#The concept art on the wiki really delighted me so I put it in
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onepiece-birthdays · 8 months ago
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It's June 20th
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Happy birthday to Captain Amadob, ally of the Whitebeard Pirates!
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stevensaus · 25 days ago
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Dungeons And Dragons Meets Taskmaster: Using Real World Mechanics In TTRPGs
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There is a dreaded moment in tabletop RPGs, more feared than a total party kill, more dreaded than the phrase “but that���s what my character would do!”
It’s that moment when all the players look at each other and realize they’ve spent the entirety of yet another game session doing nothing but going back and forth about what they might do… without having actually done anything.
I mentioned this to a friend of mine recently, and he passed along a concept I’d not thought about before: introducing a mechanic from the real world into the game.
“You tell the players the bad guys are going to show up in a day in game-time. Their characters can do anything they’d reasonably be able to do within a day. But the players have no more than an hour of time in the real world to tell you what preparations they’re going to make. So if they waste their time, that’s on them.”
The simplicity of it — as well as how it both moves things along but provides the freedom and space for people to think — struck me as a wonderful mechanic.
So, of course, I had to take it a step further.
I was planning to run an in-person one-shot over the holidays for a full table of friends, and wanted to run something new for them. I really liked the idea of Troy McConnell’s “Monster Chef” encounter on 2 Minute Tabletop, but I knew that pacing it to fit in a four-hour timeframe as the encounter is written would be challenging. I didn’t want the players to feel like they were entirely on rails for the entire session, so there had to be a way of moving things along. There are a lot of fun sub-encounters in the module, but as written they’re combat encounters, which tend to take longer with larger groups. And this holiday season, I thought we needed something more light-hearted than a bunch of fighting.
In the month after the election, I’d been clinging to Junior Taskmaster as a source of distilled joy and wonder. The delight in play was the antidote to the ugliness of the world outside.
And that’s when it hit me: I could get my players to do Taskmaster-style tasks by having the characters working to catch the animals instead of just killing them.
Designing And Choosing The Tasks
There were a few design principles that I had to keep in mind:
Nobody was required to do the tasks; I wasn’t going to make a mistake like the one I described in this short: https://www.youtube.com/shorts/zBYeLuIliKo. So to give the players an incentive to do the tasks, they got bonuses to the relevant die roll to catch the critter in question. Nobody would be penalized, so there was no way that participating in the task would hurt a player’s chances in the game.
The tasks should have some kind of relationship to the in-game fiction.
The tasks should cover a couple of different areas of skill — art, memory, words, etc.
I found that three “tasks” per session/module seems to be the sweet spot; more than that and it starts to feel cumbersome.
Everyone — including the GM — should have a chance to be silly and participate
I drew inspiration from Taskmaster itself, the Taskmaster wiki, and a number of wikis and forum posts discussing tasks to do at home, as well as old kid’s games from when I ran a scout pack. I also ended up running a variant of this scenario with my online campaign, which required a slightly different selection of tasks.
For example, one of the creatures in the module is a “spiderfish”. {1} I figured these creatures were ambush predators, so they’d be hiding away and would have to be tracked down or lured out.
For the in-person table, I printed out a little sketch of a spiderfish for each player on a 2″ (~4cm) square. They put their initials on the back of their spiderfish. I left the room for a few minutes, and they could hide the spiderfish on any flat surface, uncovered, and accessible. Then I had two minutes to find as many as I could. The first one found got a +1, the second +2, and any I couldn’t find (which was the rest of them) got a +5 to their survival roll to track the spiderfish to their hiding spot.
For the online group — which is audio-only — I told them they’d have to lure the spiderfish out of their hidey-holes with a certain strange call… which we represented by having the players say “Super Rooty Tooty Fresh and Fruity” as for as long as possible in the angriest voice possible without laughing. The person who kept at it the longest got the highest bonus, and so on. {2}
It was a blast for everyone involved.
Incorporating these kinds of real-world mechanics helped elevate a good session into a really fun and unique session for my players, both in-person and remotely.
