FrankTrollman wrote: You lost more thoroughly than anyone has ever lost anything.



Moderator: Moderators
FrankTrollman wrote: You lost more thoroughly than anyone has ever lost anything.



Well, honestly, I'm pretty sure that Frank's statement, taken literally, is a contradiction even if the person in question has lost more thoroughly than anyone else, because they still haven't lost more thoroughly than they just lost.Josh_Kablack wrote:Seeing where this thread is, I don't feel bad about nitpicking a tangential point with images:
FrankTrollman wrote: You lost more thoroughly than anyone has ever lost anything.
Wow you don't listen at all, do you?FrankTrollman wrote: Cyberzombie: your examples are bullshit. 2nd edition AD&D is fast because you don't have any choices to make, not because simultaneous declarations doesn't slow the game down. Computer games are sped up by simultaneous declarations because networked computers are capable of "listening" to multiple people simultaneously, allowing moves to be literally interpreted simultaneously. Citing either of these things as evidence that simultaneous declaration doesn't slow down a tabletop RPG is somewhere between "confused" and "dishonest." I know it can be hard to admit you're wrong when you've been called on your bullshit by PhoneLobster because he argues like a crazy person - but you are wrong.
Actually: I delivered. Completely. The objections easily addressed boiled down to "WELL…………that only produces the game…..you want to play…and all your players want to play…so….piss off."FrankTrollman wrote:
Zak S: Holy balls. Are you still at this? You fucking lost. You lost more thoroughly than anyone has ever lost anything. You claimed that you were able to make rulings consistently better than rules in less time than it takes to look something up in a book with a decent index or a searchable pdf. Then you issued a challenge to yourself to prove that you were capable of doing that. Then you fucking failed to deliver.
Incorrect: the whole fucking point of a ruling is it's local (not to me, to the game. I have to run it to test it, it has to make the whole group happy. And it works so far. Very well. Despite not meeting the reams of hidden requirements that you guys pulled out of your asses after you realized moving the goalposts was the only way to win.). Asking me to make someone who I wouldn't have at my table happy with it is missing the point. (And the time constraint is a lie, because the guy asked for a whole fucking subsystem rather than a ruling, which I kindly and generously obliged even though it was totally outside what I asked to do.)In short: that your definition of a "good ruling" had been reduced to "a ruling you personally think is acceptable" which is fucking circular and you still didn't even meet the time constraints you jackass.
virgil wrote:Lovecraft didn't later add a love triangle between Dagon, Chtulhu, & the Colour-Out-of-Space; only to have it broken up through cyber-bullying by the King in Yellow.
FrankTrollman wrote:If your enemy is fucking Gravity, are you helping or hindering it by putting things on high shelves? I don't fucking know! That's not even a thing. Your enemy can't be Gravity, because that's stupid.
That isn't evidence that that happened, it's a description of a mechanism by which it could. Do you know what evidence means?Lord Mistborn wrote:It's not that those people are lying, but the Dunning-Kruger effect is a real thing and people are really bad at assessing how good they are at things.Zak S wrote:1. Where are you on whether anyone here is lying or deceived as to their own group's reaction to the rules they've got? If you think they are: where is your evidence?
Who cares? That's irrelevant. If money is the goal: stop talking about designing tabletop RPGs altogether.While an RPG made for a wide audience may or may not be successful, I don't see it doing better than one developed just for your gaming group.2. On the issue of the utility of designing for an observed group and then tossing it out in case someone else wants it vs. assessing a broad middle and designing for them?
3. If you would design for the presumed broad middle, is the motive only economic? Why bother then considering there isn't much money to be made anyway?
He misquoted me and claimed my group didn't exist. I linked to the explanation of his misquote and pointed to the enormous amount of evidence that it did. Done. Sorted.One again PL is a dick but you haven't refuted any of his arguments, like at all.4. Given the clear and cited refutation of everything lobster just said, how is it that you stand behind it? Why not simply go "Lobster, you're nuts, stop typing things like that, it slows the process of anyone learning anything down enormously."
…and I've explained before (conveniently, in the aforelinked thread) all the way that my game is totally fucking relevant to game design (whatever you want to call it in your infinite circlejerkery) because people who run a game like that also like to have a ruleset for many reasons (which I've explained and you're ignoring because I guess you figure you're not smart enough to be able to address them so are pretending they don't exist) and that designing a ruleset for a person like me doesn't make the rule worse any more than left-handed scissors are worse.When you resolve outcomes by fiat that's what we in the Den call Magic Tea Party or MTP for short.5. And, re: the minor side issue of my own games and their alleged irrelevance or special teaparty status here: Cite evidence or stop making claims.
