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		<title>Sufficiently Advanced - new forum posts</title>
		<link>http://suffadv.wikidot.com/forum/start</link>
		<description>Posts in forums of the site &quot;Sufficiently Advanced&quot; - A Game of the Far Future</description>
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				<guid>http://suffadv.wikidot.com/forum/t-202313#post-650692</guid>
				<title>Re: Console site up</title>
				<link>http://suffadv.wikidot.com/forum/t-202313/console-site-up#post-650692</link>
				<description></description>
				<pubDate>Tue, 08 Dec 2009 02:31:44 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>First time I've seen it, but, it looks like fun.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-202313/console-site-up">Console site up</a>
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				<guid>http://suffadv.wikidot.com/forum/t-202313#post-649481</guid>
				<title>Console site up</title>
				<link>http://suffadv.wikidot.com/forum/t-202313/console-site-up#post-649481</link>
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				<pubDate>Sun, 06 Dec 2009 16:52:51 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>For those of you who are familiar with Console, there's a <a href="http://console.wikidot.com/" >site up for it now</a>. It's still a work in progress, but there are some useful things there, such as PDFs of (almost) all the games, character sheets, and cheat sheets.</p> <p>Note that site membership here is not the same as site membership there. However, I've set up a "secret code" for membership so that I don't have to approve everyone one at a time. Many of you probably already know it:</p> <p>UpUpDownDownLeftRightLeftRightBA</p> <p>—Colin</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-202313/console-site-up">Console site up</a>
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				<guid>http://suffadv.wikidot.com/forum/t-183687#post-638389</guid>
				<title>Re: Au Francais</title>
				<link>http://suffadv.wikidot.com/forum/t-183687/au-francais#post-638389</link>
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				<pubDate>Fri, 20 Nov 2009 17:22:26 +0000</pubDate>
				<wikidot:authorName>soner du</wikidot:authorName>				<wikidot:authorUserId>372637</wikidot:authorUserId>				<content:encoded>
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						 <p>I've worked, so far, with images extracted from the originaly pdf…</p> <p>For fonts, I don't really want to use Optima, which is a bit too classic (it reminds Classic Traveller).<br /> I'd like something stylish, possibly with nice ligatures… I'm still making tests.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<guid>http://suffadv.wikidot.com/forum/t-183687#post-638374</guid>
				<title>Re: Au Francais</title>
				<link>http://suffadv.wikidot.com/forum/t-183687/au-francais#post-638374</link>
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				<pubDate>Fri, 20 Nov 2009 17:00:37 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Very cool! I need to remember to send you the original files for the headers and border.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<guid>http://suffadv.wikidot.com/forum/t-183687#post-638342</guid>
				<title>Re: Au Francais</title>
				<link>http://suffadv.wikidot.com/forum/t-183687/au-francais#post-638342</link>
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				<pubDate>Fri, 20 Nov 2009 16:18:34 +0000</pubDate>
				<wikidot:authorName>soner du</wikidot:authorName>				<wikidot:authorUserId>372637</wikidot:authorUserId>				<content:encoded>
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						 <p>I've put a temporary version of the demo pdf online : <a href="http://www.fichier-pdf.fr/2009/11/15/ix458n4/">http://www.fichier-pdf.fr/2009/11/15/ix458n4/</a></p> <p>Titles are still not translated, the main font is temporary, et the text still need several editions.<br /> Still one or two months before it's ready….</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<guid>http://suffadv.wikidot.com/forum/t-197239#post-635779</guid>
				<title>Re: My thoughts for a Campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign#post-635779</link>
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				<pubDate>Tue, 17 Nov 2009 14:35:54 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>That was my thought. If I remember my SF science right, ansibles work by quantum entanglement. Makes sense that they have to be created together and then transported.</p> <p>Actually, that would give the Stardwellers and possibly the Spacers a pretty important place. They control most of the interstellar vehicles, so, trade in ansible pairs would be a major source of income.</p> <p>Now, since the colonies have been going for centuries, and possibly a couple of millenia, they might have lots of bandwidth, so it's possible to send a replicant or a Stored, just fantastically expensive. At a younger colony, it would be out of the question.</p> <p>The idea floating around in my brain right now is that the PC's will be spending a great deal of time at relativistic speeds, so, huge amounts of time will pass between adventures, even if subjectively, they only spend months or a couple of years. This will allow a couple of things - advancement through advancing professions, and the ability to have very long term plans for the players.</p> <p>Right now I'm thinking of having about a dozen (give or take) main scenarios related to the central campaign. Stuck at various intervals between them will be sessions that deal with player goals and storylines. I'm thinking of using a chargen method that I've used before to great effect that will hopefully spur some ideas.</p> <p>The chargen method works something like this. You take many CCG cards and lay them out on the table. When a player takes a card, they must work something about that card into their character - could be the picture, the flavour text, the artists name, whatever. If it appears on the image, you're good to go. I'd likely do several rounds of this - I was thinking the first four relate to your core values (the player doesn't pick a civ yet). Then two rounds for NPC contacts. Then maybe a seventh card as a "wild card" that has to be worked in some way that is chosen by another player. After that, you have two rounds of trades. Trade one card with one other player. That card must appear in both of your backgrounds and represent how the two PC's know each other. I'd probably limit it to trading like with like - core value cards with core value cards, NPC's with NPC's, that sort of thing.</p> <p>I've used this before and I had very good luck with it.</p> <p>My current problem is finding a CCG that has images that work. :) Magic works great for D&amp;D, but not so well here.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign">My thoughts for a Campaign</a>
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				<guid>http://suffadv.wikidot.com/forum/t-197239#post-635746</guid>
				<title>Re: My thoughts for a Campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign#post-635746</link>
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				<pubDate>Tue, 17 Nov 2009 13:43:27 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>That's a possibility. It's similar to why the Transcendentals don't see everything perfectly, so it's not totally unreasonable in the game world. Just watch out for players with replicators. :) "It takes a year to transmit a Replicant? No problem. Just ship them a million ansibles and in a few years we'll send a new Replicant template every three seconds."</p> <p>It helps a lot if (unlike with SA wormholes) the far end of an ansible has to be carried into place rather than just appearing there. I assume that's how your setup works.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign">My thoughts for a Campaign</a>
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				<guid>http://suffadv.wikidot.com/forum/t-197239#post-635523</guid>
				<title>Re: My thoughts for a Campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign#post-635523</link>
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				<pubDate>Tue, 17 Nov 2009 04:41:33 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>Ansible travel could be limited by bandwidth I suppose. Either stored, or replicants would require HUGE amounts of bandwidth to transmit. It could be possible, but extremely expensive.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign">My thoughts for a Campaign</a>
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				<guid>http://suffadv.wikidot.com/forum/t-197239#post-634844</guid>
				<title>Re: My thoughts for a Campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign#post-634844</link>
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				<pubDate>Mon, 16 Nov 2009 15:00:19 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Sounds pretty cool. It'll be an interesting setup.</p> <p>Note that ansible communications allow wormhole-equivalent travel for the Stored and for Replicants, as both of them tend to travel in data form. On the other hand, without the ansible, you cannot send information about the wave fast enough to escape it (or even react to it), so you sort of need it. The Stored and Replicants become <em>much</em> more powerful civilizations because of this; either that or the infosphere becomes the primary form of interaction. Very few people would travel personally between the stars when they could send a small probe with sensors and ansible attached for much less money and with much greater delta-V capabilities than something that has to carry a living person.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign">My thoughts for a Campaign</a>
