SubspaceEngine
u/SubspaceEngine
Hi, sorry if this is a silly question, but I'm pretty new to storytelling in-person and also only ever been the spy online.
Which way do you hold the grimoire for the spy? Do you stand next to them, or do you stand in front of them and hold it away from you - or does that depend on the space?
And if the spy is at the top or side of the circle, do you ever rotate the grim for them? Or even provide that as an option to the spy? Because I assume it would be pretty confusing to have to rotate the seating of the people in your head. (As storyteller, I frequently re-orient myself during the night by facing "due North" so-to-speak, but the spy doesn't have that luxury).
Thanks!
I ran my first game of TB in person tonight (I've storytold online and played in person before). Of the nine players, we had a Spy claiming Recluse, Imp claiming Saint, Librarian claiming to have seen a Drunk and the only real outsider was the Butler.
I'd had the librarian see a drunk between empath and spy. Gave the Imp a bluff of Saint (which they took), and the Spy decided to take the claim of recluse (because they'd been seen by investigator). Of course, I'd built the game around the sole outsider being a butler because no-one would expect me to do that.
Town was convinced of a baron world. Final 3 had the librarian, the Imp-claiming-Saint, and a soldier, and Evil got their demon off
I want to play a version of Rimworld where I play as a group of bandits / raiders / pirates, stealing or trading for everything I need rather than producing much, if anything, of my own.
In order to do this,
- I need to be able to survive off of just trading for food (and knowing I will have a stable food supply). No agriculture for me! I want to steal other people's valuables, and buy my own food instead. For this I was thinking the Trading Economy mod. (This will also let me trade for various other items).
- More importantly, I need to have victims to plunder. It's just too difficult in the base game to get to the level of raiding en
Hi All,
This is my first project of this size in Elm. (I mostly code in Java.)
Source: https://github.com/mark-chimes/trading-post
Demo: https://mark-chimes.github.io/trading-post/
You play a shopkeeper selling items to customers (eventually, they'll be adventurers).
One of my main goals is to make the game very disabled-accessible, e.g. playable by someone with poor eyesight, blind (with screenreader), low motor skills / reactions, etc. which is a big motivation to make it in Javascript / Elm. (Also I wanted to see how functional programming works)
**I'd appreciate any commentary you mi
I have an idea for a campaign which I am still planning out. The following poem will form an introduction to the campaign. It describes the history of the area in which the game will take place.
It removes part of the poem, replacing it with a darker depiction of its destruction.
I am also planning to make the rest of the original poem relevant. Perhaps they could be two different versions of the same poem told within my world.
Any thoughts?
Without further ado, the poem:
In Xanadu did Kubla Khan A stately pleasure dome decree: Where Alph, the sacred river, ran Through caverns measureless to man Down to a sunless sea. So twice five miles of fertile ground With walls
Hi all!
Intro I have been continuing (slowly) with development on my trading post game. The full github repo is here: https://github.com/mark-chimes/trading-post and a live demo here: https://mark-chimes.github.io/trading-post/
My Question: I want to implement a dialog with NPCs which react to the player, based on their desires / mood etc.
As a very first iteration, I have something which allows you to offer them gold, or ask them for gold (the UI is still rough and the flow of actions will probably change).
Now, I am used to thinking in an imperative style.
What I would have done in imperative (Java-like) pseudocode is, when the player submits their offer / request
Hi all!
Apologies for the long post. First some preliminaries of the details of the game, and then my questions are below.
I have some knowledge of programming, mainly Java, though no Javascript, and recently became interested in Elm as a nice way to learn functional programming. I've really enjoyed using the functional paradigm thus far.
Game Details I am creating a game in which the player runs an item shop in a village on the edge of a mysterious wilderness, and sells items to adventurers who walk past. (Inspired by Shoppe Keep, though my intended gameplay is very different)
I intend the gameplay to take place mainly via speech - alternating between the customer and the player,
(I'm in the early stages of creating a text-based computer game called "Novus Orbis", which will involve survival and crafting tech on a hostile alien world. To this end, I am looking at existing astronomy for inspiration. This is my first post on this sub. I hope such questions are allowed by the community standards.).
How Plausible is the idea of Sulphur-Silicon life on e.g. Jupiter's moon, Io?
Replace carbon with silicon, replace oxygen with sulphur, get energy in the form of tidal heating and boom, you should be able to get a plausible form of biochemistry, right?
How Plausible is Sulphur-Silicon life on Jupiter's moon, Io?
I mean for sci-fi rather than what might actually be there.
Replace carbon with silicon, replace oxygen with sulphur, get energy in the form of tidal heating.
What are your thoughts?



![[MEME] The Theories I Come Up With Trying to Piece Together What Happened](https://i.redd.it/3l4j81abt0f61.jpg)
![[MEME] Please help! Doesn't want to accept my answer?!](https://i.redd.it/3jjcd2et7kh51.jpg)
