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Sean Mattox
Works at Toastmasters International
Attended University of California, Irvine
Lived in Irvine
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Sean Mattox
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So, the header for Charms has always irritated me, in an OCD sort of way. I dislike how the information is organized and presented. I'm not really much of a layout person, but I really want to come up with something better to stump for.

I've tried a simple rework of a few of the Ex3 preview charms. Original layout is on the left, my attempt at a revision on the right. Take a look, tell me what you think?
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Urs Reupke's profile photoSean Mattox's profile photoRob Rutherford's profile photoGary Roth's profile photo
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I agree with the above: I'd rather a "none" than an empty line.  That said, the restructuring I agree with.  Requirements don't need to be in the same line as things describing how it actually works.

Speaking of which, I see no need to differentiate Prequesite Charms and trait minima.  Just call the line Prerequesites or Requirements, and list minima with a +, followed by Charms.  Example:

Prerequisites: Bureaucracy 4+, Essence 1+, Consumer-Evaluating Glance
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I'm not really a kids person, but this is probably the most compelling argument for them I've ever seen. :P
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Stephanie Alteneder's profile photoCS Williams's profile photoTim Moran's profile photo
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I love the theory of having kids, but can't imagine ever doing it. 
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Sean Mattox

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Gravity was probably the best film I've seen in years. Not deep or profound by any means, but it was an incredibly powerful visceral thriller with quite possibly the most striking visuals I've ever seen in film. Very cool.
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Sean Mattox
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From Holden, when asked about example Getimians:

---

Minuend used to be the feared and worshiped sorcerer-queen of a wealthy, upstart kingdom in the deep South, until she woke up one day and wasn't. She aims to reclaim what was taken from her, and to punish those responsible.

An-Ko-Shi has dedicated his fists to justice. He particularly focuses on delivering punishment to the wicked in absence of a derelict Heaven. He eagerly builds his strength for the day when he can cast down Fakharu, the corrupt censor of the West.

Apkallu was a gambler who lost and won his freedom, won and lost a fortune, then gained Exaltation. Despite his roguish background, he holds the preservation of Creation against the vices of the mighty as his most pressing concern, and so has forsaken Rakan Thulio's dream. He works as a special consultant for the Bureau of Destiny.
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Sean Mattox

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I am now officially engaged.
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Sandra Reupke-Sieroux's profile photoLibor Dener's profile photoRob Rutherford's profile photoVihang Dixit's profile photo
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Congratulations!
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Sean Mattox

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I am more than a little tempted to try to combine this

http://www.kickstarter.com/projects/tanttle/emotiv-insight-optimize-your-brain-fitness-and-per

with this

http://www.kickstarter.com/projects/914887915/spiri

and stream the camera feeds to some sort of Google Glass like device. It seems like a great way to have fun and/or get charged with legal violations of many sorts.
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Theodore Alteneder's profile photoSean Mattox's profile photo
2 comments
 
I suspect with that plan, you'd get sued even faster than I would. ;)
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Have him in circles
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Sean Mattox

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If I was less lazy and more inclined to web programming, I'd like to make a stupid browser game like Cookie Clicker or Candy Box that leverages the human obsession with getting bigger bars and greater numbers to some productive end, probably grid computing. The more cookie-whatevers you generate, the more CPU cycles get donated to charity. Couching productivity in the form of a game has significant research precedent for promoting adoption, and I'd like to actually be able to do more than roll my eyes as people boast how many billion whatevers they're generating now. :P
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Theodore Alteneder's profile photoÁine Keefer's profile photo
 
I'd gladly donate some spare cycles to help out with such a project.
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Sean Mattox
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hatewheel is seeking some help paying his medical bills. This is relevant to our interests.
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Jürgen Hubert's profile photoShan Wolf's profile photoLiz Ray's profile photoCaitlin Barry's profile photo
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Liz Ray
 
Wow. In 10 hours they raised 2 1/2 times what they were asking for.
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Sean Mattox

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Something I would like to see: A software platform, similar in intent to Neverwinter Nights, designed for software-mediated RPGs. However, PCs are intended to observe and interact with the world via the Occulus-Rift, while the GM uses a traditional machine to interact via god-mode.

