Ghast

joined 4 years ago
[–] Ghast@lemmy.ml 49 points 2 years ago (14 children)

I don't know why I keep hearing of security measures to stop someone sleuthing into bootloaders.

Am I the only person using Linux who isn't James Bond?

[–] Ghast@lemmy.ml 1 points 2 years ago

Arch, Void, Arch, Gentoo, Arch, Arch,...you're all making me feel like a basic removed.

[–] Ghast@lemmy.ml 1 points 2 years ago

Nah - each service (Mastodon/ Pixelfed/ Kbin) requires its own app.

You can sign up to Mastodon, then follow the rest from there, but the experience won't be complete (no downvotes, for example).

[–] Ghast@lemmy.ml 1 points 2 years ago* (last edited 2 years ago)

I've used ani-cli a few months ago, and it worked then.

Why so many apps just for watching anime?

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New RPG Blog (ttrpgs.com)
 

Well, it's not new - I've just ported it from Gemini, so it's new to the web.

Hugo compiles the website from Markdown documents. It runs on a raspberry pi, which spends most of its day telling robots that admin.php is not available.

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submitted 2 years ago* (last edited 2 years ago) by Ghast@lemmy.ml to c/rpg@lemmy.ml
 

Download the spreadsheet, type in your name, and you'll find a randomly generated spreadsheet.

  • Your name becomes a seed for a hash.
  • The hash creates a random numbers through modulos.
  • The modulos become D6 rolls.

It's taken a few days to make, and the results are interesting - having to put every rule in the game gives a new perspective on the rules.

I'm not a big fan of spreadsheets - TTRPGs feel like a little haven away from the screen. But sometimes in-person play isn't on the cards.

I think a heavily-automated spreadsheet makes a good introduction to a game's rules. You just click on all the yellow-coloured squares, and fill in what you can until you don't have any XP left.

 

Looks snazzy AF, but no Linux version yet.

 

Given the price of art, I've been playing a whole heck of a lot with Machine Learning (ML) images (along with ever other indie RPG designer out there), and the results are bad. This one is Midjourney, which seems to be one of the better generators.

If the problem is just my lack of skill, that still sounds like a problem. If I have to hire a professional, I'd rather just hire an artist.

I'm writing a campaign about Vampires in Belgrade (Hungary) in the year 1230.

Starting with something without too many parts, a young Tzimisce vampire in the story (well, he was embraced young), has a ghouled raven he speaks with.

dark ages boy speaks to raven in the moonlit rain

Tzimisce and raven

Oh dear... it doesn't know that human boys are bigger than ravens. So it's beatuful, and enchanting, but doesn't convey information, and the kid looks like 'the little prince', not like a sinister flesh-crafting vampire.

Making some variations, I finally got here:

It's better, but the raven also looks like a humming-bird, and the moon looks like someone spilled it. It really conveys nothing more than 'boy and raven', so it's not about to enhance the passages - and RPGs really do need good images, because every one conveys a boat-load of strange ideas.

Next up, what about a that scene where a vampire-hunter finally tracks down the coterie's lair? He finds them by sunset and has to flee before they wake up, but he'll be back tomorrow to kill the lot. He rides a horse, and has an ovcharka (bear-hunting Russian dog) by his side. The coterie will find signs of his passing, such as footprints.

After some bad images, I finally left the dog out - most of them blended the dog and horse into a single image, if the dog appeared as anything more than a shadow.

Slavic, of-the-night, noble hunter reading tracks, horse, footprints, village, 1300s

So we have a ruddy-great horse dwarfing the world in one, and lots of horse-butts which look out of place.

Time to make lots of variations again.

Slavic, of-the-night, noble hunter reading tracks, horse, footprints, village, 1300s

... so now we have more of a centaur-creature as the horse blends with the man.

Overall

RPG images should explain things, and the explanations should involve the interactions of multiple elements, such as one person shooting an arrow at another, or threats, or setting a building on fire. AI seems to mix styles well - want a vampire drawn by Picasso? I'm sure the results would be stunning. But if interactions are missing, I don't see how anyone can use these results.