Then my interpretation of what the phrase "apple-stacking" in his hastily-typed request was, in good faith, different than yours. I interpreted it as meaning you couldn't get bonuses just by giving lots of apples with no other relevant factors. Which the system I made addressed because apples are frequently cancelled by other factors in the system. HOWEVER: if someone ships you thousands of apples (not unlike many real-life trade agreements), that could count in their favor in my system. If you call that "apple stacking" then I made a mistake in interpreting the request.TiaC wrote:So when he said "What about a social currency system? Oh, and no apple stacking." and you replied with one that totally used apple stacking, that was in fact what he asked for? I call bullshit.
No you stupid fuck. simultaneous declarations is slower. Computers use them because they can more than make up for that by giving each player their own MC and die rolling and attention. Table top games cannot normally do that because they lack a separate telepathic MC for each player.Cyberzombie wrote:Simultaneous declarations are flat out faster in concept, that's why computers use them.
If only, but you're not going to stop digging are you?Zak S wrote:Wait, I'm wrong and derailing the thread, sorry. I shouldn't have brought this bullshit up. I am stupid beyond measure. I will retire from public RPG commentary until such time as I learn to separate fact from fiction and rationally address arguments put to me.

Whenever you lead off with insults I can tell you're going to say something dumb and uninformed.FrankTrollman wrote: No you stupid fuck.
All the computer does is allow you to observe the game and choose what you want to do. If everyone can look at the same battlemap and has a copy of the PHB to reference spells and their character sheets, everyone effectively has their own computer as far as a tabletop RPG is concerned.Consider a game like Master of Orion 2 or Dominions 4. They work very well as a simultaneous declaration game. But they only work well when each person has their own fucking computer.
Actually that is a hotseat game.If everyone has to share the same computer, it's slow as shit because it ends up being very much like a hotseat game anyway.
You obviously have no idea how computers actually work. Every computer has to process the actions of every player, otherwise everyone wouldn't be looking at the same map. The advantage of multiple computers is that everyone gets to consult the map simultaneously and prepare a move list.Because D&D only has one DM, it will always be slowed down by moving to simultaneous declarations. Because the simultaneous declarations still have to be unpacked as a sequential series of declarations and resolutions regardless.
I think you underestimate exactly how much faster computers are compared to humans.Cyberzombie wrote:You obviously have no idea how computers actually work. Every computer has to process the actions of every player, otherwise everyone wouldn't be looking at the same map. The advantage of multiple computers is that everyone gets to consult the map simultaneously and prepare a move list.
Given that D&D actions are much simpler than turn-based computer games, it's pretty easy to write down your action or even just remember it (assuming the DM/PC doesn't cheat).
This is just comedy gold. Thanks for the laugh.Cyberzombie wrote:You obviously have no idea how computers actually work. Every computer has to process the actions of every player, otherwise everyone wouldn't be looking at the same map.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.

Your algorithm for sequential declaration only works if nobody does any thinking when it isn't their turn. Now, failing to think on other people's turns might be part of the reason people who are slow to take their turns are slow, but if players are thinking about their next action before it's actually their turn the thinking time will be close to simultaneous anyway. Sequential declaration also has the additional benefit of reducing the number of hypothetical situations a given player has to consider as their turn approaches.Cyberzombie wrote: Example time: If player A takes 4 minutes to come up with an action, player B takes 3 minutes, player C takes 1 minute and it takes 2 minutes to reroll the initiative list and prepare it each round then the numbers look like this:
Sequential Declaration: Player A (4 min) + Player B (3 min) + Player C (1 min) = 8 minutes.
Simultaneous Declaration: The slowest of the PCs (4 minute) + simultaneous overhead time (2 min) = 6 minutes.
My deviantArt account, in case anyone cares.DSMatticus wrote:I sort my leisure activities into a neat and manageable categorized hierarchy, then ignore it and dick around on the internet.