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				<guid>http://suffadv.wikidot.com/forum/t-197239#post-634407</guid>
				<title>My thoughts for a Campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign#post-634407</link>
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				<pubDate>Mon, 16 Nov 2009 02:41:32 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>This has been jostling around in my brain and I want to get it down before I lose it. :)</p> <p>If anyone is familiar with both Alistair Reynolds and Greg Egan, then a lot of this will be pretty obvious where I'm coming from.</p> <p><strong><span style="text-decoration: underline;">Campaign Background</span></strong></p> <p>In Greg Egan's Quarantine, he has the idea that humanity has developed the ability to collapse quantum wave forms as an evolutionary advantage. A conscious mind is capable of looking at all the possible futures and has a tiny ability to collapse that wave form into one that benefits him. The species then, collectively works to collapse the waveform in such a way that the universe is best suited for that species. ((I'm probably very badly explaining this, but, that's the gist that I get)) Note, that no conscious decision is being made, everything is done automatically. And there is no guarantee at an individual level, after all, nudging the dice .0001% only helps you once in ten thousand tries. But, over the course of a species, that nudge provides a very strong advantage.</p> <p>This also explains Fermi's paradox. The reason we don't see aliens is because as our bubble of space time propagates outwards from Earth, we nudge the dice to the point where aliens don't exist.</p> <p>I want to take this a bit further.</p> <p>In the early days of the universe, an intelligent species arose. I haven't named them yet, so we'll just call them the Elders. The Elders, as all intelligent species can, collapsed the waveform to help the species and they expanded throughout the universe. However, because there was a time before they came into being, their bubble of spacetime did not encompass the entire universe and they realized that it would be possible that a competing species could arise out on the edge of space/time. They also realized that while a single planet could collapse the wave form, a single planet would never really be a threat. There simply would never be enough minds on that planet to collapse the wave beyond a small area which would allow that species to live and survive, but never expand.</p> <p>So, they seeded the universe, which, at that time was much smaller than now, with bombs. Each bomb is a planet sized computing machine, similar to an Aia planet, camouflaged to appear as a normal planet. The AI embedded within the planets would remain dormant until the camouflage was pierced. At that time the AI would activate and the trillions of minds within the planet would collapse the waveform into a single future. That waveform would then propagate outwards at the speed of light, to encompass a large section of a galaxy, theoretically large enough to encompass whatever species had pierced the camouflage in the first place.</p> <p>Then the second part of the Elder's plan would come into play. As the waveform passes, it activates nano-manufactories placed in various points in interstellar space. These factories would begin building beserker ships which would travel to points within the englobed spacetime and eradicate all threats. The Elders, situated in a far corner of the universe would just sit back and watch the threat disappear.</p> <p>Because the wavefront is collapsed, the Trancendentals would be prevented from traveling within that bubble and would also be incapable of seeing anything inside as well. They would know that the bubble is expanding as they lose contact with place after place, but, from their position in the future, they would not be able to enter or leave that bubble. It would not exist for them.</p> <p><span style="text-decoration: underline;"><strong>Changes to the SA Setting</strong></span></p> <p>This campaign requires, so far, a single change to the SA setting - no wormholes. I want Einstein to be right again. All travel would be limited to sublight speeds. I like the idea of Ansible communication - that's not a huge problem as it stands right now. But, I don't want civilizations to be able to just press the eject button and move to another galaxy. And, I want the threat to be contained to a single galaxy. This will change the setting somewhat. Planets and systems will be closer together, although time between stars will be significantly longer.</p> <p>One of the themes I want to explore here is a sort of Joe Haldeman's Forever War. So, between scenarios, you could easily have centuries passing. For that, I have to scrap wormholes. :)</p> <p>As I said, this is just the beginning. As I work out more details I'll post them. I have a wiki, so, I'll be doing that as well. But, I'm 99% sure my players never come here, so, posting the campaign details for others to give insight should be pretty safe.</p> <p>Whatcha think?</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-197239/my-thoughts-for-a-campaign">My thoughts for a Campaign</a>
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				<guid>http://suffadv.wikidot.com/forum/t-185079#post-632340</guid>
				<title>Re: Starting a New SA campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign#post-632340</link>
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				<pubDate>Fri, 13 Nov 2009 14:48:37 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey Colin.</p> <p>I managed to get a fairly lengthy thread going using SA as an example over at Enworld. If you're interested, take a look:</p> <p>The link is to the first page. The SA bits come in about page five or six. :)</p> <p><a href="http://www.enworld.org/forum/general-rpg-discussion/267716-why-we-like-plot-our-job-dms.html">http://www.enworld.org/forum/general-rpg-discussion/267716-why-we-like-plot-our-job-dms.html</a></p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<guid>http://suffadv.wikidot.com/forum/t-185079#post-620031</guid>
				<title>Re: Starting a New SA campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign#post-620031</link>
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				<pubDate>Thu, 29 Oct 2009 14:14:14 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Cool. Glad to hear it's working for you.</p> <p>I'll look up the Maptools stuff as soon as I have time. Finals are coming up for us, so I (as always) am a little swamped.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<guid>http://suffadv.wikidot.com/forum/t-191504#post-619735</guid>
				<title>Re: Travelogue Beta</title>
				<link>http://suffadv.wikidot.com/forum/t-191504/travelogue-beta#post-619735</link>
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				<pubDate>Thu, 29 Oct 2009 02:20:12 +0000</pubDate>
				<wikidot:authorName>Starfarer</wikidot:authorName>				<wikidot:authorUserId>163084</wikidot:authorUserId>				<content:encoded>
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						 <p>It looks smashing, Colin; thanks! Anticipating the final version. :)</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-191504/travelogue-beta">Travelogue Beta</a>
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				<guid>http://suffadv.wikidot.com/forum/t-191061#post-619415</guid>
				<title>Re: Colin, is Travelogue now available?</title>
				<link>http://suffadv.wikidot.com/forum/t-191061/colin-is-travelogue-now-available#post-619415</link>
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				<pubDate>Wed, 28 Oct 2009 17:17:47 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Right here, right now.</p> <p><a href="http://suffadv.wikidot.com/forum/t-191504/travelogue-beta">Accouncements: Travelogue Beta</a></p> <p>I'll also let folks know when the final version becomes ready.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-191061/colin-is-travelogue-now-available">Colin, is Travelogue now available?</a>
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				<title>Re: Colin, is Travelogue now available?</title>
				<link>http://suffadv.wikidot.com/forum/t-191061/colin-is-travelogue-now-available#post-618793</link>
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				<pubDate>Wed, 28 Oct 2009 00:48:33 +0000</pubDate>
				<wikidot:authorName>Starfarer</wikidot:authorName>				<wikidot:authorUserId>163084</wikidot:authorUserId>				<content:encoded>
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						 <p>Great! Looking forward to it. Be sure to let us know us when and where it's available once you release it.</p> <p>Bill</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-191061/colin-is-travelogue-now-available">Colin, is Travelogue now available?</a>
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				<guid>http://suffadv.wikidot.com/forum/t-185079#post-617384</guid>
