How Could I Not Preserve And Share Such Beautiful Sarcasm?

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

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)

More Posts from Unkajosh and Others

1 month ago

Y'know what? Dude is absolutely right about this. I don't care what the reasons are, it's dumb, and it needs to stop.

i absolutely cannot stand it when media/shows are so hellbent on depicting or describing a caricature of a bad person or thing with traits that aren't seen as conventionally attractive.

like yeah, why is the villain/creep in your story always fat, or has a big nose, crooked teeth, ethnic features basically, or straight up DISABLED.

1 week ago

Those who know me well know my views. I was ALREADY on the sign of porn. (Yeah, a lot of it sucks or is problematic. But then, 90% of EVERYTHING...)

Note This Is An Unironic Political Statement, Because The Resurgent War On Porn Has Been And Will Continue

Note this is an unironic political statement, because the resurgent war on porn has been and will continue to be at the front lines of the free speech battle, and it's only going to ramp up both with the techlash and the current fascist administration in the US.

Remember, age verification laws are censorship laws in disguise, treat them as such!

...Also, feel free to redistribute this, with credit if you can.

1 year ago

This is, like, almost everyone in the Northern hemisphere lately, right?  LEARN IT.

if you are dealing with extreme heat or even just. moderate heat in your area right now. 80f/26c is when it starts getting toasty for a lot of people. if you are in a heat wave and you have not done yourself the favor of googling fucking "heat exhaustion symptoms" i am shaking you violently right now. look it up. burn the symptoms into your brain. heatstroke is no joke and it can and WILL sneak up on you before you're aware it's even an issue. ohh my god

10 months ago

No peace in reblogs!

Especially because teasing Yaoi between Ishmael and Queequeg is CANON. Moby Dick as God? Symbolically CANON, and Melville's excessive dedication to symbolism means that it's absolutely canon! Ahab as a hot-blooded (but old) Shonen Protagonist? Buddy, that degree of obsession fits nicely.

So what I'm saying is, YES THIS SHOULD HAPPEN!

Op Turned Reblogs Off :/

op turned reblogs off :/

1 year ago

This is really obvious, and yet...

unkajosh - Just this guy, you know?

unkajosh - Just this guy, you know?
unkajosh - Just this guy, you know?
unkajosh - Just this guy, you know?
8 months ago

It's a mixed bag, but I'm in.

some trends i am really down for

being nice to people working in customer service

girls in thigh-highs

receiving $400,000

pasta

1 year ago

I would so PAY TO SEE THIS AS A WEBCOMIC OR ANIMATION

The goblin looked at the orc. The orc looked at the goblin. They both looked down at the crumpled shape of the Overlord, His Unholy Majesty, in his obsidian armor.

His final spasms had been mesmerizingly acrobatic. The fall down the steps leading up to his iron throne had pretzelled his body quite impressively, both arms folded behind his back and one leg bent at a jaunty angle.

The goblin looked at the orc. The orc looked at the goblin.

"Shit," said the goblin.

"Shit," said the orc.

"We're likely to get blamed for this," the goblin said. She walked over to the head of the glittering mangled heap and started pulling the helmet off.

"It's not our fault," the orc said. "It's hard to help someone choking when they wear two-hundred pounds of spiked armor at all times."

"Yeah, well," the goblin grunted. The helmet came free, and the bald head of the Overlord bounced on the stone with a hollow, coconut noise. "You know how it is in this bloody country - thieves get their heads cut off so they can't think about thieving, and all that." She fished in the Overlord's mouth with a finger and pulled out the obstructing olive on the end of her claw.

She popped it into her mouth and chewed. "What do you reckon they do for a regicide?" she said.

"We should run," the orc said. She had started bouncing her leg. "I hear that there's some places in the Alliance where they just kill you and let you stay dead. That's got to be nicer than what'll happen if we stay here."

The goblin started to nod - and then her gaze fell on the helmet.

It looked like a pineapple designed by a deranged blacksmith. It was all thorns and spikes and hard edges, as though the maker had been very determined to not let pigeons roost on it. The only bits that weren't solid iron were eyeholes. Nobody had ever seen the Overlord's face.

She held up the helmet and squinted from it to the orc. One of the thorns had been bent badly in the fall.

Nobody had ever seen the Overlord's face...

"Right," she muttered. "Right. Could work - or."

The orc had a sudden vision of the immediate future. "No," she said.

"I mean you're about his height-"

"No."

"It would just be for a-"

"Absolutely not."

"Just hear me out," the goblin said. "Outside of this room are two-thousand men and orcs and goblins who are absolutely gonzo about this man, and there's a whole country of them outside of the castle, and at any moment someone's going to walk in that door and see one dead tit in black armor and two unbelievably dead idiots next to him.

"Or." She tossed the helmet up like a basketball to the orc, who fumbled and tried to find somewhere to hold it that wasn't a knife's edge. "We chuck him out the window now, walk out the door in the armor, and ditch the armor as soon as nobody sees us."