There are a number of issues immediately obvious with that, but it seems like it could be fantastic fun.
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Sean Mattox

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I've been backing (probably too many) board game Kickstarters for the last year. They all seem aimed to launch at or around Essen, so I'm set to finally get a huge deluge of them over the next few months. The first one arrived last week, and I thought I'd review it.

http://www.kickstarter.com/projects/435243061/eons-a-strategic-universe-development-game-from-gn

The game is 'EONS', which has the unusual theme of casting the players as 'cosmic architects', shepherding a shared galaxy from its formation to its eventual death. Along the way, stars and planets are born, life and civilization will arise, and most of the above will probably tragically expire before the game is through.

The core mechanic is nothing novel; each player has a hand representing cosmic scale entities that they can create or upgrade. Each one provides varying amounts of 'Essence' income, and is worth a certain amount of points if it still lives at the end of the game. There's a nice inverse relationship between some of the higher VP cards and income; the most VP is awarded by degenerate bodies like black holes and neutron stars, requiring players to extinguish their essence-generating live stars as the game draws to a close.

One of the more novel mechanics in the game are its non-essence resource. There are five elements that exist in the galaxy: hydrogen, carbon, oxygen, iron, and uranium. All of these exist in fixed quantities, divided between player's supply and a central stockpile. Creating stars ties these resources up. Each round, every star must 'undergo fusion', transmuting/swapping some of their own elements for those in the stockpile, which the player can then harvest or keep within the star. Stars must perform at least one fusion transformation per round, and they require the elements they are going to covert to to exist within the stockpile, which makes a fair portion of the strategy about trying to strategically lock up certain resources to kill opponent's stars. As stars die, the 'entropy level' of the galaxy increases, placing restrictions on how many resources each player can have, and eventually ending the game.

Overall, the game is fairly simple, pretty strongly thematic, and pretty fun I found. The default runtime is a little bit longer than I think its simplicity should merit, but the manual has some handy advice as to how to adjust game length to taste.
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Sean Mattox
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A thing from the Q&A that is circling:

Q: What do you guys think of the Dawn problem? What would a solution look like?
A (Holden): The Dawn problem is that players can largely get by with one or two attack abilities, and not all combinations of those are iconic. The current solution is that Solars will be able to pick their Caste abilities out of a list of 8. Some exalted types might also have a list to pick from, but others (like sidereals) are still going to be locked in, depending on theme and mechanics.

It sounds like the caste archetypes, at least for Solars, are going to be a bit more flexible. Nifty!

In addition to their 2E five, I could see Dawns also being able to pick from Athletics, Resistance, and Dodge. What abilities do you see the other castes as possibly picking up?
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Urs Reupke's profile photoJohn Gabriel Athitakis's profile photoSean Mattox's profile photoGary Roth's profile photo
7 comments
 
+Sean Mattox perhaps. Ultimately, I'm not privy to enough information to be sure, but they keep alluding that mostly the game will operate on the same ideas (dice pools, difficulties, traits, individual XP expenditures) for the most part. So I'm taking my best guess based on that.

Incidentally, the same concern extends to some other ideas they have shared. For instance, they talked about solving 'the XP only goes into charms' problem by adding a bunch of extra XP with another name that cannot be spent on Charms. Couldn't we do the by increasing the rate of XP gain and saying a certain minimum must be spent on things other than charms? It would mean one less thing to track...

I get the opinion the writers keep coming up with add-on fixes for the old system and advertise them as such, when what they really need is to portray the change as a new approach to begin with and find the cleanest way to do that. 
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Sean Mattox

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My father died suddenly this morning. Heart attack.

The death of a parent is one of those inevitabilities of life. Knowing this, one can try to brace for it. I've been trying to steel myself most of my adult life.

It doesn't really work.
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Holy shit man, I'm so sorry :-( My dad has passed on as well..I understand that pain...
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Have him in circles
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Education
  • University of California, Irvine
    Information and Computer Science, 2005 - 2007
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Software Engineer
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  • Toastmasters International
    Mobile Engineer, 2014 - present
  • Telecommunication Systems
    Software Engineer, 2008 - 2013
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