In regards to the space alert matter, I'm trying to avoid that by reducing the granularity of a turn. Space Alert and Paranoia become comic operas of failure because each turn represents a small amount of time and a very specific action. So an action has to be declared at nearly the exact same time for it to work. I am, however, upping the time of a turn to 10-12 seconds, meaning that its less important that any one thing happens at the exact same time. Plus, players have a longer time to make a decision, probably in the 5 minute range. As mentioned above, 12 seconds is enough time to roughly run a 100 meter dash, reload comfortably and resume firing, try a few times to hit a specific target, ect. The equivalent to Space Alert would be that the laser blast does indeed go off because thanks to abstracted communicators, the firer knows to wait an additional two seconds for the generator to come online. The GM at times can choose to ramp up the tension and increase granularity, reduce decision making time, or that abstracted player communication (for car chases and the like) but normal combat should occur with a good deal of lee way given to both the NPC and PC teams regarding timing. The other advantage of a longer "fiction time" turn is that it makes prepared actions less boring. An action that would take a minute, and thus 10-12 turns in most normal systems (the industry norm seems to be 5-6 seconds), would now take 5 turns, so it gets a bit less repetitive for the player doing the action.TheFlatline wrote:
Okay you've brought up Space Alert more than once and I have to stop here.
Space Alert is a *terrible* example of how "simultaneous declaration" works because the entire point of Space Alert is that simultaneous declaration is a terribly difficult system, and making it real time is an even worse system.
Space Alert ends more often than not with everyone dying.
You know where that would work? Paranoia. Where you expect your character to die a terrible and amusing death due to miscommunication.
You know where it wouldn't work? Any game where I'd have any meaningful time invested in my character.
And removing the time constraint from Space Alert and just having "simultaneous declaration" *with* discussion means basically you're doing AD&D's old "Declare your action then roll for initiative". That's why we had weapon and casting speed and all that funky shit. And that was terrible and one of the most frequently houseruled rules.
I could *deal* with "declare and roll for init" more than I could where everyone declared in a vacuum. I probably would get sick of it and houserule it, but it might actually like last 1-2 sessions before I flipped the table over in frustration.
First and foremost, not really. Robo Rally revolved around rigidly programmed movement with little flexibility. You have to move left, then right, then straight, depending on your card. The environment then messes with you even more, so it really becomes a matter of being able to trace a specific path across the board, with hilarious bad stuff happening along the way. In short, more like what happens when you apply a short turn length to this system. So yes, technically you can emulate that style of play (like I do for Paranoia). However, when you increase the turn length, and thus the flexibility of action, the movement action can abstract the small stuff that would otherwise cripple the PC's intentions. The PC can trip and fall, but unless its disastrous, with 12 seconds he can probably recover and get along his merry way. Someone trying to engage him could get a bonus, but that's about it. Plus, unlike robo rally, the PC can still react during movement, so its not like he has to go through with a programmed set of orders. If he notices the path in front of him is now lava, he should be allowed to stop/allowed to roll to stop, depending on the situation. Leeway, leeway, leeway is the name of the game normally.FrankTrollman wrote:So you're trying to adopt Robo Rally as an RPG. This is a humor game, right? Because that game only gets amusing when the cards get messed up and people start having the movement taken away while conveyor belts dump them into trash compactors.
-Username17
Ignorance I'll accept, but I'm really not getting people's impressions of toughguyism. I mean, its not like I'm saying "I hate little guys being strong cuz I does the MMA RAAWR", I'm just using sports as a reference point for what seems to make sense to me and what doesn't. It'd be like if a fighter pilot designed Crimson Skies, barring the usual leeway for fiction, he'd probably design it in a way that makes some sense to him. Or during a conversation with an NPC, if you insult him than probably he won't be giving you a discount. People design games with fantasy all around, but usually the core mechanics are influenced by what makes sense to them. If in reference to shit slinging and the like, I'm actually just trying to duck for cover while grabbing the useful stuff as it lands, people are intense here.rasmuswagner wrote:NotoriousAMP gets a pass, he's just suffering from ignorance and toughguyism.
I don't know why you think this helps. Having a longer combat round with more abstract action lets you do lots of things. It lets you have guards respond to in-battle cries for help before the combat is long over. It lets you have battles in unstable terrain or with bomb countdowns and shit and have that actually matter. But it doesn't change the fact that one turn is one turn. Having a turn get wasted is just as frustrating if the turns represent one second, one minute, or one year. The experience for the player is the same.AMP wrote:I am, however, upping the time of a turn to 10-12 seconds, meaning that its less important that any one thing happens at the exact same time. Plus, players have a longer time to make a decision, probably in the 5 minute range. As mentioned above, 12 seconds is enough time to roughly run a 100 meter dash, reload comfortably and resume firing, try a few times to hit a specific target, ect. The equivalent to Space Alert would be that the laser blast does indeed go off because thanks to abstracted communicators, the firer knows to wait an additional two seconds for the generator to come online.
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.