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Darius Garsys
Works at Computer Consultants Group
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Darius Garsys

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Awesome
 
I've been informed that someone has created an "orangelist" of Trump supporters in the game industry, and that Ad Astra Games is top of the list, largely due to alphabetical order.

The progenitor of the list says that all entities on the list were contacted before he added them. We have no record of this contact for Ad Astra.

At least two other game companies listed on the "orangelist" have been out of business for ten years, and one designer listed has been dead since 1997.
Ad Astra's position is that we'll work with anyone who knows our products and does work we can use, and that whomever you voted for in this election is your business, not ours.

While we were going to create a Black Friday discount code that ran through the first Sunday in December...we're going to start it a day or two earlier than normal, and call it the NoOrangeList code instead.


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I am unwilling to support any list with a grammatically incorrect mission statement.
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Darius Garsys

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What came up as today's random XKCD cartoon:

http://xkcd.com/1132/

Did the sun just explode? (It's night, so we're not sure) [[Two statisticians stand alongside an adorable little computer that is suspiciously similar to K-9 that speaks in Westminster typeface]] Frequentist Statistician: This neutrino detector measures whether the sun has gone nova.
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Fond memories of the Talsorian stuff from the 80's
 
Saw this shared over on FB. Thanks +Eric Fabiaschi Now I want' dig out Cyberpunk Books. Gamer ADD kicks in.
The legendary cyberpunk Michael Pondsmith, commonly known as Mike Pondsmith or Maximum Mike, is best known for creating roleplaying games like Cyberpunk 2020. Pondsmith has also worked on a number of other cyberpunk titles including Bubblegum Crisis, Hardwired, and When Gravity Fails (all produced by R. Talsorian Games, Pondsmith’s company), as well as The Matrix …
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I want the video game so hard.
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Oh Crap
 
Some of my stock art is on sale
Fantasy Stock Art: Dungeon Scenes - Fantasy Stock Art: Dungeon Scenes is a collection of stock art images for use in your personal or commercial role-playin
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Only $1.49
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Darius Garsys

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Awesome!
 
From flickr user carrier lost:
using my common light tank chassis to try out a few things for my next Ogre Mk V (Steve Jackson Games) build
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How old was it when you took it from its mother?
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Darius Garsys

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I remember this fondly. Had the Lovecraft monsters guide. 
 
One of my favorite non-gaming references...
One very nice thing about gaming today is the sheer volume of resources available. Need a good Viking Era sourcebook? Chances are, you'll have no problem finding one. There's lots of great material from the OSR alone, and ...
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I also have this book somewhere.
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Gotta think this over before commenting, but at first glance, yeah
 
I've been pondering skill systems in RPGs lately. Most skill systems seem to work as follows:
1) A few skills (and/or attributes underlying those skills) are disproportionately more useful than others, so every player character tends to be built to emphasize those skills.
2) The skill system uses an escalating system of point costs (so that, say, going from 3 to 4 costs more than from 1 to 2), such that specialization is very costly.
3) The character development system does not require any maintenance of skills; characters can simultaneously maintain expertise in a wide variety of fields.
4) Any character can attempt any task, and reward from skill is largely linear. The difference between a skill level of 2 and 3 is +1, or 5%, or whatever the system uses. There is no qualitative difference between skill levels.
5) Characters acquiring new skills don't gain any benefit from already knowing similar, related skills. Even though you have Handgun +10 you somehow still have to start with Rifle at +0.

The net result is that characters tend to be mechanically quite similar. Everyone will tend to be competent in the handful of skills that are important to gameplay, with differences measured in a couple points here and there, with each character perhaps having one somewhat unusual skill ("I'm the Demolitions guy") but even there not being so advantaged that a good roll/Luck point/Bennie isn't more than enough to make up the difference.
The above outcome isn't necessarily a bad thing. For campaigns wit small numbers of player characters, role-playing super-competent heroes, it's great. James Bond does well with a skill system.
But for games that have large numbers of player characters, it can feel like no one PC really has a particular niche or uniqueness. The problem is especially bad in genres that don't have something like magic to spice it up (e.g. Westerns). Good role-players can certainly make any given bundle of numbers feel unique, of course. But a lot of players want more. I've had several failures in getting Traveller campaigns off the ground because my players wanted more meat in their character mechanics.
A lot of systems resolve the mechanical problems above by tacking on a system of advantages/disadvantages of some sort. Savage Worlds, for instance, has all attributes and skills confined to a tiny range (d4 to d12, basically 1-5) but manages to allow for lots of character diversity through its advantages and disadvantages.
But it seems like a totally different approach to a skill system might viably solve the problem in a different way. I imagine a system where:
1) The difficult in learning improving a skill isn't based just on how high your skill in X currently is, but in how high your skill in everything is - all skills would be totaled to create a "total level of skill" representing how much time and effort is required to stay good at what you already do. Kids learn faster than adults, etc.
2) To the extent that your skills are related your maintenance requirement would be lower - it's much easier to maintain and improve the set of skills Handgun +6, Rifle +6, SMG +6 then to be Handgun +6, Surgery +6, Arabic Language +6..
3) To avoid a situation where skills are just linear improvements, and create qualitative interest, each skill is associated with a selection of feats/advantages and increasing in skill allows you to choose those feats/advantages.
At which point I realize I've basically reverse-engineered a Class system with multi-classing.

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Yep. That's it in a nutshell, right there.
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OK - that is sooooooo true.
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Hi Guys

New here, but looking for someone who can either coach me on how to actually get the official online client working for two players to join as participants, or another option for online play. Looking to play my son who's in California, while I'm on the east coast.
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A lot of people "use" computers, but don't actually USE computers, try to figure out how they work, or understand enough to even begin guessing WHY something doesn't.


 
TL;DR? Why not just go watch another five second video of a kitten with its head in a toilet roll, or a 140 character description of a meal your friend just stuffed in their mouth. "nom nom". This blog post is not for you. The phone rang through to my workroom.
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Traveller drives - not the jump ones but the thrust systems.

For some reason I only now thought of this.

Reactionless? Pretty much. They certainly don't throw or store enough mass for more traditional drive /rocket systems.

Do they just need exhausts, or do the outlets need to align thrust through the approximate center of mass? Most illustrations seem to imply the former but a couple large capital ships seem to have the drives wayyyy off center?
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I always assume the nozzles are for venting helium a/o radiators. So not instant death for ships but you don't want to stand near them
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Work
Occupation
Small business IT Support consultant
Skills
Mac, Windows, Linux systems administration. Network administration. Instructor. Nuclear mechanic. Submariner.
Employment
  • Computer Consultants Group
    Consultant, 2007 - present
  • US Navy
    1990 - 2002
  • ESystems Solutions
    Consultant, 2002 - 2007
Story
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Computer consultant, Mac expert, Sci-Fi and gaming geek.
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843-722-7607
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I've used them for nearly ten years now. They have consistently told me what has to be fixed, what can wait, gotten the best deal, related the pros and cons of various temporary or permanent solutions. In one case, they spent a week troubleshooting a reported misfire that it turned out the onboard diagnostics were lying about the cylinder affected. And wrote off the additional troubleshooting time - just charged me for the actual repair once the problem was found.
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