				<title>Re: Starting a New SA campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign#post-617384</link>
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				<pubDate>Mon, 26 Oct 2009 07:08:27 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>Forgot to talk about last week's session.</p> <p>Went very well. I ran a nested extended skill test. The party was manhunting a killer, while an enemy group was also hunting the killer and could possibly stumble across the party. The killer was running Hide and Seek with the party (since manhunt didn't seem to make sense for her to run while trying to evade the party). Very cool system. Pretty exciting actually. Back and forth really seemed to work well.</p> <p>My resident Maptools Guru is now on Version 1.2 of the framework. O.O OMG it's sweet. You gotta see this.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<guid>http://suffadv.wikidot.com/forum/t-191504#post-616647</guid>
				<title>Travelogue Beta</title>
				<link>http://suffadv.wikidot.com/forum/t-191504/travelogue-beta#post-616647</link>
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				<pubDate>Sun, 25 Oct 2009 02:31:38 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>For those of you I keep promising, here it is: a beta version of <a href="http://suffadv.wikidot.com/local--files/forum:new-thread/Travelogue_beta.pdf">Travelogue</a>. (~1&nbsp;MB PDF file)</p> <p>The content is all there. I want to have more graphics (and better ones in some cases) for the final, and I need to get a professional edit done.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-191504/travelogue-beta">Travelogue Beta</a>
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				<guid>http://suffadv.wikidot.com/forum/t-191061#post-616622</guid>
				<title>Re: Colin, is Travelogue now available?</title>
				<link>http://suffadv.wikidot.com/forum/t-191061/colin-is-travelogue-now-available#post-616622</link>
				<description></description>
				<pubDate>Sun, 25 Oct 2009 02:01:39 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>It's been far too long since I've done anything with Travelogue. I'm going to just put together a late-beta version and get the thing out the door rather than stall until I can get it perfect. I can always polish it up later.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-191061/colin-is-travelogue-now-available">Colin, is Travelogue now available?</a>
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				<guid>http://suffadv.wikidot.com/forum/t-191061#post-615272</guid>
				<title>Colin, is Travelogue now available?</title>
				<link>http://suffadv.wikidot.com/forum/t-191061/colin-is-travelogue-now-available#post-615272</link>
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				<pubDate>Fri, 23 Oct 2009 02:01:53 +0000</pubDate>
				<wikidot:authorName>Starfarer</wikidot:authorName>				<wikidot:authorUserId>163084</wikidot:authorUserId>				<content:encoded>
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						 <p>Colin,</p> <p>I've seen bits and pieces of <em>Travelogue</em> here, and I'm wondering if it's now available in its complete form? If so, where can it be obtained?</p> <p>Thanks,<br /> Bill aka Starfarer</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-191061/colin-is-travelogue-now-available">Colin, is Travelogue now available?</a>
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				<guid>http://suffadv.wikidot.com/forum/t-183687#post-615162</guid>
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				<link>http://suffadv.wikidot.com/forum/t-183687/au-francais#post-615162</link>
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				<pubDate>Thu, 22 Oct 2009 22:44:53 +0000</pubDate>
				<wikidot:authorName>soner du</wikidot:authorName>				<wikidot:authorUserId>372637</wikidot:authorUserId>				<content:encoded>
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						 <p>OK. In French, the "Doubleur de fréquence" is also called "Génération de seconde harmonique", which is a cooler name but makes it difficult to put "arbitraire" inside.<br /> Let's go for "Doubleur de fréquence arbitraire" !</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<link>http://suffadv.wikidot.com/forum/t-183687/au-francais#post-615101</link>
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				<pubDate>Thu, 22 Oct 2009 21:07:45 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>The AFD is the behind-the-scenes device that makes most of the Stringtech in the game possible. In the real world, you can apply a frequency doubler to an infrared laser to make a green laser (this is how all handheld green lasers were made until recently - the frequency doubler was a type of nonlinear optical crystal if I remember right). The conversion is not very efficient, but you can actually turn two infrared photons into one green photon. The Arbitrary Frequency Doubler is a hypothetical device that does this with superstrings instead of with photons. Since the frequency of a superstring is everything, this would let you turn (for example) photon input into graviton output.</p> <p>The minimum CV for a +2 bonus should be 6. Thanks for the catch.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<pubDate>Thu, 22 Oct 2009 19:39:36 +0000</pubDate>
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						 <p>Let's ask a few translation questions in this thread !<br /> - What is a "Arbitrary Frequency Doubler" ? (from the Transcendentals chapter)<br /> - What's the minimum CV to get a +2 bonus. Is it 6 (according to the Quickstart Rules Reference) or 5 (according to the Conflict chapter) ?</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<guid>http://suffadv.wikidot.com/forum/t-188634#post-608803</guid>
				<title>Re: More metamaterials stuff</title>
				<link>http://suffadv.wikidot.com/forum/t-188634/more-metamaterials-stuff#post-608803</link>
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				<pubDate>Wed, 14 Oct 2009 19:41:51 +0000</pubDate>
				<wikidot:authorName>QHudspeth</wikidot:authorName>				<wikidot:authorUserId>63775</wikidot:authorUserId>				<content:encoded>
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						 <p>Yes, quite cool. Optics is a funky field.<br /> I'm disappointed in the comparison to a black hole, but whatever is sexiest, right?</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-25511">The Real World / Tech News</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-188634/more-metamaterials-stuff">More metamaterials stuff</a>
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				<title>More metamaterials stuff</title>
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				<pubDate>Wed, 14 Oct 2009 15:16:48 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p><a href="http://www.technologyreview.com/blog/arxiv/24234/" >Artificial Black Hole Created in Chinese Lab</a></p> <p>It's not nearly as cool (or dangerous) as it sounds, but it is cool.</p> <p>Abstract: <em>Traditionally, a black hole is a region of space with huge gravitational field in the means of general relativity, which absorbs everything hitting it including the light. In general relativity, the presence of matter-energy densities results in the motion of matter propagating in a curved spacetime1, which is similar to the electromagnetic-wave propagation in a curved space and in an inhomogeneous metamaterial2. Hence one can simulate the black hole using electromagnetic fields and metamaterials. In a recent theoretical work, an optical black hole has been proposed based on metamaterials, in which the numerical simulations showed a highly efficient light absorption3. Here we report the first experimental demonstration of electromagnetic black hole in the microwave frequencies. The proposed black hole is composed of non-resonant and resonant metamaterial structures, which can absorb electromagnetic waves efficiently coming from all directions due to the local control of electromagnetic fields. Hence the electromagnetic black hole could be used as the thermal emitting source and to harvest the solar light.</em></p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-25511">The Real World / Tech News</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-188634/more-metamaterials-stuff">More metamaterials stuff</a>
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				<title>Re:</title>
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				<pubDate>Mon, 12 Oct 2009 17:12:54 +0000</pubDate>
				<wikidot:authorName>soner du</wikidot:authorName>				<wikidot:authorUserId>372637</wikidot:authorUserId>				<content:encoded>
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						 <p>I know what a mesh is supposed to be, but we have to find a name which sounds cool in French !<br /> So far, we're using "implant" (by the way, in a few places in te rulebook, especially when dealing with the Union, the English word "implant" is more-or-less synonymous wish "mesh").<br /> Litteral translations of "mesh" ("maille", "entrelac"…) do not sound very good…</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<title>Re:</title>
				<link>http://suffadv.wikidot.com/forum/t-183687/au-francais#post-606922</link>
