I don't know if I reblogged this before, but it's worth doing because it's such a great analogy.
[Tweet from @/fozmeadows: "human gender and sexuality are very much like animal taxonomy, in that both look structured and simple on the surface, but once you start investigating, it turns out there's actually no such thing as a fish despite the fact that we all know what a fish is, and that's okay"]
She’s the heroine we all need!
Would you be okay with a plus sized women being Wonder Woman. Cause I really want to be her for Halloween but I’m afraid of how I’ll look
Of course. Why wouldn't I be?
We can all be Wonder Woman.
Once again Haiku bot brings a post that's well worth sharing.
Respect Ace people; respect people.
Okay, I realize this hilariously late for Asexuality Awareness Week (which was last week), but due to unforeseen stressors, it didn’t really get done in time.
Anyway! I’ve wanted to do something like this for a while, and I’m proud of myself of actually getting a six page comic done within a week. (Not that it’s really anything super fancy, but it’s better than nothing lol) I do apologize for the massive ugly text wall that is page four but I had a hard time figuring out how to convey it visually while being kind of pressed for time. oh and the occasional copy/paste, I’m sorry for that too
Enjoy! Click on the separate pictures if the text is hard to read.
"I'll take 'Plot of The Wiz for $600, Alex!"
"Minor politician was actually a dragon in disguise" is a common plot in intrigue-based campaigns.
Hey guys.
Have I got a potential inversion for you.
As a boy, I'd enjoy learning all about animals As a child, I was wild for the fish in the sea And without any doubt you stood out as the champion And I knew it was true where I wanted to be
When they said you were dead they were showing their ignorance You're renowned, you're profound, you're alive and you're strong In my mind you're sublime, and I think that the world should know I attest you're the best so I made you a song
Coelacanth, coelacanth, coelacanth Coelacanth, coelacanth, coelacanth There is no better than, I will take all I can Coelacanth, coelacanth, coelacanth
Missing link's out of sync with the crazy world of today You were gone for so long, didn't know what to do Is it wrong there's a song that is called Barracuda? There is none, not a one, that is named after you—after you!
Coelacanth, coelacanth, coelacanth Coelacanth, coelacanth, coelacanth There is no better than, I will take all I can Coelacanth, coelacanth, coelacanth
Coelacanth, coelacanth, coelacanth Coelacanth, coelacanth, coelacanth There is no better than, I will take coelacanth Coelacanth
--The Darkest of the Hillside Thickets, "Coelocanthem"
reblog ifyou love her and she makes you smile the coelacanth
How could I not preserve and share such beautiful sarcasm?
Staff have done their best to hide this post, OP's blog has been deleted to hide it. Spread this post as much as you can (ideally through screenshots to avoid it being nuked)
Hey, don't forget Orson Scott Card for this, too.
It's weird that to this day a lot of people don't really get the difference between like. "this author is a bad person and the work is problematic" normal style and the much more intense "the author is an important figure in a hate group and actively uses her money and power and fame to take away people's rights, and is currently very successful at doing that"
Hey, sometimes it's about finding what you have in common.
THAT’S how low the threshold is!?
do you own enough books to be considered a library (500+)
Yes.
This is really obvious, and yet...
This is intended to be a short essay looking at something that’s an issue in game design, specifically character creation in games. More specifically, how allocating resources during character creation can be a tricky process, and a trickier one when there are multiple resource pools that can be used for similar things, or where one kind of resource can be converted into others.
What ‘resource pools’ are isn’t always obvious. Games such as the Hero System are straightforward in this regard-- a character built with a pool of points that are spent to acquire all of the capabilities of that character, their attributes, skills, equipment, whatever other resources they have available. But other systems that allow choices to be made in character creation are, in effect, creating ‘resource pools’ of a different kind, some obvious, some less so.
For one example, the Storyteller System has characters decide how to allocate different pools of ‘dots’ to a wide range of characteristics-- and make decisions on which group of sub-characteristics receives more dots to allocate, so a character will decide to put a larger pool of dots into mental, physical or social attributes, and then spend those dots within each of those categories, and make similar choices for different categories of skills, and for a wide range of other resource types; GURPS characters, in turn, are built almost entirely of one pool of points, except that their equipment is purchased with money, instead-- and they can convert character points into money to have more to spend on equipment. Many game systems will have pools of points for different categories in a simpler approach-- so many points for attributes, so many for skills, so many for equipment.
But other costs still exist even in systems that don’t directly provide pools of points to be spread around! In Dungeons and Dragons 5e, aside from using one of several systems for allocating attributes, a very granular resource is spent on choosing an ancestry, another on a class, and later, another on a subclass. Should we view these in the same way? I think we should; this is especially important when designing ancestries, classes and subclasses, if we want to have any pretense of balance among different types of characters. (This is why I wrote extensive essays elsewhere on subclasses in D&D; class/subclass features *are a resource pool* and extremely vulnerable to balance issues.) In much the same way, a FATE character has a limited pool of Stunts and Aspects, and careful decisions should be made about how to spend them to create a character that can do what is desired.
But a pitfall of system design, and the heart of this essay, is about the difficulty of having different resource pools that can be used for similar results, either by being transformed into each other, or by being used for the same purpose. More specifically, I’m identifying pitfalls that I and others have seen in character design in some games. (I’m sorry that I will be calling out a number of specific games, including, no doubt, some that any readers I somehow get will love dearly, for what I see as weaknesses in game design, but I’m not trying to hurt anything or anyone-- just point out things that could perhaps be avoided or handled better.)