Machine Learning In General

I suspect machine learning will simply not work in our lifetimes. Consider the story of machine learning when translating:

  1. You make a basic dictionary, so you can type 'cat', and it gives you 'le chat'.
  2. You give it rules about nouns and adjectives - now you type 'the black cat', and it returns 'le chat noire'.

It gets 5% of language, then 10%, then 20%, and it's tempting to imagine that 99%-accurate translations are coming soon, but they're not, because if we go to translate 'James is right, Alice is left', the machine will return 'James is correct', because translating this statement does not rely on rules, but on understanding intention and meaning. Those hold-out sentences may require that we start by programming real AI, with real consciousness, and only then teaching it multiple languages.

 

The artist Vladar's putting together (mostly) generic fantasy map-pieces.

It's CC-BY, so it's open for commercial use. I've commissioned it for my own RPG, but all the pieces should work for anything faintly related to Gygax.

There are more pieces to come, and of course it's open, so if anyone out there can do drawing, feel free to add a wall/ mace/ dead goblin in a new file.

 

If anyone's into the Classic World of Darkness, I'm translating the Dark Ages core rules into LaTeX so anyone can hack about with them.

Plans (in various stages of completion):

  • Include a 'Dark Ages' option, which makes things look like the Dark Ages books, and changes rules, like replacing 'driving' with 'riding', and switching examples.
  • Include a 'Vampire' toggle, so that Vampire-specific rules, like Disciplines, or lists of clans, get included just when that toggle's on.
  • Add Contest rules instead of Combat rules (mostly done) because I don't like how WoD does combat.

I've always found it weird that WoD repeated the rules for each game. This way, there's no repetition in the writing (just the output).

No idea if I'll have time to finish the project, but if anyone else lives in the small Venn intersection of LaTeX and old WW books, PRs are very welcome.

 

I'm making a dungeon generator, partly for fun, and partly to learn python.

I want the output to be plausible, so it'll lay down in three stages:

  1. Make random mine/ natural caves/ fortress
  2. Add a civilization like dwarves/ elves/ gnomes to add rooms, traps at the entrance, maybe a library, and art (i.e. treasure).
  3. Make an invader, e.g. necromancer, goblins, or mad wizard.

At each stage rooms change, so the necromancer will turn dwarves into undead dwarves, and goblins will turn nice spaces into nasty spaces, and maybe set more traps.

Atm it's in early stages, and uses graph-easy to output a conceptual map.

PRs and coding suggestions very welcome.

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submitted 3 years ago* (last edited 3 years ago) by Ghast@lemmy.ml to c/rpg@lemmy.ml
 

Dice rolling programs take too long.

Some demand syntax like /roll 2d6+2, and I think 'you should know that 2d6 is a roll without my typing /roll, and also everything I roll has been d6's, so obviously if I type just 3, I mean '3d6'.

So I wrote one with defaults. This is my second python project, so the code isn't pretty, but it does the job.

You write:

""

 2d6
Result: 5

d8

2d8
Result: 12

3+1

3d8+1
Result: 8

If you give it a target number (TN), all rolls will tell you whether or not you've reached that TN.

If you give it a difficulty, it'll tell you how many dice have landed on that number or above.

You can input these things in any reasonable format:

tn=18

TN 12

difficulty = 4

dif 9

 

BIND is an open source RPG written in LaTeX, so anyone can hack on it, add things, or rewrite the system.

(BIND stands for 'BIND is not D&D')

There's a full wiki explaining the commands.

It's designed so writing adventures is easier with the LaTeX commands. Just write \goblin and a random goblin is summoned onto the pdf, with all the stats worked out.

Currently there's an introduction adventure in the works, so if you have any idea what kinds of traps gnomes might make, or have any ideas on negotiating with a dragon, fork the book and give me a pull request.