{1} If you decide to run this adventure, check with your players about phobias. A player in one of my sessions has a bad snake phobia, so the venom chicken was replaced by a different kind of chimeric animal. If someone has a spider phobia, then the spiderfish would have to be replaced. Which is also why the example image of the spiderfish I used for the task is here: https://imgur.com/a/n4P8GGq to avoid triggering phobias of those reading this.
{2} Yeah, sometimes the “connection” between the task and what was happening in-game was somewhat tenuous, but there was enough of a link that it still felt like it was part of the session.
(original post at https://ideatrash.net/2025/01/dungeons-and-dragons-meets-taskmaster-using-real-world-mechanics-in-ttrpgs.html)
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thanksjro · 5 years ago
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Eugenesis, an Overview: Let Me Get Weirdly Serious About This Book For A Sec
HOLY SHIT WHAT A RIDE.
So, let’s recap what we’ve learned over the last 282 pages.
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In 2001, James Roberts published nearly 300 pages of fictional prose, based in the established franchise of Transformers, specifically the Marvel UK comic continuity. This novel tells the story of the Transformers, in their dwindling numbers, being attacked, not by their opposing factions, but by an outside force hellbent on revenge. Those who are captured by this force- the Quintessons- are stripped of their very individuality, forced into servitude until the moment they die of exhaustion. Everyone is pushed to- and in some cases beyond- their limits, the horrors of a literal genocide beating down on them like a tidal wave. Only by casting aside their differences and banding together can they hope to survive the nightmare that is the Eugenesis Wars.
But people don’t really talk about all that, even though it’s a majority of what the book’s about. No, people only talk about what happens after the Quintessons are defeated. People only talk about the robots getting pregnant, because honestly it is the most bizarre thing.
Not because the idea itself is terribly odd- I mean, at least it’s in line with the lore the comics set up. It’s bizarre in how we get to that point. All the torture, all the suicide and death and depression and destruction of entire belief systems, leads up to these robots getting pregnant. Almost like that was the whole point. And considering that this story is presenting to us a bridge for the gap between the classic Transformers and the Beast-Era ones, it could have very well been.
I won’t say fetish, because that doesn’t feel quite right, but our dear author seems to have a sort of… obscene fascination with the concept of mechpreg. A fascination that will carry on well into his career as a professional comic scriptwriter, setting readers on edge for the duration of his run with IDW.
Comparing Eugenesis to More Than Meets The Eye and Lost Light, you get an interesting view of Roberts’ growth, as both a writer and a human being. Eugenesis is the work of what Billy Joel might call an "angry young man”, focusing on the despair of wartime and the futility of one’s struggle against the flow of time and mortality. The theme of time only being perceived as linear, and being in actuality an unending plane where all moments are equal and eternal might seem oddly specific, but it’s reflected upon by multiple characters within the story of Eugenesis. Perhaps this is why he has Brainstorm and Perceptor collectively and completely jack up time itself in the Elegant Chaos storyline.
Character moments sprinkled throughout the narrative give us a glimpse of the relationships that would be written later on- some of the most compelling scene writing happens between Quark and Rev-Tone, two original characters who have such a delightful dynamic between them, they very quickly became some of my favorites. You truly believe that they care so strongly for one another, they would do just about anything to keep the other safe. And they do, in a couple cases.
Then there’s all the death. There’s a lot of death in Eugenesis, and none of it is by way of natural causes- you’ve either got suicide, murder, or suicide-by-way-of-murder. You really see Roberts shine in these death scenes, both then and now, as he captures the utter, raw tranquility as one stares down their own demise, and on the other side of the coin, the complete annihilation of one’s very heart as someone they love is destroyed. It’s downright poetic how he handles these scenes.
Still, there is a difference in how the aftermath is handled. When someone dies in the MTMTE/LL run, there’s always meaning and purpose to it- nobody dies just to die, and those who are left behind are left at least something to comfort them.
A message of love.
The return of a friend.
A chance to keep living.
A chance to be a better person.
You don’t get that in Eugenesis. In most cases, there’s no salve for the wound, only more hurting. There’s no time to even mourn, as the fight rages on and on and on. Any happiness pulled from the narrative for the characters is laced with a bittersweet understanding that these folks probably aren’t going to make it, and they’re just as aware of that fact as the reader is.
And yet there’s something kind of beautiful about that, in a twisted sort of way.
