Agender computer scientist arguing that they're heterosexual by definition because it's only gay if personA.gender == personB.gender and in any sensibly typed high-level language null == null does not evaluate to true.
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At this point I've seen like three unconnected pieces of American media set in a superficially idyllic small town with a big fuckoff lake that functions as a liminal boundary between the Known and the Unknown and in which a major character attempts suicide by drowning, and now I'm wondering if the Liminal Death Lake is just a thing American small towns have.
Wizards announced a world of warcraft crossover. so I guess my question is obvious. what's the origin of Chromatic Dragons Vs. Metallic Dragons?
The idea of colour-coded dragons basically began as a convenience thing. Fantasy minifigs were very hard to come by when D&D was first starting out – remember, tabletop RPGs did not branch off from fantasy wargames as is sometimes claimed; they developed in parallel with them, both having budded off from traditional historical re-creation wargames at roughly the same time – so groups often resorted to buying bags of cheap plastic dinosaurs from dime stores and just re-painting them. Customising a plastic figurine is hard; slapping a coat of red paint on a spinosaurus and saying "that's a Red Dragon" is easy.
(Amusingly, this is also where we got several other iconic D&D monsters. Dime stores were not always conscientious about the origins of their toys, and bootlegs of licensed characters frequently ended up in the mix. The owlbear, the bulette, and the rust monster are all the product of D&D's creators coming up with stats for some shitty recasts of several Ultraman kaiju they found mixed in with their dinosaurs!)
As for the further subdivision into chromatics versus metallics, it seems to have been a symmetry thing. Metallic dragons per se are not present in OD&D; it has the five familiar chromatics in their minifig-primer hues, plus a singular lawful-aligned gold dragon, which Gary Gygax claimed in a 2003 interview had been modelled after "Oriental dragons" (his words) in order to suggest that it was a separate kind of critter and not necessarily related to its Western-inspired chromatic counterparts. It's likely that it's gold simply because long are often described by historical sources as having golden-hued scales.
The lone gold dragon was later expanded in AD&D 1E into the set of five we have today; as far as I'm aware, they don't have specific media inspirations, instead being designed mainly to provide each existing chromatic dragon with an assigned opposite number. If you wanted to be especially annoying about it, you can thus assert with complete technical accuracy that D&D's metallic dragons are anti-Warios.
(As an aside, a claim you might bump into in some sources is that Anne McCaffrey's Dragonriders of Pern series is the ultimate inspiration for D&D's chromatic dragons; however, while the first Pern novel does pre-date OD&D by six years, as far as I know there's no evidence that D&D's creators were aware of McCaffrey's work. Gygax in particular wasn't keen on "women's fantasy", for reasons I trust are obvious!)
The first D&D product that I'm aware of that includes a list of works for inspirational reading with a significant percentage of women authors is the 1981 Moldvay-Cook Basic Set. I haven't made a count to get a ratio but it includes Le Guin, Cherryh, Norton, Brackett, Kurtz and, yes, McCaffrey, among others, including a fair number of authors of nonfiction work whose names aren't as well known.
By contrast, Appendix N in the 1978 Dungeon Master's Guide, of which Gygax was the sole credited writer, has but one woman's name -- Norton. I can only imagine Gygax's surprise when she was named SFWA Grand Master some seven years later.
Yeah, in my experience most male sci-fi fans of Gygax's generation were straight up unaware that Andre Norton was a woman. That confusion let her stuff sneak into some reading lists you wouldn't otherwise expect.
McCaffery's colored dragonology is much funnier than D&D's will ever be, because she made the girls Green and Gold and the boys Blue, Brown, and Bronze, and then actually published that.
If you don't mind me asking, what would you say are the biggest stupid tables you've ever seen and/or made?
In terms of Big Stupid Tables I've personally contributed to, the most ambitious to date would probably be the Core Costume Deck from Costume Fairy Adventures. 108 entries isn't huge by itself, but it's notable for the fact that all of those entries are fully illustrated, which is something I probably wouldn't do a second time, save perhaps as the product of a very meaty stretch goal; even with most of its artists offering very favourable rates, Costume Fairy Adventures ended up turning a modest loss due to the sheer volume of art it required.
In terms of the most ambitious I've seen, probably one of the miscellaneous wild surge tables that were floating around back in Advanced Dungeons & Dragons 2nd Edition's netbook era (i.e., back before PDFs or file-sharing services were a thing, and fan-created supplements were circulated in TXT format via Usenet posts and anonymous FTP servers). Many of them were the product of dozens or hundreds of collaborators and routinely exceeded ten thousand entries in length – for a time, a D&D netbook was hardly considered complete without a d10000 table to call its own.