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				<pubDate>Mon, 12 Oct 2009 16:04:40 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Sorry. I studied Russian. :)</p> <p>I don't know if it helps, but the actual physical structure of the mesh is a network of wires throughout the entire brain.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<pubDate>Mon, 12 Oct 2009 15:47:12 +0000</pubDate>
				<wikidot:authorName>soner du</wikidot:authorName>				<wikidot:authorUserId>372637</wikidot:authorUserId>				<content:encoded>
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						 <p>"En français", you mean ?</p> <p>So far, we're preparing the French demo text, which we hope to finish in December.<br /> We still have issues over a few translations (we've finally chosen "prisme" for "lens", but we're still debating about "mesh").</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<title>Re: Starting a New SA campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign#post-602605</link>
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				<pubDate>Tue, 06 Oct 2009 17:05:06 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Very cool! I'm glad you had fun with it. I'll have to spend some time this week looking through what you have there.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<title>Re: Starting a New SA campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign#post-602189</link>
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				<pubDate>Tue, 06 Oct 2009 03:16:29 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>Just played our first session</p> <p>Fan Friggin Tastic. Loved it. The idea of shared GMing is pretty new to me and my players, but, wow, did it work.</p> <p>They decided that the whole thing was a hoax, a memetic attack on the Star Dwellers. The session ended with the Disciple player using an Intrigue twist to overhear a coded conversation between the Logician diplomatic delegation aboard the ship. She has to decide, next session what she overheard. Very cool.</p> <p>Here's the <a href="http://fuiche1.proboards.com/index.cgi?action=downloadattachmentpage&amp;board=dotf&amp;thread=134&amp;post=1530" >Session 1 Transcript</a> transcript of the session. Search down for "Starting Session" and you'll skip all the blather at the beginning.</p> <p>Plus, you have GOT to see the framework for Maptool my player has come up with for this game. O.O Wow.</p> <p><a href="http://fuiche1.proboards.com/index.cgi?board=dotf&amp;action=display&amp;thread=132" >Framework 1.0</a></p> <p>Colin, can I suggest that you head over to the Maptools boards and do a bit of flogging of your game. With this framework you can play SA over maptools very, very easily. It's still a bit rough in places, but, damn. SCHWEET.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<title>Re: Starting a New SA campaign</title>
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				<pubDate>Sat, 03 Oct 2009 09:25:04 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>Honestly, I'm not sure if it would apply.</p> <p>Even if the reality is simply a macro level averaging of random events, if you had a device that empirically proved that there was no free will involved, would it really matter if there were quantum level random effects?</p> <p>In a random universe, you still could have free will, since it's the choices you make which determine the average result.</p> <p>However, either way, random or deterministic, or completely free will, having empirical proof one way or another would have a very strong psychological effect. At least, that's the tack the story took. Psychologists argued that the device actually hadn't changed anything, only given a visible proof. Your level of free will is the same today as it was yesterday, but, it was the conscious recognition of the lack of free will that causes the malaise.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<title>Re: Starting a New SA campaign</title>
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				<pubDate>Sat, 03 Oct 2009 01:19:54 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Sure! A lot of people argue determinism vs. free will as if those were the only two options, but there's also the possibility that some of the universe is fundamentally random. In fact, in the most common interpretations of quantum physics everything is probabilistic, and what we see as deterministic laws are just large-scale averages of random events. A lot of folks choose to ignore this in their debates, partly because it was never part of the <em>original</em> free will / determinism debates, and partly because many folks don't want to believe that the universe might be genuinely random.</p> <p>I don't know if that helps or just confuses the issue. :)</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<title>Re: Starting a New SA campaign</title>
				<link>http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign#post-599412</link>
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				<pubDate>Fri, 02 Oct 2009 14:08:43 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>Funnily enough, I think people's real life backgrounds will play into this as well. My wife is Japanese (I'm Canadian) and I talked to her about this. I asked her if it would bother her if she absolutely knew that there was no free will and her answer was almost to take it in stride. To some degree, it was a non-issue, since there is a strong sense of fate and predestination in Japanese culture.</p> <p>Colin, could you explain that probabilistic vs deterministic bit a bit more? It might help in the game.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<title>Re: Starting a New SA campaign</title>
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				<pubDate>Mon, 28 Sep 2009 20:19:52 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Neat approach to the time-travel issue. I'm interested to hear how it turns out. It's little things like that which can lead to new societies or even civilizations.</p> <p>Side note: One interesting facet of the free will / predestination issue is that most people forget that the universe is probabilistic rather than deterministic.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<title>Starting a New SA campaign</title>
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				<pubDate>Mon, 28 Sep 2009 01:30:50 +0000</pubDate>
				<wikidot:authorName>Hussar</wikidot:authorName>				<wikidot:authorUserId>380814</wikidot:authorUserId>				<content:encoded>
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						 <p>Kinda found SA randomly, through the internet grapevine as it were. Read the rules and loved it. Very cool.</p> <p>We'll be playing over Maptools - an online Virtual Tabletop for those who don't know. My group has been D&amp;D junkies for years, so, this will be a radical shift to the left. Tomorrow was supposed to be our first session, but, unfortunately, work calls. :'(</p> <p>My first scenario is taken from a short story (actually, all my scenarios are lifted pretty much wholesale from various short stories and SF podcasts like Escape Pod and StarShipSofa) whose name I totally cannot recall. In the story, a small toy is invented. A simple toy with a button and a light. The twist is, the light always turns on one second before the button is pushed. The light is an time device of sorts and no matter what, one second after the light turns on, the button is pushed.</p> <p>In the story, the toy causes widespread depression and social paralysis because it is the first empirical evidence of the lack of free will. It proves empirically that no one has free will and society begins to crumble at the edges because people cannot deal with it.</p> <p>In the scenario, I placed the toy on a Stardweller ship traveling to the Great Convention. The ship is having massive problems, similar to the story and the players are called in to investigate. Also on the ship are various diplomats, including a Rationalist group which may or may not have something to do with the toy.</p> <p>Mechanically, I'm having the toy make a sort of memetic attack on the players if they use it. Each time you play, it will run you lower and lower on reserve, until such time as you collapse into depression. The toy uses Metatech to attack the user. Interestingly enough, my players have mostly chosen religious types of characters. It will be interesting to see how the Worship core value interacts with this.</p> <p>I'll keep you posted.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-27920">The Main Office / Play Reports</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-185079/starting-a-new-sa-campaign">Starting a New SA campaign</a>
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				<title>Re: Revising Conflicts, Stage 2</title>
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				<pubDate>Thu, 24 Sep 2009 16:49:16 +0000</pubDate>
				<wikidot:authorName>Pilgrim</wikidot:authorName>				<wikidot:authorUserId>59270</wikidot:authorUserId>				<content:encoded>
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						 <blockquote> <p><strong>Minor Alterations</strong></p> <ol> <li>Rolls are still multiplication.</li> <li>Every point of difference in Force score changes Reserve damage by one. Old-Worlders no longer harm Mechanicans; Mechanicans trounce Old-Worlders on the first or second shot.</li> <li>Extra damage for double or triple rolls still in effect. Two points of damage for each multiple.</li> <li>Each roll needs a description. Your description should not include accomplishing your goal until after everything's over.</li> <li>To have a shorter conflict, restrict it to a best-of-three setup.</li> </ol> </blockquote> <p>Ok, I like this, even though it makes low Capability characters have a much tougher time of things. Is there a way around this?</p> <blockquote> <p><strong>Everything's A Theme</strong></p> <ol> <li>No more rolls. Diceless system.</li> <li>Capability scores now go 0-4.</li> <li>Your Professions provide you with Reserve. Capabilities do not.</li> <li>You normally act at your Capability level, and can use them as much as you like. Spending a Reserve adds +1 to your score.</li> <li>When facing off against another person… <ol> <li>If you're over by 2 points, you win without question. Describe your victory.</li> <li>If you're over by 1 point, you win with some trouble. Lose a Reserve and describe your victory. Your opponent can give you a level 1 Complication.</li> <li>If you're tied, both of you lose a Reserve and take a level 2 Complication. You can both narrate the stalemate.</li> <li>If you're under by 1 point, you lose, but not terribly. Lose two Reserve and narrate your loss. Your opponent can give you a level 3 Complication.</li> <li>If you're under by 2 points, you completely fail. Lose two Reserve and narrate your loss. Your opponent can give you a level 4 Complication.</li> </ol> </li> <li>All Complications should be appropriate to the type of conflict. Examples will be given, but this is a group judgement call.</li> <li>To go down a timescale, spend a point of Reserve from the conflict type you're going to.</li> </ol> </blockquote> <p>This I like as well, but I think the values for the Themes may be too compressed if you go this route. Still, I can see using it and having good fun. Could there be a way to combine element 5 with the Minor Alterations above?</p> <blockquote> <p><strong>The Game Is Your Enemy</strong></p> <ol> <li>Basic rolls work as before.</li> <li>Each session starts with a Holy Crap point total (this name will change) that is like your opponent's reserve.</li> <li>Pick a type of conflict for the session as a whole. This will be in the briefing.</li> <li>You are always in one type of conflict or another.</li> <li>Most of your time should be spent roleplaying.</li> <li>Themes can be used to get you into a position to make a roll when you aren't, or to win a roll. This is a mechanical description of their narrative power, not a replacement of it.</li> <li>You can only roll once per timeslice in any given conflict. Get into position to take advantage of some modifiers and roll well.</li> </ol> <p>Side Note</p> <p>There should be a good way to spontaneously generate a conflict type through a little negotiation and maybe a little Reserve expenditure to tweak the timescale. Guidelines for this strike me as pretty easy to write.<br /> Comments are welcome, especially comments along the lines of "Colin, idea X is crap and here's why."</p> </blockquote> <p>Sorry, I'm not sure its crap. But I do have a few thoughts - the game as your enemy strikes me as a very good way to try to run a solo or GM less game, but might drive more traditionally minded gamers straight out of their gourds.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2">Revising Conflicts, Stage 2</a>
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				<title>Re: Revising Conflicts, Stage 2</title>
				<link>http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2#post-592300</link>
				<description></description>
				<pubDate>Thu, 24 Sep 2009 11:37:47 +0000</pubDate>
				<wikidot:authorName>Aikanaro</wikidot:authorName>				<wikidot:authorUserId>135084</wikidot:authorUserId>				<content:encoded>
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						 <p>I have some new observations which our group has been making of late:</p> <p>The conflict system drives towards consensus, given how we've drifted things. Here's how it's working at the moment:<br /> Before every roll there is a narration where the player states what action their character is taking. They then make their attack roll, and the person attacked rolls defence. If the attacker wins, the defender has to concede the point to a degree in their next narration (well - get blasted by lightning, thrown over the cliff … whatever - normally it's conceding the point) - the outcome of the attacker's specific attack within the extended conflict is reflected after the dice roll. This works very well, and generally gets rid of a lot of the problems complained about.</p> <p>The problem is that this doesn't escalate conflicts - it de-escalates them. If we're in a furious argument and I'm forced to concede your point - my goals for the conflict might change entirely based on that. That's actually pretty great - the flow of the conflict works best when your goals can change halfway through. But because you just conceded, they tend to change to arguing for somewhat less intense things.</p> <p>So at the moment we're working on a hack to introduce compels into conflicts, based on CVs. Our thinking at the moment is that you compel your enemy to do something that's in keeping with their CV, and they can refuse that compel by spending one reserve, which gives incentive for you to compel things that they don't want to happen. To tie it in with CV strength, we're thinking a 1d10 roll vs your CV, if you roll over your CV number you can dismiss it. This makes compels against stronger beliefs harder to dismiss.</p> <p>Uh, anyway - the point of this post isn't the hack, but the 'problem' of the system driving towards consensus rather than greater conflicts when each roll strongly affects the fiction (the consensus thing isn't /that/ big a problem - it can actually be really cool. But it does kinda suck the life out of things when it happens <em>every</em> time).</p> <p>I'm kinda in a 'major minor alterations' camp, I think - there are a lot of small things that could be changed to make the game better, and I don't think it would look like a complete overhaul at the end.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2">Revising Conflicts, Stage 2</a>
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				<title>Re: Revising Conflicts, Stage 2</title>
				<link>http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2#post-590748</link>
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				<pubDate>Tue, 22 Sep 2009 20:10:32 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Response to queries:<br /> Enemy, #6:<br /> Everything, general: The previous Themes are still around and work as before. They beat Capabilities, but cannot be used as often without incurring substantial Complications.<br /> Everything, #4: Capabilities get used the way Themes do right now: activate and you get an effect. You either have a high enough level to do it or you don't.<br /> Everything, #5: Only Capability is compared. Profession now provides Reserve, and Capabilities on their own do not. Training is the key to the full use of your abilities.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2">Revising Conflicts, Stage 2</a>
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				<title>Re: Revising Conflicts, Stage 2</title>
				<link>http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2#post-590554</link>
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				<pubDate>Tue, 22 Sep 2009 16:00:46 +0000</pubDate>
				<wikidot:authorName>QHudspeth</wikidot:authorName>				<wikidot:authorUserId>63775</wikidot:authorUserId>				<content:encoded>
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						 <p>Hmmm…<br /> Possible full overhaul in the pipes, eh?<br /> You've posted a whole bag of goodness, which I suspect you'll end up combining into the final product. So let me try to group the ideas into melikeys, mehs, and gaaaahs.</p> <h4><span>Me Likey</span></h4> <p><em>Everything's a Theme</em> — thematically, this is a great path to pursue.<br /> <em>Minor Alterations, points 2–4</em><br /> <em>Everything, point 6</em> — oh hell yeah.<br /> <em>Enemy, point 5</em> — Well, duh! 8^&gt;<br /> <em>Enemy, point 7</em> — Actually, I think this idea ties in well with the concept of Reserve and it's use as HP. One wide-focus conflict per timeslice, where you decide how much oomph you want to put into it and go for it. Is there a possiblity for a mulligan if things don't go the way you want them to?</p> <h4><span>Meh</span></h4> <p><em>Diceless</em> — Lofty goal, but I haven't played diceless games, so I'm not sure how I stand on that one.<br /> <em>Minor Alterations, points 1 &amp; 5</em></p> <h4><span>Gaaaah!</span></h4> <p><em>The Game Is Your Enemy</em> — that seems like a complete reversal of game themes (er…motifs? Not to be confused with Themes).<br /> <em>Enemy, points 2–4</em> — On the surface, this makes SA seem like a board game. On the other hand, a mission <em>is</em> like a high timeslice conflict, so maybe… And what of multi-session missions?</p> <h4><span>Query</span></h4> <p><em>Enemy, point 6</em> — Not sure I see the distinction you are making…<br /> <em>Everything's a Theme</em> — do we lose the traditional Themes. They aren't mentioned.<br /> <em>Everything, point 4</em> — <span style="text-decoration: underline;">How</span> are the Capabilities used?<br /> <em>Everything, point 5</em> — what numbers are being compared? Cap + Prof?</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2">Revising Conflicts, Stage 2</a>
