luckykaa: (steamy)
Dressed in finest leather trousers, waistcoat and goggles.  Looked very steamy.

Went to Kew to see the steam museum with various friends. They have a steampunk exhibition on at the moment.  Saw a demonstration of some little Tesla coils.  Also a demonstration of a big Tesla coil.  Saw a demonstration of bottle rockets, steam engines, old big diesel engines, steam and atmospheric pressure being used to crush cans, steam and atmospheric pressure being used to crush an oil drum, and took part in a tea duel.

The little Tesla coils were more interesting because the chap who made them answered questions.  Lost the tea duel in the first heat.  Didn't actually have any desire to win since that would have meant I'd be obliged to come for the finals. 

It was a fun way to spend a Sunday  Hope the Engineerium reopens some time.  Would be nice to have a working steam museum a bit closer to home.  Even with the distance, the one at Kew is well worth a visit.
luckykaa: (Default)
I'm pondering a way to deal with wealth in an RPG system. 

The simplest method is, to have an amount of Pounds, Dhillings and Pence, or Dollars and Cents, Credits, gold and silver coins, Galleons, Sickles and Knuts, Florins, Marks, Credits, Drogna or Triganic Pus. 

This is a very flexible and intuitive system.  Sadly it can get complicated.

What if you have a game where you can play a trader or a pirate?  One climbing the financial ladder matters.  You buy yourself a ship.  Suddenly you have a capital asset that's making you money.  It gets you commissions.  It allows you to trade.  It gets damaged.  It has running costs.  Suddenly you're in a world of trouble because you need to balance all this stuff.  Too much income and there's no challenge.  You just keep getting bigger better ships and end up with runaway profits.  Too little and the ship doesn't even pay for itself.  You don't really want to worry so much about supply and demand, cost benefit analyses, and spreadsheets.  Well,some people do, but I don't.

So ideally you want to abstract a lot of that away.  But then it gets too simple. 

You want to haggle for parts and bribe customs officials to decide not to look in one of the crates.  You want damage to matter and you want to get those juicy commissions.  But not only that, the system has to work for other characters as well.  A lower class character might decide to buy someone a drink or twelve  to get them talking.  An independently wealthy character might want to commission a vessel or hire an assassin. A conman might want to invest in some expensive clothes to fit in with the wealthy marks. 

There has to be a balance between abstract and detailed.  I can't work it out though.
luckykaa: (Default)
Hate when plans change last minute.  But my plans changed last minute. 

And now I realise I could have gone to a London Sci-fi meetup. 

Not that the weekend was totally unproductive.  Did oodles of game design type stuff.  Get the combat system working.  Cross referenced it with The Princess Bride, the waterwheel fight in PotC: At Worlds End and the lightsaber battle in Phantom Menace.  It works.

Also statted some skyship stuff.  Simplified the system a lot.  Makes the table I spent so long working out sort of redundant but it's a much nicer, simpler system.

A design goal here is keeping calculations out of the system where possible.  We don't even add dice any more (although there's some exciting probability stuff for those who care to work it out).
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