(This quantity-over-quality approach did of course result in many entries being quite bad, as well as producing tables which had a tendency to ambush players without warning with extreme fetish material that many folks in the year 2026 would probably be quite surprised to learn was already a fixture of D&D games as early as 1990. Still, sometimes I miss that level of collaboration; you hardly ever see it these days outside of game jams with very specific themes, and usually not even then!)
I don't think it ever released, but I helped proofread one of these! Despite being mostly the work of one person it still had plenty of problems.
The ways in which a lot of entries were bad are also interesting. There were some gems, of course, but also:
Repetitive entries
Non-gameable or inconsequential results
Overly-impactful results.
Do we really need a dozen different substances that could replace your bones, all of which are fatal? Do we care whether Dire Wolf #137 will have a weird dream tonight given the players will never know? Do we want bumbling apprentice wizards to rearrange whole countries in ways powerful ancients could never do on purpose?
Even the fetish material usually failed on one of those counts, like repeating minor variations or creating situations with no clear mechanical effect - doomed to be forgotten unless they are unduly dwelled upon.
Those kinds of tables cam be an interesting exercise in game design though - rolling a few entries and deciding how they'd work and whether they would fit the intended tone, scope, and power of your game could be illustrative.
Yeah, ending up playing Mad Libs with the entry format (i.e., working up long stretches of entries that are identical except for some functionally inconsequential adjective) is almost always what you get when someone tries to fill out a large lookup table solo. There's a reason I always bring on co-writers even for relatively modest Big Stupid Tables, and I'm far from alone in that – help with filling out tables is one of the most common reasons for indie tabletop RPGs to sport co-writer credits (and if you're not doing this already for your own game, you should be!).
now I want to see a game of Big Stupid Table telephone. A makes 5 entries to an unidentified BST and sends them to B, B makes 5 new entries based on the first 5 and sends them to C, C sees B's five entries and makes 5 more, etc etc
Game that initially appears to be a porn VN starring a Perfectly Generic Male Protagonist, except when you get to the "here's how the sex mechanics work" portion of the intro the girl has a Magnitude 10 klutz moment and accidentally kills him, upon which the viewpoint switches to her and the rest of the game is a reverse investigative procedural about trying to cover up the fake lead's death.
(To be clear, while the game's narrative tone is moderately satirical, the non-fakeout lead herself isn't played for laughs, and she's actually pretty traumatised about accidentally killing a random hookup. There's a bad ending if you max out her mental stress meter where she ends up confessing to a murder she technically didn't commit.)
the sex mechanics remain an important part of the game, and the fact that the tutorial cut out half way through is an important knowledge gate needed to reach most of the best endings.
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Reverse love triangle where character A is trying to play wingman and set character C up with character B, and character B is trying to play wingman and set character C up with character A, and neither A nor B realises what the other is doing.
my 'favorite' triangle variant was the no-triangle from the Arrows of the Queen trilogy where C is crushing on A but thinks B wants her, B thinks A and C would be a good couple but thinks C likes him, and A is crushing on C but thinks B and C are an item.
No triangle, just three idiots who can't communicate.
I'm sure nepotism played an important part in her appointment, but you make it sound like she was a housewife, and not the former South Carolina Vocational Rehabilitation Department's public information director, and the commissioner and agency head for the South Carolina Commission for the Blind.
A frequent remark in Eat God's latest round of playtesting has been that the aggressively random nature of playsets can put the GM on the spot to figure out what's happening at a randomly drawn location when the God-eaters arrive or how two randomly drawn NPCs relate to one another. Our solution, of course, is more Big Stupid Tables.
The table on the left, Location Events, is intended to be used in a roll-twice-and-combine fashion to keep players on their toes; each entry is designed to be broadly compatible with being paired with every other entry, though some pairings may take a bit of thinking to reconcile. The tablet on the right, NPC Connections, is aimed more at one-and-done rolls, both because there may be several pairs of NPCs who need fleshing out and because many of the most fun possibilities tend to be mutually exclusive of one another. In both cases, the final rules text will encourage player participation to help the GM brainstorm what the results mean if there's any doubt.
(As you've no double noticed, we still have about 20/72 slots left to fill if there's anything you'd especially love to see that 's not already on there!)
Plaintext under the cut, as it wouldn't fit in the image's ALT text:
Random Location Events (roll twice and combine)
11 (2 of clubs) Something is broken, leaking, or slightly on fire.
12 (3 of clubs) One of the NPCs present is not supposed to be here.
13 (4 of clubs) Something of value has been stolen or mislaid.
14 (5 of clubs) Preparations are underway to mark a special occasion.
15 (6 of clubs) An expected person or group has failed to show up.
16 (7 of clubs) Ingress is blocked by a (literal or figurative) gatekeeper.
21 (8 of clubs) The location is undergoing renovation or repairs.
22 (9 of clubs) A noisy argument, brawl or competition is underway.
23 (10 of clubs) The God-eaters' arrival has interrupted something.