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				<title>Toward Psychohistory</title>
				<link>http://suffadv.wikidot.com/forum/t-184022/toward-psychohistory#post-590543</link>
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				<pubDate>Tue, 22 Sep 2009 15:41:40 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p><a href="http://www.technologyreview.com/blog/arxiv/24139/" >How to Fix an Election</a></p> <p>The abstract from the actual article:</p> <p><em>Much work has been devoted, during the past twenty years, to using complexity to protect elections from manipulation and control. Many results have been obtained showing NP-hardness shields, and recently there has been much focus on whether such worst-case hardness protections can be bypassed by frequently correct heuristics or by approximations. This paper takes a very different approach: We argue that when electorates follow the canonical political science model of societal preferences the complexity shield never existed in the first place. In particular, we show that for electorates having single-peaked preferences, many existing NP-hardness results on manipulation and control evaporate.</em></p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-25511">The Real World / Tech News</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-184022/toward-psychohistory">Toward Psychohistory</a>
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				<title>Revising Conflicts, Stage 2</title>
				<link>http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2#post-589736</link>
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				<pubDate>Mon, 21 Sep 2009 15:51:07 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Here are my front-runners for revising the conflict system.</p> <p><strong>Minor Alterations</strong></p> <ol> <li>Rolls are still multiplication.</li> <li>Every point of difference in Force score changes Reserve damage by one. Old-Worlders no longer harm Mechanicans; Mechanicans trounce Old-Worlders on the first or second shot.</li> <li>Extra damage for double or triple rolls still in effect. Two points of damage for each multiple.</li> <li>Each roll needs a description. Your description should not include accomplishing your goal until after everything's over.</li> <li>To have a shorter conflict, restrict it to a best-of-three setup.</li> </ol> <p><strong>Everything's A Theme</strong></p> <ol> <li>No more rolls. Diceless system.</li> <li>Capability scores now go 0-4.</li> <li>Your Professions provide you with Reserve. Capabilities do not.</li> <li>You normally act at your Capability level, and can use them as much as you like. Spending a Reserve adds +1 to your score.</li> <li>When facing off against another person… <ol> <li>If you're over by 2 points, you win without question. Describe your victory.</li> <li>If you're over by 1 point, you win with some trouble. Lose a Reserve and describe your victory. Your opponent can give you a level 1 Complication.</li> <li>If you're tied, both of you lose a Reserve and take a level 2 Complication. You can both narrate the stalemate.</li> <li>If you're under by 1 point, you lose, but not terribly. Lose two Reserve and narrate your loss. Your opponent can give you a level 3 Complication.</li> <li>If you're under by 2 points, you completely fail. Lose two Reserve and narrate your loss. Your opponent can give you a level 4 Complication.</li> </ol> </li> <li>All Complications should be appropriate to the type of conflict. Examples will be given, but this is a group judgement call.</li> <li>To go down a timescale, spend a point of Reserve from the conflict type you're going to.</li> </ol> <p><strong>The Game Is Your Enemy</strong></p> <ol> <li>Basic rolls work as before.</li> <li>Each session starts with a Holy Crap point total (this name will change) that is like your opponent's reserve.</li> <li>Pick a type of conflict for the session as a whole. This will be in the briefing.</li> <li>You are <em>always</em> in one type of conflict or another.</li> <li>Most of your time should be spent roleplaying.</li> <li>Themes can be used to get you into a position to make a roll when you aren't, or to win a roll. This is a mechanical description of their narrative power, not a replacement of it.</li> <li>You can only roll once per timeslice in any given conflict. Get into position to take advantage of some modifiers and roll well.</li> </ol> <p><strong>Side Note</strong></p> <ol> <li>There should be a good way to spontaneously generate a conflict type through a little negotiation and maybe a little Reserve expenditure to tweak the timescale. Guidelines for this strike me as pretty easy to write.</li> </ol> <p>Comments are welcome, especially comments along the lines of "Colin, idea X is crap and here's why."</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183813/revising-conflicts-stage-2">Revising Conflicts, Stage 2</a>
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				<title>Au Francais</title>
				<link>http://suffadv.wikidot.com/forum/t-183687/au-francais#post-589331</link>
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				<pubDate>Mon, 21 Sep 2009 01:14:14 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Would you like to read <a href="http://suffisamment.xooit.fr/index.php">SA in French?</a> This guy is doing a translation. The advantage of the CC license!</p> <p>He's starting with the quickstart and moving on from there.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183687/au-francais">Au Francais</a>
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				<title>Support our Kiriko</title>
				<link>http://suffadv.wikidot.com/forum/t-87313/art-for-travelogue#post-587893</link>
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				<pubDate>Fri, 18 Sep 2009 16:54:07 +0000</pubDate>
				<wikidot:authorName>QHudspeth</wikidot:authorName>				<wikidot:authorUserId>63775</wikidot:authorUserId>				<content:encoded>
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						 <p>I just thought folks here might like to know that Kiriko has taken some shit lately from a distressed Aboriginal Australian who was apparently feeling disenfranchised with her beautiful art for the Dreamtime People. Kiriko has taken a deep emotional hit from this and you should all go show her some love.<br /> Here is the permalink to the blog post: <a href="http://kiriko-moth.livejournal.com/214736.html">http://kiriko-moth.livejournal.com/214736.html</a>.<br /> But, I see it is friend-locked. So, if you don't have her LJ friended yet, do it! Or maybe you could comment on this followup post: <a href="http://kiriko-moth.livejournal.com/214788.html">http://kiriko-moth.livejournal.com/214788.html</a></p> <p>Either way, show her some support, since we all love her arts.</p> <p>Q</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23480">The Main Office / Announcements</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-87313/art-for-travelogue">Art for Travelogue</a>
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				<title>Plasmonic Computing</title>
				<link>http://suffadv.wikidot.com/forum/t-183000/plasmonic-computing#post-586852</link>
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				<pubDate>Thu, 17 Sep 2009 13:52:59 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p><a href="http://arxiv.org/abs/0908.3559" >Spaser as Nanoscale Quantum Generator and Ultrafast Amplifier</a></p> <p>Abstract: <em>Nanoplasmonics has recently experienced explosive development with many novel ideas and dramatic achievements in both fundamentals and applications. One of the greatest obstacles to even greater fundamental development and wider applications on the nanoplasmonics is absence of an active element-an ultrafast nanoscale generator and amplifier of local fields-an optical counterpart of the MOSFET. Here we show that the spaser, introduced and observed recently as a nanoscale counterpart of laser, can serve as such an active device. For the first time, we develop quantum theory of the spaser, find its threshold, intensity dependence, and spectrum. We show that the spaser can work in a regime as a nanoscale generator of local fields, and also a ultrafast, high-gain analog or logical amplifier, and memory cell. The spaser is shown to be three orders of magnitude faster than the MOSFET within the same geometric sizes on the order of 10 nm. These functions of spaser will further widen both the fundamental and applied horizons of nanoplasmonic science and technology.</em></p> <p>Let me pull the important item out of here: a transistor three orders of magnitude faster than a standard silicon-based transistor.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-25511">The Real World / Tech News</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-183000/plasmonic-computing">Plasmonic Computing</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-585292</link>
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				<pubDate>Tue, 15 Sep 2009 19:07:03 +0000</pubDate>
				<wikidot:authorName>Pilgrim</wikidot:authorName>				<wikidot:authorUserId>59270</wikidot:authorUserId>				<content:encoded>