Eugenesis is a sort of love letter to those dark thoughts hiding in our heads, those deeply scary intrusive visions of everything we care about being ripped away from us. It’s a book make up of catharsis, of hurting that begs for some sort of outlet. The characters in this story are lost, and scared, and hollowed out before the mass extinction even arrives, and are put through wringer after wringer, like some sort of distanced facsimile of self-harm.
Perhaps I’m reading a bit too into this, but with how intense things get, with self-insert characters no less, I can’t help but wonder if the James Roberts who was writing Eugenesis truly needed this outlet in more than just a creative sense.
Which isn’t to say that there aren’t issues with this novel just because it was a vessel for catharsis. Pacing can end up going so rapidly it feels as if you’re being pushed towards the edge of a cliff, then stutter to a halt to the point where continuing on feels like an absolute slog. But it always seems just as you’re about to put the thing down and give up, something completely thrilling, completely insane and powerful and profoundly attention-grabbing happens, pulling you right back in. If nothing else, this book demands one’s attention.
There are also some other, more interesting issues with Eugenesis. Issues I wasn’t really expecting to run into. To highlight one such issue, we’re going to play a game.
The game is called Guess That Character Design!
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Hey Transformers fandom, got a new quandary for y’all to fight over. Forget the Frenzy/Rumble color debate, forget the Bombshell/Skywarp is Cyclonus debate, it’s time for the What The Actual Everloving Fuck Is Quark Supposed To Look Like debate! Do we follow the comic and its script, which show him as being either about on par with Rev-Tone and Mirage or taller, but fails to note any sort of color because it’s in black-and-white? Or do we follow the novel, which states he’s short exactly once, and crimson? And if he’s red, where did the blue paint chips come from in Part Five? They sure didn’t come from Rev-Tone, who I know is mostly red- not because the novel told me, but because I’ve seen art of him outside of this. Honestly, other than him having big honkin’ shoulders and a bust to match, nothing about Quark’s visual aesthetic is concrete.
Now, I could tell you all about his quirks and mannerisms, how he holds himself, how he talks, how he interacts with others, all sorts of stuff. Nothing wrong with the writing there, characterization’s great! I just couldn’t tell you for the life of me how his body is supposed to look. Rev-Tone’s in the same boat, except it’d be even worse without the helpful input of some friends. Did you know he has a visor? Because I sure as shit didn’t until someone showed me. It’s never mentioned in the book. You can barely see it in the prequel comic art if you’re looking for it, and the script is less than helpful to me because I’m not Matt friggin’ Dallas, nor have I had the pleasure of reading Transtrip. All the information presented in the novel about his looks involves his mouth.
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Hell, some of the writing in Eugenesis seems to imply that he actually just has normal eyeballs.
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What I’m getting at here is that Roberts leans a bit too much on the reader knowing exactly as much as he does about the characters, the plot points, the lore. And he knows A LOT about Transformers.
This book essentially requires the reader to have the wiki open with multiple tabs at all times. Roberts put his heart and soul into the prose, but the world-building had his nerdy little brains smeared all over it, because there are some obscure references in here, not to mention the sci-fi jargon. You basically NEED an internet connection to get through this- I’ve never read a novel that pretty much forbid an acoustic reading, but here it is, in all its glory.
Eugenesis is a dark, morbid, conflicted story with the oddest little bright spots in it. Within five pages, you’ll go from some of the most horridly bleak death scenes to someone accidentally burning a hole in their hand like a cartoon character. But never once, in nearly 300 pages, does it ever stop trying. It may not succeed in what it’s attempting 100% of the time, but goddamn does it go as hard as it can. This isn’t something that was done for money, or fame, or anything like that. Eugenesis is a passion project in the purest sense, and you can really feel it in the way it’s been crafted. For all the frustration it put me through, never once did I think “man, this guy just doesn’t care.” The ambition Roberts shows in the prose, in the world-building, in all the funny little moments that show just so much personality within the story, truly were harbingers for what was to come just a decade later.
Ambitious. Bleak. Brutal. Weird. Ultimately unforgettable. That’s James Roberts’ Eugenesis.
But let’s get to the heart of the matter, shall we? The one question that truly matters for any novel: is it worth reading?