24 (2 of diamonds) A crowd has gathered to witness an unusual
spectacle.
25 (3 of diamonds) Something normally abundant is unexpectedly scarce.
26 (4 of diamonds) A trap, ambush, or surprise party lies in wait.
31 (5 of diamonds) The location has been besieged, invaded or occupied.
32 (6 of diamonds) A procedural or bureaucratic obstruction has arisen.
33 (7 of diamonds) Something has gone awry, with evidence of sabotage.
34 (8 of diamonds) A curse, haunting, or weird malfunction has appeared.
35 (9 of diamonds) Smoke, fog, or lighting trouble reduces visiblity to nil.
36 (10 of diamonds) Milieu-appropriate wildlife has gotten into something.
[15 blank rows]
64 (8 of hearts) An outside force threatens the location's destruction.
65 (9 of hearts) Security or surveillance is much higher than usual.
66 (10 of hearts) The God-eaters are mistaken for someone else.
Random NPC Connections (roll once per pair)
11 (2 of clubs) One owes a debt which the other wishes to call in.
12 (3 of clubs) Scheming together, but each plans to betray the other.
13 (4 of clubs) One needs a favour which only the other can grant.
14 (5 of clubs) In an unequal friendship which is ready to fracture.
15 (6 of clubs) One blames the other for some (imagined?) wrong.
16 (7 of clubs) Formerly close, and still stinging from the falling-out.
21 (8 of clubs) One envies the other's looks, talents or good fortune.
22 (9 of clubs) Gleefully enabling each other's worst tendencies.
23 (10 of clubs) One grudgingly defers to the other out of debt or duty.
24 (2 of diamonds) Concealing a socially inappropriate relationship.
25 (3 of diamonds) One finds joy in deliberately antagonising the other.
26 (4 of diamonds) Pretending to be enemies, but secretly in cahoots.
31 (5 of diamonds) One wants to discredit, humiliate or upstage the other.
32 (6 of diamonds) Quarrelsome for reasons unclear even to themselves.
33 (7 of diamonds) One regards the other as a wise mentor or role model.
34 (8 of diamonds) Hopelessly in love, though neither will admit it.
35 (9 of diamonds) One has mistaken the other for someone else.
36 (10 of diamonds) Obligated by circumstance to tolerate one another.
41 (2 of spades) One thinks the other seriously needs to loosen up.
42 (3 of spades) Fair-weather friends, ready to turn for the right price.
43 (4 of spades) One suspects the other is up to something nefarious.
44 (5 of spades) Arguing like an old married couple, and just as loyal.
45 (6 of spades) One feels responsible for the other, and resents it.
46 (7 of spades) Trying very hard to ignore each other's presence.
51 (8 of spades) One is trying to bribe, subvert or seduce the other.
52 (9 of spades) Competitive to a fault over absolutely everything.
53 (10 of spades) One is oblivious to the other's blatant infatuation.
[5 blank rows]
63 (7 of hearts) One feigns loyalty to the other, but has a hidden agenda.
64 (8 of hearts) Best friends forever, to a faintly obnoxious degree.
65 (9 of hearts) One has a secret the other is determined to uncover.
66 (10 of hearts) Devoted rivals for an extremely trivial reason.
Inadvisable writing challenge #137: Write a conversation in which every utterance is tagged (i.e., either prefaced or followed with some variation of "[they] said"). See how long you can keep it going without ever using the same dialogue-tagging verb twice.
How do you calculate odds of successive rolls in "x of outcome 1 before y of outcome 2" scenarios? I'm specifically trying to figure out how much effect certain adjustments to the death save mechanic have on dnd5e's lethality, but it would also be useful for estimating things like montage tests in Draw Steel.
Fortunately, death saving throws are a lot simpler than the general case of "X of outcome 1 before Y of outcome 2" because (probability of outcome 1 + probability of outcome 2) equals 1; the presence of a "neither" case can throw a monkey into the wrench.
Since there's no "neither" outcome, the number of rolls you can possibly make is bounded; "three successes before three failures", for example, will never exceed five rolls, because after the fifth roll you're guaranteed to have at least three of one outcome or the other. That makes it possible to enumerate every possible sequence of outcomes:
Let's assume that our S (success) result is rolling a 4 on 1d4, and our F (failure) result is rolling anything else. We can then work out the odds of each case, like so:
Adding up our target outcomes, we get 106/1024 odds of three successes before three failures, and 918/1024 odds of three failures before three successes. (If these don't add up to 1, you know you missed a case somewhere.)
Once we've got the symmetrical case (i.e., X successes before X failures), we can deal with asymmetrical cases simply by changing up which rows in the probability tree we've already constructed count as which outcome – we needn't start from scratch. For example, the odds of two successes before three failures moves all the 27/1024 rows in the above table into the "overall success" bucket, and we arrive at 268/1024 odds. