UBON'S PROFILE

sleep don't pacify us until
daybreak sky lights up the grid we live in
dizzy when we talk so fast
fields of numbers streamin' past

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The Screenshot Topic Returns

but what does any of that have to do with the issue of stairs

this generic-ass jrpg map is not an Escher print. it is trying to represent the real world. and a sloped surface, viewed with the slope head-on, will appear longer to the viewer than nearby un-angled surfaces representing only its length or depth. this is very easy to represent given the tools he has. representing simple real-world geometry is not an incredible mystery.


besides, an RPG map is only about as abstracted as, say, a structural blueprint. blueprints will generally omit vanishing points from everything except promotional images of the completed work, and they can nevertheless be used to represent something that exists (or can be built to exist) in physical space.

p.s. they make an ass of umption???

One Piece Role-Play

FATE is really simple, yeah. it has three basic mechanics:

the first mechanic is fudge dice. these are six-sided dice marked with two +es, two -es, and two /s or blank sides. this means each die has an equal chance of coming up as a +1, a -1, or a 0. for most things, you roll four of them and add the results. unless something is particularly difficult or contested by something else, the number you have to beat is 0.

the second mechanic is Aspects. these are the meat of FATE's character creation, and they're there as literal expressions of what makes your character unique. an Aspect can be a personality trait, something from the character's background, an item that they hold particularly precious, etc. it isn't a good idea to use Aspects to represent regular equipment, but that's about the only limitation.

aspects can be either Invoked for a bonus, or Compelled to complicate things. an Invoke can give you a +2 on a roll, allow a reroll, let you declare something about the scene, or some other good stuff, but it costs a FATE Point (more on those later!). a Compel can force a failure, add a consequence to a success, or otherwise make bad things happen to you. you can spend a FATE Point to resist a Compel, but accepting it gives you one. FATE points are pretty precious, so you're going to have to eat a Compel once or twice if you want to keep them going.

as you can probably guess, this means Aspects have two sides to them. a good Aspect says something about the player, but also can be taken in more than one way. "Strong" is a bad aspect -- it's generic and vague. "A True Man's Heart is In His Fists", while kind of silly since I literally just thought of it in five seconds, is much better; it gives insight about the character's personality and general flavour, and has clear potential for Compels as well as Invokes.

depending on what the campaign is like, the GM might have extra guidelines to build Aspects around. for an example, here are the Aspects I created for a character in an ongoing Persona-based FATE game:

HIGH CONCEPT
Fallen Fashion Icon - Camille's time on the runways has trained him to put on a stoic mask and wade through discomfort. At the same time, dealing with the duplicity of the fashion world has left him with an instinctive distrust of other's motives, and made it difficult to speak candidly.
Invoke in any situation where poise or physical attractiveness are factors.
Compel to create distance and distrust.

TROUBLE
Beautiful Ruin - The suddenness of his dismissal from the fashion world left Camille feeling badly burned, and even his experiences during his time there have warped his perceptions. When all's said and done, people are just disposable -- and he's no different himself.
Invoke for dishonest actions and subterfuge, or insight against same.
Compel for self-doubt or further self-destruction.

ARCANA
The Tower - The sixteenth of the Major Arcana, symbolizing ruin and upheaval. Sudden, violent change, whether physical, ideological, or otherwise -- and without the promise of a comfortable denouement afterward.
Invoke for mental gymnastics and unexpected actions.
Compel to punish own preconceptions and force unclear thinking.

BACKSTORY
"Fashion is made to become unfashionable." - Camille was dragged into the politics and petty immoralities of the world of media, and for better or worse he's grown acclimated to them.
Invoke to move forward despite doubt or pain.
Compel for careless sociopathy or the temptation to use other people.

PERSONAL ASPECTS
Early Adulthood - Privately tutored and immersed in the world of business and marketing for most of his teenage years, Camille didn't spend much time around people his age. He's had to grow up quite quickly to keep up to speed, though in some regards he's still quite immature.
Invoke for worldly experience or a mature perspective.
Compel for naivete and ignorance about simple subjects.

Trance - Camille has ridiculous focus and drive, and can spot details others might miss when something has his full attention. At the same time, though, he can easily overlook obvious surface details or the bigger picture.
Invoke for greater insight with regards to fine details and to hold a focus.
Compel for tunnel vision, or to miss the forest for the trees.

Rootless - Beyond the passive professional mask, Camille is incredibly impatient. Before losing his footing, this was a minor quirk at best; now, though, it's as if he's got a grudge against anything resembling a barricade.
Invoke to break down obstacles between where you are and where you want to be.
Compel to become restless when restrained or inactive.


the third mechanic is, thankfully, much easier to explain in brief. they're FATE Points, and they're your currency when Invoking, Compelling, and doing various other little things. every character has a stat called Refresh that expresses how many FATE Points you have at the beginning of a scene. I went over how you use them before, but to summarize: you use them to Invoke an aspect and get bonuses, or to Compel an aspect on another character. you get more from accepting a Compel and complicating things for yourself. they mainly act as a way to encourage people to play their character's faults as well as their good side, and a method of rewarding good play.

most campaigns will add things depending on the needs of the game.

Skills are, well, skills. there are five ranks you can spend points on, with the lowest giving a +1 bonus to related rolls and the highest giving +5. some skills like Physique, Presence, and Will have other effects pertaining to...

Stress Tracks are basically HP, and come in Physical, Mental, and Social flavours. Physique, Will, and Presence give you bonus "boxes" on their respective Tracks. a player can reduce the raw damgage they take by taking a Consequence, which gives them a penalty on all related rolls -- you aren't jumping any fences if you take an Extreme (-6) Physical consequence, I'll tell you that much.

Stunts are like Aspects that you can tag for free in specific situations, and can include things like particularly strong weapons or tricks your character knows how to do. Camille has one that lets him take a Physical consequence for a bonus on an immediate roll -- in effect, this means that he can give a ridiculous, reckless kick way beyond his usual capabilities that totally wrecks a Shadow's shit but dislocates his leg in the process. generally, taking a stunt means you spend Refresh, so it's a tough choice to make.

there are probably some other optional things I'm forgetting, but those are the ones we've used in the Persona game so far. FATE Core is a nice collection of the basics and various optional rules, and I'm also pretty much an expert on the system if you have any specific questions.

personally, I'm crazy about FATE. it's a system for actual roleplaying, instead of just giving your character all the right numbers. it's resulted in some seriously interesting story stuff in my group so far.

The Screenshot Topic Returns

you know what, I think the onus is on the short-stairs crew now to take some pictures. find a staircase next to a wall, take a picture from on top of a stepladder, and then come back here and tell us how sorry you are for wasting our time.

The Screenshot Topic Returns

it is greatly abstracted, but go ahead and tell me how that means that it doesn't make sense to elongate a staircase a little. if you're just trying to prove that hey, you know math too, then uh

thanks for phoning in!

(to clarify, the abstraction exists to allow for a constantly moving vantage point -- a map with a realistic vanishing point would be constantly shifting as things at the edges came closer to the center of the field of view. given this, however, it's still fair to assume that the player's perspective is raised somewhere around that angle.)

What are you thinking about right now?

go into your cave

find your power luigi

The Screenshot Topic Returns

You just can't accurately represent 3D in a 2D environment


e: I do know what you mean and this still proves you wrong. 3D can be depicted in a 2D medium, or else all the rules of perspective, all the geometry employed by the old masters, Picasso's explorations of cubism, the entire field of architecture, and many, many other things would not exist. arguing that it can't makes me wonder if you have eyes or a head.

it's a general rule that you can visually reproduce (n)-dimensional space to a satisfactory degree using an (n-1)-dimensional medium. this, for instance, is a simulation of a four-dimensional object created in a three-dimensional program. it's a rubik's hypercube. please enjoy it!

I've even seen a five-dimensional cube modelled in a similar way, but I don't really have anything to compare it to to vouch for its accuracy.

One Piece Role-Play

the idea is something left over from a FATE Super Robot Wars-inspired game that I never got around to applying to -- basically, an experimental robot who serves as the power core and CPU of a much larger robot.

he has a prototype orgone crystal reactor in his chest which resonates with positive emotions to generate electricity -- and so he's literally powered by his own enthusiasm and how much his fans believe in him. to capitalize on this and generate as much power as possible, his designers made him pretty much into a character from a children's tokusatsu show. Machine Prince Robotman G-01, piloting Desperado King Impact G-02! the G stands for Gakutensoku, a not-so-subtle nod to a similarly ridiculous robot made in the 1920s.

oh, and he gets auxiliary power from eating spicy food. if a character gets shot down, I always salvage the parts.

Let's work on your game descriptions!

just a small thing, but I don't think (making flippant comments in parentheses) helps the tone that you seem to be trying to set with your description. it makes you sound... nervous?

either way, it isn't a good idea to belittle your story like this in the game's own description. if you yourself can't summarize it without making fun of it, it gives the impression that it's something that probably isn't worth the reader's time. if the phrase "one fateful day" makes you feel like you're being silly and derivative, take it out! simple as that.

The Screenshot Topic Returns

ahahaha @ calling poor perspective artistic license or suspension of disbelief or what-have-you

I forgot just how uncomfortable rpg maker users were with criticism! if you're going to try and argue that there's some deep artistic merit to the length of the stairs (in this well-made but incredibly generic snowy map) or that trying to be more accurate with them is impossible because 3D space can't possibly be represented in a 2D medium (ahahaha), then...

well, keep arguin'! I'm not gonna, because this is stupid.

(if you think basic trig is "pure math", by the way, then heaven forbid you ever read one of Shinichi Mochizuki's papers. you might explode.)

One Piece Role-Play

I should warn you that despite your attempts to create a serious and heartfelt giant robot battle environment, I will not hesitate to drop this nonsense right in the midst of it.