Well, that depends.
If you had a hard time with the darker parts of MTMTE/LL, I really couldn’t recommend that you read Eugenesis. You will have an awful time, because most of it is Grindcore x100 levels of depressing and brutal. There were a couple points where I had to take a break because things got so intense- and I’m not exactly squeamish. Maybe stick to a breakdown- like this one!- or try a group read-along. Friends make everything better, after all.
If you like Roberts work and want to see where he came from, like I did, I highly recommend you find a copy- digital of course, there are only a few hundred physical copies in existence. I recommend you find the 2nd edition, which includes Telefunken and fixes some of the more glaring continuity mistakes and typos.
It’s a good read. Just... it’s a lot at times.
Like, a lot.
Up next-
Oh, what? You didn’t think that was it, did you? This url is way too sweet to just be done with so soon.
Next, I’ll be taking a gander at Children of a Lesser Matrix, which is something that was never finished by Roberts, but is still floating around the internet because hey! It’s the internet.
If anyone has any other somewhat obscure writings from JRo, feel free to send them my way. Especially if you have any of the TMUK zines from back in the day. I wish to consume all the works.
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script-a-world · 5 years ago
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Clearly there are some settings which make no sense scientifically. But how do I decide when to intentionally ignore reality, can't bother to do research, don't understand research, and thus create scientifically impossible places? When are such things considered be offensive or overused cliche or have a reader point out the impossibility and can't get into the story? I'm guessing some of this might be structural issues instead of world building?
Tex: One of the perils of attempting to write about highly technical subjects is that you run into the issue of not understanding your writing. I do raise a nominal objection as your first sentence, because sensibility is a sliding scale based on one’s familiarity with a given subject. I don’t know crap about, say, textile art (however much I might have bluffed readers in the past - no, no, this is just good googling skills on my end), but that doesn’t mean the textile arts are an inherently incomprehensible subject.
Scientifically, automobiles were once thought to be insensible. Scientifically, phones were thought to be a flight of fancy. Scientifically, 3D printing was improbable. Scientifically, quantum computing was the stuff of sci-fi nerds who just wanted to slap the “quantum” label on everything.
And yet we are now on the verge of robotic vehicles, mostly functional smartwatches, laser printing cells (PDF), and quantum computers (VentureBeat, IBM).
So I would argue that the insensibility of a setting would be due mostly to, yes, a structural issue - on the part of the author. No matter what you put into your world, internal consistency is key; nothing, no matter how ostensibly outlandish, will make sense if you contradict yourself.
I’ll volley a few questions back to you:
“[...] when to intentionally ignore reality” - Are you ignoring reality entirely, or just parts of it? Why? How does that decision benefit your world? How does it detract from your world?
“Can’t bother to do research” - Is it because you are discouraged by the breadth of your comprehension of a subject, compared to the subject’s depth? Or is it because of something else?
“Don’t understand research” - Is this because you don’t understand the academic papers that turn up in your search results, or because you have a fundamental lack of or misunderstanding of the given subject? Or is it because of something else?
“When are such things considered to be offensive or overused cliche” - As someone who intentionally arranges their studying around the plausibilities of the future, I would quite frankly be delighted to see more conceptual stretches of the imagination in this regard, as do many others on this blog, and beyond it. Why have you already passed judgement on the offensiveness or clichéd-ness of incorporating scientific things? Is this related to your other comments?
“[...] or have a reader point out the impossibility and can’t get into the story?” - If you are writing to please a specific individual or demographic, you are inevitably always going to fall short, because it’s genuinely impossible to meet every single item on a group’s wishlist without devoting your life to it (not an entirely worthy pursuit, in my opinion, but alas). What made you decide to be so concerned over the potential reaction to your stories that you worry about it before the story is even written?
I think I will put the majority of my curiosity’s weight on the last bullet point, as I’m seeing similar themes with the other portions of your question. It’s a fruitless endeavour to tie yourself into knots over a possible (not necessarily probable!) reaction - and quite likely from a stranger, to boot. Education is a relatively easy situation to fix, so long as you’re patient with yourself; dealing with anxieties over readers is… not so easy.