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						 <p>Arf! Guilty. It fit the preconceived notion well enough that I didn't even notice it had a different intention.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
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				<pubDate>Tue, 15 Sep 2009 15:36:20 +0000</pubDate>
				<wikidot:authorName>QHudspeth</wikidot:authorName>				<wikidot:authorUserId>63775</wikidot:authorUserId>				<content:encoded>
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						 <p>That sort of recategorizing might be a good idea. Having the "costs" listed rings that little gamer bell, making all the dogs salivate in the bazaar.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
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				<pubDate>Tue, 15 Sep 2009 14:12:22 +0000</pubDate>
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						 <p>Gotcha. The law of unintended consequences there.<br /> You might as well move to "Freely available" to "Highly restricted" to "Governments only" (with some steps in between) if that's your goal.</p> <p>Though it is still tempting to have Wealth as a theme of some kind. Or maybe how money &amp; wealth could be a descriptor for all the existing ones.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
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				<pubDate>Tue, 15 Sep 2009 13:43:24 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>One of the goals in SA was eliminating huge lists of gear that sci-fi PCs tend to carry around. If you have, say, Strigntech 7, you have access to all sorts of gadget and gizmos up to String 7. You shouldn't need to write down any of them. If you have Nano 6, it's unnecessary to state that you have dermal microbots - it's just assumed that you have them or something equivalent.</p> <p>Prices were a way for the Transcendentals to control access to things whose danger levels are out of proportion to their size or difficulty of construction (e.g. atom bombs). They might as well be a multi-civ average "legality" rating. However, the way people ask about prices I suspect that some folks are still going shopping.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
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				<pubDate>Mon, 14 Sep 2009 16:18:02 +0000</pubDate>
				<wikidot:authorName>Pilgrim</wikidot:authorName>				<wikidot:authorUserId>59270</wikidot:authorUserId>				<content:encoded>
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						 <p>Care to elaborate on why you regret adding the costs?</p> <p>Edit: No pressure - your forum and literally your rules.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-583832</link>
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				<pubDate>Mon, 14 Sep 2009 02:42:52 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>At short range, you react and dodge. At long range, your sensors detect an energy buildup. That was the idea. This might change in the next version.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-583825</link>
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				<pubDate>Mon, 14 Sep 2009 02:35:12 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Thanks for the suggestion, but there will be no further detail added to the costs. Some days I regret including them in the first place.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-583769</link>
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				<pubDate>Mon, 14 Sep 2009 01:13:09 +0000</pubDate>
				<wikidot:authorName>Pilgrim</wikidot:authorName>				<wikidot:authorUserId>59270</wikidot:authorUserId>				<content:encoded>
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						 <p>Which leads to another thing - the prices - low, moderate, exorbitant. Might I suggest a modification? Add expensive - equivalent to a year's salary for a normal person. And multipliers - Low x2 (up to 52), Moderate x Z (up to 12) and no limit on Expensive and Exorbitant…</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-583767</link>
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				<pubDate>Mon, 14 Sep 2009 01:10:51 +0000</pubDate>
				<wikidot:authorName>Pilgrim</wikidot:authorName>				<wikidot:authorUserId>59270</wikidot:authorUserId>				<content:encoded>
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						 <p>Nanotech+Soldier for physical conflicts is because no matter if you have inverter beams, plus a point defense system, photon splitter, etc., you have to know where to aim. And where to dodge from, because even with diamond armor, fission fusion beams and inverters can ruin your whole damn day…</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
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				<pubDate>Fri, 11 Sep 2009 17:21:46 +0000</pubDate>
				<wikidot:authorName>QHudspeth</wikidot:authorName>				<wikidot:authorUserId>63775</wikidot:authorUserId>				<content:encoded>
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						 <p>That's a good point you make about social conflicts. Perhaps they don't seem to drag precisely because they are more verbally engaging, whereas a physical conflict can get boring if you don't "animate" the story well enough. Hmmm…</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
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				<pubDate>Thu, 10 Sep 2009 09:59:43 +0000</pubDate>
				<wikidot:authorName>Aikanaro</wikidot:authorName>				<wikidot:authorUserId>135084</wikidot:authorUserId>				<content:encoded>
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						 <p>I wouldn't want conflicts shorter as a general thing - more ways to cause damage/greater damage would be nice, and in general options are always good (although we forget half of them as it is). But faster? Not so much - right now a conflict goes for long enough to have a convincing conversation/argument with someone, where our goals for it change several times as we go - it's natural. If extended conflicts were shorter it would be less so. Convincing someone of something isn't a simple process.</p> <p>Of course, almost all of our extended conflicts so far have been arguments, so perhaps it's different for combat situations or the like?</p> <p>Perhaps a limit or speed dial or something on lower-timescale conflicts would be a good option though - slamming straight into another extended conflict can start to feel draggish if we've been negotiating and you decide to start throwing punches.</p> <p>I like the conflict system as it is, actually. It's not that flavourful, but it basically works perfectly for our purposes. If there were cool flavourful mechanics that you could engage in optionally to, say, try and bring down more reserve or get a bonus - that would be good.</p> <p>A fairly simple solution to the multiplication problem: put a multiplication table on the character sheet.</p> <p>Edit:<br /> Oh, here's something we noticed as a problem: AFAIK, there's no rules for keeping separate pools of reserve for really long term conflicts. We had a conflict that lasted over about 5 or 6 sessions - obviously we couldn't use the same reserve as normal. I thought this was a really good use of the system - conflicts are normally very back-and-forth, but this issue persisted throughout the game because of how the conflict for it was done.</p> <p>And another thing: why can't you roll offence to escape a conflict as well as defence? We immediately house-ruled it so that you could when we hit that one, because it just didn't seem to make any sense…</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-579641</link>
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				<pubDate>Wed, 09 Sep 2009 02:02:04 +0000</pubDate>
				<wikidot:authorName>Paul Beakley</wikidot:authorName>				<wikidot:authorUserId>363201</wikidot:authorUserId>				<content:encoded>
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						 <p>Yeah…see, right now the fiction <em>does not matter</em> to the current conflict resolution system. Everything is abstracted out to your Reserve. If you intended for the narrative effects of a given tech to unambiguously render lower techs irrelevant, that didn't really come through. Like the gun-vs-superhuman? Based on your text, I assume we go ahead and roll off and work through Reserve and assume that the stats handle the abstraction of dealing with the tech differences.</p> <p>So that's good to hear that we're on the same page as far as that goes. I'll just repeat that I think that part of the game seriously needs to be firmed up. That can PROBABLY be handled via keywords or descriptors or whatever, like you've already started in the Technology chapter — stuff like supersymmetrical totally trumping anything that is itself not supersymmetrical, for example, needs to explicitly apply to Stringtech-powered conflicts. It may be that there's just no clear connection between the Capabilities chapter, the Technology chapter, and the extended conflict system. :-/</p> <p>Professions: that's an interesting stance. I like it! But I'm not sure how to reconcile experience and technology. I mean, philosophically speaking, I think one could make a very persuasive argument that technology is just another means to overcome experience. In the case of Lenses, it's even literal! Your 164 years of experience? I can download that in a couple seconds and now it's about speed and creativity. But the Lens won't grant creativity, will it? That might be an interesting limiter to cook right into Cognitech's explanation.</p> <p>I'm gonna think on the role of Professions some more. I think it raises all kinds of interesting questions.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-579618</link>
