that kind of thing. What the hell is a sector and why would that be a meaningful unit of a space-government? Most of a "sector" is going to be empty space, for one. More importantly, the idea of an entire, meaningful subdivision of interstellar territory dedicated to the kinds of things sub-planetary governments get from particular regions ("Ukraine grows most of the USSR's grain"; "the US gets most of its copper from the Four Corners") is ludicrous. It's goofy and bizarre for one star system, let alone an entire chunk of interstellar space containing multiple star systems.

    You'd much more likely divide an interstellar government into individual star-systems, and then administer each planet within the system (you'd also have regions of the planets administered by descending levels of government, down to at least the level of a single county or municipality). Whether you'd admin the system itself separately from the planets, or have whoever governs the most significant planet also govern the system as a whole, is up to you, depending partly on how important planets are to your setting's space-colonization methods. You might then have certain star-systems combined under some higher-level administrator, but they wouldn't be anything as regular-sounding as a "sector". A "region", maybe, but it wouldn't exist as the kind of economic unit a region of a continent does, unless one is the only place where a resource is produced. But that's still not the whole region.

    It also occurs to me you could do something interesting with people or activities taking place in interstellar space, something like (the fictional version of) international waters, and then some—though the energy costs of actually living there are pretty steep if you don't periodically raid or trade with the people who live closer to the starlight.
  • A bunch of people claim that robots-being-oppressed stories make no sense, because people treat Roombas like pets, but here's the thing: people also treat pets like pets. But consider how they treat other people. Pets don't make the kinds of demands on you that actual people do—or that strong AIs would. Roombas do not "need to be taught their place" because they can't get "uppity" in the first place. Strong AIs could and would. We commodify other people all the time, treat them like appliances or industrial products; people who are actually industrial products would get it even worse.
  • It is often remarked—I might've done it here at some point—that it's dumb how Star Trek describes all wars on one planet or within a species as "civil wars", even when the planets don't have world governments. But…is it? A civil war isn't just a war within one state; the US Civil War in fact was not one, but only a secession attempt. No; a civil war requires something else: war over control of the central government.

    So possibly, what Star Trek calls "civil wars" are wars where people are fighting not over the usual things nations fight over, but specifically over control of the central government…of the planet. Or, to establish a central government over the planet—wars of world conquest. Maybe each of the "civil wars" the Enterprise gets involved in (because the Prime Directive is a quantum event) is fomented by that planet's equivalent of Khan.
  • I noticed this watching Krypton, which is mostly pretty cool (Superman theme for the win), but: make sure, in your setting, that your characters' social mores reflect their society's values. E.g. in some of the second-season flashbacks about Seg-El and Lyta Zod, it's implied that there is some concern over her being unfaithful to her eugenically arranged marriage, if she hooks up with him. But…why would there be? Kryptonians are clearly a super-decadent semi-transhuman society with a more or less perpetual sexual free-for-all—and they aren't fertile. They breed by test-tube.

    Adultery taboos are so strong largely because uncertainty as to parentage screws up successions; since your heirs are only going to be artificially produced in the first place, thus there are no succession concerns, you wouldn't care who your spouse goes to bed with. (That was part of why homosexuality was valued in Greece and China—though their misogyny was a bigger concern—and the main reason it was, among the Maya. Homosexual relationships let the adolescent sons of the aristocracy fool around with the help, without siring bastards who might complicate their alliance-marriages.)