I can really only recommend that you take a close look at the goals of your worldbuilding, and see where you contradict yourself - once you have that in hand, it’s a relatively simple yes/no process of what concepts you want to keep. If the issue of decision comes from a lack of understanding, then make a note to yourself to seek out either the million wikis we Pylons utilize ourselves like any other worldbuilder, or to chalk it up as a genuine lack of context.
Please understand that even someone who’s dedicated their life to a certain aspect of science won’t know everything about it - that’s the point of research! We’re constantly asking ourselves questions, and pushing the envelope of known boundaries. Star Wars has lightsabers, but we don’t need to know how they work; likewise with holodecks in Star Trek. So long as an audience is reasonably entertained with the least amount of head-scratching, you can get away with handwaving quite a lot.
Lockea: On a scale between Star Trek and Star Wars, how “hard” is your science fiction?
I mention that mostly to illustrate that science fiction exists on a continuum, wherein science fiction with more “science” than “fiction” drives a story towards the harder end rather than the softer end. Also, a story’s place on the continuum will change based on what we know and understand about science.
I feel like everyone always beats me to saying all the important stuff about questions, so I’ll just give a few thoughts from my personal experience as a science fiction fan with two engineering degrees and a thesis about robots on the moon (yes really, I wrote my thesis on AI for moon robots). I really, really, love the creativity of science fiction writers. I think so often in defending the genre, we can get caught up in saying things like “science fiction predicted XYZ!” Well, sure, I may have studied Isaac Asimov’s three laws of robotics in my introduction to engineering ethics course, but I was also greedily reading my way through “The Hunger Games” by Suzanne Collins at the same time. The fact that I sincerely doubt Panem will ever happen didn’t dampen my enjoyment of Katniss’s story. It was a fun read and it gave my friends and I something to talk about that wasn’t “feasibility of Battlestar Galactica” during our daily lunches.
The thing about writing science fiction is that, without a doubt, there will be someone who knows more than you about a topic who reads your story. Most of the time, I end up being that someone since everyone likes to talk about Skynet and robots taking over the world to a roboticist who sincerely refers to artificial intelligence as artificial stupidity. Y'all are seriously overestimating the field, my friends. Nonetheless, I still enjoyed “Captain America: The Winter Soldier” even as I thought how impossible Project Insight would be. Honestly, something every READER of science fiction needs to make peace with is the fact that writers will get something wrong. Writers, despite their best efforts, are not always going to understand that a facial recognition algorithm will fail if you introduce tiny amounts of random noise and are thus going to treat The Algorithm™ as infallible in your crime drama novel.
It’s not the writer’s fault, though.
That deserves to be on its own line. It is not YOUR fault if you get something wrong. Would it be nice if science literacy was just better all around? Of course! But it’s not your fault if your science literacy isn’t up to snuff enough to parse the article I cited above. It’s also not your job. Your job as the writer is to tell the most interesting story you can and to maintain your own internal rules and logic such that the reader never breaks the willing suspension of disbelief.
I watch Star Wars and get really into the light saber fight scenes and forget that light sabers are basically impossible to make. Star Wars has the Force, which is basically magic, and that’s okay. Really. I KNOW it’s not possible, but I still have a lot of fun watching it!
So yeah, write that story about how the robots are going to take over the world. I’ll probably enjoy reading it even as I laugh off my friends telling me that I will be the first to die in the robot apocalypse (of course I will -- I have five robots in my living room alone).
Constablewrites: Tone and consistency are the biggest pieces of this for me. If it’s the kind of story where the answer to “How does this work?” is usually a detailed and plausible explanation, then getting an answer later that is implausible or slapdash will stand out more. But if it’s the kind of story where the answer to “How does this work?” is “You push that button and it goes whoosh” from the start, my expectations adjust accordingly. (It’s possible to have the latter version in a story that is mostly the former, frequently when it’s played for last. Again, tone is key.)
So yeah, a lot of this is execution and the way the story sticks to the rules it sets for itself, and also how central the implausibility is to the story. A realistic thriller that relies on cartoon logic for a background bit might be a little jarring, but not nearly as much as a realistic thriller that relies on cartoon logic to set up its main showdown. The more central it is to the story, the more consistency and accuracy matters. Learning how to balance this can take some practice and some insight from beta readers.
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