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				<pubDate>Wed, 09 Sep 2009 01:23:21 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Ok. I think I have a better idea of what you're saying. I think you're missing some details in the Capability section (addressed below), but there are always more cases that could use a good rule for adjudication.</p> <p>One thing I want to make sure to build in is the effect of Professions. They're supposed to be pretty damn good. If you have String 8, Soldier 1, and you're facing someone with String 4, Soldier 9, you should still be worried. He has 164 years of experience on you. He's bad news. I'm not sure how to fold Professions in at this point; I don't think I want to do a simple "add together."</p> <p>Aforementioned details: The Cognitech example you've given is pretty accurate. Statistically, in a simple roll-off, the Cog 7 guy wins over Cog 4 about 80% of the time before we take Reserve into account. The gun-vs-superhuman is built right into the Biotech description at Bio 9. A rule of thumb (that I can't currently find in the book) is that Bio is worth half as much when you substitute it for String.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
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				<pubDate>Tue, 08 Sep 2009 21:40:05 +0000</pubDate>
				<wikidot:authorName>Paul Beakley</wikidot:authorName>				<wikidot:authorUserId>363201</wikidot:authorUserId>				<content:encoded>
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						 <p>Oh! Not just "describe your actions" but "incorporate the previous fiction into your current description". Which requires a bit more design finesse because now we're messing around with narration rights, who actually has credibility and authority to make fictional things "true" and so on.</p> <p>Tech trumping tech: Totally not "complaining" or anything about the fact that Stringtech is just ultimately more powerful than Biotech. That's not what I was getting at. Rather, I think more overall guidance cooked right into the Capabilities section would go a long way toward identifying conflict-ending matchups. Like…let's say we decide that Cognitech 7 will simply not be challenged by a computer code cooked up way back at Cog4 (so therefore YOU WIN, and otherwise treat as a Theme outcome w/o complication) — I just made that up. Is it true? Could it be true? Who has the authority to enter that into the game fiction? That's the stuff I'm talking about.</p> <p>I think it'd be a lot of authority overhead for the GM to have to make that call every time. It's also taking away the players' ability to cook up incredibly cool technology-based solutions to their problems, if it's a mother-may-I game at that point. In my gun-vs-Biotech thing up a couple posts, for example, I think I'd much rather the player be able to KNOW that his gun is not gonna do much to the self-repairing superman he's facing off with, than for the GM to dictate "mmmnope, sorry, I don't think your gun is gonna do much. You need to use a Theme to win this fight."</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-579476</link>
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				<pubDate>Tue, 08 Sep 2009 21:23:26 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>I hear you about having engaging conflicts being more important than fast ones. I've heard complaints about long conflicts from a couple different sources, so it's still one of my goals, but one that's easy to reverse if I decide things end too quickly.</p> <p>I hope that "make the fiction come first and make the fiction matter" isn't just a newfangled way to say "describe your actions." If the folks who are complaining about the conflict system being bland are just plain not roleplaying it…</p> <p>The punch-in-the-face thing is pretty easy to figure out in my mind. If your goal in physical combat was "knock him out," "shut him up," or similar, then it ends a memetic assault. If all you do is bloody his nose, I think he's probably just going to get louder. :) It all depends on what you claim for your victory condition and whether the GM agrees that it's reasonable. All the conflict types have examples to help with this.</p> <p>Writing Capabilities in terms of Themes is getting more and more attractive. Capabilities will never be set up to trump Themes under any conditions - but they'll be available all the time without Compilcation</p> <p>Rather than the grid system, which I think would lead to lots of table lookup, I'm more inclined right now to open up the conflict system some to a little more variety. See the Wealth War comments below.</p> <p>On a tangent: Stringtech trumping Biotech is just a fact of life as far as combat goes, and will remain so. No amount of biological reinforcement will let you shrug off an inversion beam; it's just unrealistic. Outside combat, Biotech for the win. Enhanced lifespan, perfect health, endless stamina, and efficient metabolism, not to mention being a walking biotech laboratory, are very nice things. Stringtech only really blows stuff up and gives you transportation.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
				<link>http://suffadv.wikidot.com/forum/t-179717/revising-conflicts#post-579270</link>
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				<pubDate>Tue, 08 Sep 2009 17:03:15 +0000</pubDate>
				<wikidot:authorName>Paul Beakley</wikidot:authorName>				<wikidot:authorUserId>363201</wikidot:authorUserId>				<content:encoded>
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						 <p>My thoughts on your thoughts, Colin:</p> <p>Faster conflicts = possibly a worthy goal BUT MAYBE NOT. Hear me out. I think if I felt *engaged* throughout the conflict — really invested in each step of it — I'd care less if the conflict were faster. IMO it only needs to be fast if the stuff *after* the conflict is more interesting than the conflict itself.</p> <p>Our going-forward policy in our current SA game (next turn this Thursday) is to a) make the fiction come first and b) make the fiction matter from roll to roll. This gets to your idea that nested conflicts can pre-empt the fiction of the larger conflict. Right now we have no guidelines for that, so we have to eyeball it: Does punching the guy in the nose keep him from Meme-Assaulting me or does it just break his concentration (and give me more Reserve)?</p> <p>If I were rebuilding the system, I'd dig into how conflict victories lock into the game fiction, and how the game fiction limits/constrains each round's actions. I would also look at …. hm. This gets at treating Capabilities like Themes SOMETIMES. I would look at each Capability and determine breakpoints at which certain Capability effects effectively become always-trump-all-the-time themelike effects. Like…an Old Worlder stuck at Stringtech 4 (guns?) can probably pop someone at Biotech 5 or 6, but that gun simply WILL NOT KILL YOU if your Biotech is at 7 (at least not w/o a Theme to just wrap things up).</p> <p>What is probably needed is a step at which you look at the actual tech being used on the attack and the defense: Your Capability tells you what's narratively possible, and your Profession tells you how well you did within that narrative possibility. Does that make sense?</p> <p>So right now, there are some serious disconnects between various techs. Like, once you hit Stringtech 7 or so, that pretty much trumps Biotech all the way to the top: you've got the Supersymmetric descriptor available, after all, and there is no defensive equivalent over on the Biotech side. And that's just for the fighty-fighty stuff.</p> <p>Probably what needs to be done is a full 5x5 grid of each tech and how it interacts at various points, and the points at which tech levels simply trump (i.e. instant-win like a Theme) each other. There may even be surprising interlocks, like if your Cognitech gets high enough that might trump lower Stringtechs because you'll be able to forecast trajectories and gently step aside of bullets.</p> <p>Remapping all this crazy shit to the Infosphere is a whole 'nother kettle of fish. :-/ Or not! It might just be a matter of straight processing power (i.e. Cog) for everything other than social discourse (i.e. Meta).</p> <p>Anyway, that would be my proposal moving forward.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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				<title>Re: Revising Conflicts</title>
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				<pubDate>Mon, 07 Sep 2009 20:46:46 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm just throwing out random ideas once in a while. I'm still in the brainstorming mode. Making Capabilities work like Themes is one possibility out of many.</p> <br/>Forum category: <a href="http://suffadv.wikidot.com/forum/c-23476">Rules Discussion / Character-level Rules</a><br/>Forum thread: <a href="http://suffadv.wikidot.com/forum/t-179717/revising-conflicts">Revising Conflicts</a>
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