One area that this can happen is converting resource pools to other purposes. For example, in GURPS, character points can be used to buy such things as natural weapons or even superpowers-- but they can also be spent to buy such things as the Wealth advantage, which allows the character to then spend an expanded pool of money on a wide range of things, some of which *will duplicate the effects of powers.* For an easy example of this, we’ll look at GURPS Powers 4e; we see here, using an example the gamebook thoughtfully provides, that we can create a pistol that duplicates the characteristics of a TL7 Auto Pistol for 22 points… but said pistol in the character book costs $350, which is a tiny fraction of the basic money pool of a TL7 character. Yes, it’s not the same thing-- buying it as a power implies that it’s innate and cannot be removed-- but spending 22 points out of the 100-250 character points a common GURPS character might have to start with for something that they could spend 0 points for is a bit extreme; it gets more so if the characters are in a game where being unable to use their weapons in a situation where they would want to (because of theft or local laws, for example) simply doesn’t come up at all, and such games are not at all uncommon.
The original Storyteller System had a different, if related issue-- during character creation, purchasing various characteristics of almost any kind had a linear cost, but spending experience points, later, had a cost that scaled up with the current value of that characteristic sharply, while purchasing a low level of a new characteristic was much cheaper, thus letting characters who purchased high levels of a few characteristics during creation but rounding themselves out with experience later having higher and more numerous characteristics than ones who instead made broadly-based characters with low levels in a wide range of abilities, and then tried to raise them later with experience. Luckily, the later versions of the Storyteller system have been moving away from this problem, but it’s a pitfall to avoid when resources can be converted into each other, especially if character advancement *changes* how various abilities are purchased.
(In this essay, I won’t be touching on another, related issue-- point-buy systems that simply give better results per point to specific purchases. That’s highly system-specific, but always an issue to watch out for! For examples, see any discussion of how to make an efficient Hero system character.)
I think, though, where I see this issue come up most commonly is in situations where highly-granular abilities can be used for the same purpose as other abilities purchased with other resource pools. The (probably obscure) Chronicles of the Void had this issue for some characters-- a Human Varigator or Aqasoo Nova might spend one of their precious few class abilities on the ability to make ranged psionic attacks via energy manipulation or telekinesis. But that Lauxnaut Sharpshooter is instead using a gun they got as starting equipment to do comparable damage, and is using their class ability to ignore the cover of their designated target! In much the same way, I often see, for example, third-party D&D subclasses that let characters make unarmed attacks and have unarmored defenses comparable to those of characters who fight with weapons, and that sounds good until you realize that other subclasses can have the same AC, dish out just as much damage, but *still have all of their class features available for other things.* Similarly, some class features let a character create equipment that’s just as good as regular equipment, and that’s just not much of a feature at all.
This is sometimes encountered more broadly, as well-- “Defeating enemies” is a desired result in many games. Different resource pools, via powers, equipment, spells, class features, ancestry features, or anything else might contribute to this result; they may do so by inflicting damage, hindering enemies, or outright knocking them out of the fight without engaging with other subsystems, and unfortunately, sometimes, different choices made-- different prices paid-- produce dramatically different results. I’ve seen it in theory, but I’ve also seen it in actual play, time and time again.
And I think game designers need to look carefully at their systems to ensure that this doesn’t sink their designs.
But Josh, why are you so worried about game balance? Does it really matter? Well, yes, I think it does. It can be frustrating for a player to realize that the choices that they made for whatever reason have rendered their character irrelevant in a situation. People don’t like, as a general rule, feeling helpless. Furthermore, it makes creating a balance for an enjoyable game harder when the GM has to adjust challenges for a group of players with highly disparate abilities, and if the GM attempts to balance things by creating THIS challenge for THAT character, but THIS GREATER challenge for THAT OTHER character, a simple change in positioning, for example, can destroy the illusion of everyone contributing in an instant.
Okay, but Josh, about that powers vs gear thing-- isn’t it really important that a character can get that result without relying on equipment that can be broken or taken away? Hey, I’ll grant that this can be very different in different games. In an intrigue game, say, or an espionage one, the ability to be apparently unarmed but still able to strike down enemies might be a game-changer! But in my own experience, this is a *very* rare circumstance-- and it’s one that is often not even considered in game design in other ways. As a quick example, let’s look at D&D again. A given warlock can fire an Eldritch Blast for damage that is (very) roughly equivalent to what a skilled archer can inflict; this is broadly considered to be balanced, and if we compare warlocks with Hex to rangers with Hunter’s Mark, we see that, for better or worse, the designers had those in mind as (again very roughly) balanced choices. But the warlock doesn’t need a weapon at all-- they’re casting a spell, one that doesn’t even have a material component, while that ranger not only needs a weapon, they need a really big one like a longbow or heavy crossbow to match the warlock’s damage! But nobody really worries about that part of it, do they? Discussions of class balance cover things like access to high-level spells, attacks per round, damage per round, and so on. Characters being denied their gear is simply not a factor in most modern games; it’s just not an issue for most characters.
What does all of this mean? Well, it’s something to work on when a game designer creates something. Look at what the different costs actually are; decide if the balance issues are a serious problem. And think about how it all comes together. And playtest. Possibly a lot.