The orc had started bouncing her leg again. "They'll know something's up the second I walk out of the room."

"No worries," said the goblin. "Leave that to me."

---

It had been a very strange year for the Empire.

Change had rolled across the land as slow and inevitable as a glacier. Roads and bridges carved the gray, blasted wildlands, and a number of social reforms had made the country a place where you could be miserable, yes, but miserable in comfort and safety, and that was an improvement.

Barely anyone got boiled alive in molten metal, and even if the disgusted sun never rose to light the Empire, at least you had a roof over your head to protect yourself from the acid rain.

"Your empire flourishes, Your Unholy Majesty," the magician said over her wine glass. She looked down from the tower's balcony over the gleaming stone battlements. Some work had been done to line the castle and surrounding city with sizzling, crackling alchemical lights at night. The whole thing glowed like something dangerously radioactive.

The suit of armor waved a languid, glittering gauntlet over to the goblin, who bowed.

"His Abominable Gloriousness Thanks You," the goblin recited. "The Prosperity Of His Empire Can Only Be Achieved Through The Prosperity Of His People."

"If I may be so bold, I am quite pleased that you had chosen to take my counsel under consideration," said the magician. "We have accomplished many things together."

Another wave. Another bow. "The Overlord, May His Presence Swallow The Sun And Stars, Thanks You As Well."

"It was quite gratifying to see you change your mind, after so many centuries of denial." The wine was swirled. "Tell me, what was it that finally gave you cause to listen to me?"

There was the slightest hesitation. The goblin's eyes flicked to the armor, then to the magician. She puffed out her chest. "Do you question the wisdom of His Austere Lugubriousness?" she asked.

The magician looked at the goblin. She looked at the armor. She tipped her head back and drank the wine too quickly.

She looked back at the armor. "I know you're the orc, you moron," she said.

The room went deathly still. An alchemical light fizzled.

The orc pulled off the helmet, sending long, untied hair down tangling, and said: "How could you possibly-"

"Because you're both idiots!" the magician said. The goblin jumped. The orc jumped with a noise like a dropped stove. "What kind of a plan was this?! If it wasn't for me, you would have been turned into fertilizer months ago."

She closed her eyes. She took a long, dramatic breath. She set the wine glass down on the balcony rail.

"How did the Overlord die?" she asked when she seemed like she had gotten a hold over herself.

"Choked on an olive," said the goblin.

"Threw his body out the window," said the orc.

"You don't have to mention the window," said the goblin.

"Right," said the orc. "Sorry."

The magician looked out over the city, hand curled thoughtfully under her nose. "Who knows about this?"

"Just us. And, uh. You. Apparently."

"And why did you accept my counsel?"

The orc blinked. "Sorry?"

"Why did you accept my counsel?" the magician repeated.

"Well," the orc said. "Well - you seemed like you had good ideas-"

"Great ideas!" the goblin said with an edge of desperation. "Don't know why the old bastard didn't listen to you!"

"Right - right," said the orc. "And when we figured we were stuck doing this - well, it just made sense, really."

The magician seemed to absorb this. She nodded. "All right," she said, striding between the two and grabbing the crystal decanter.

"Um," said the orc. "Sorry. What happens now?"

"What happens is that you two will continue to serve as Overlord," said the magician. "You will continue to take my counsel. We will continue to reform this bloody country, and gods willing, we will turn it into the crown jewel of the world by next Midwinter."

The orc looked at the goblin. The goblin looked at the orc.

"Really?" the goblin asked.

"Oh yes," said the magician. "I've worked hard to be counsel to the Overlord, and I have no reason to stop now. And besides-"

She looked the orc up and down with a deliberate slowness, poring over every microscopic detail, eyes tracing over every jagged line, and grinned like a panther.

"You look much better in the armor than he ever did," she said. Dark robes swirled like a becleavaged thundercloud, and she strode out through the high iron doors, decanter in hand.

The goblin looked at the orc. The orc looked at the goblin.

"Shit," said the goblin.

"Shit," said the orc.

1 week ago

I can't improve on this. Just reblogging.

Original Comic By Rasenth
Original Comic By Rasenth
Original Comic By Rasenth
Original Comic By Rasenth
Original Comic By Rasenth
Original Comic By Rasenth
Original Comic By Rasenth
Original Comic By Rasenth
Original Comic By Rasenth
Original Comic By Rasenth

Original comic by Rasenth

11 months ago

Clever. I can only salute. And, of course, reblog.

Trying to prove a point

REBLOG IF YOU THINK AROACE / aro/ ace PEOPLE ARE A VALID PART OF THE LGBTQ+ COMMUNITY , LIKE IF YOU DON’T

1 year ago

Game Design and Variable Costs

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.


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unkajosh - Just this guy, you know?
Just this guy, you know?

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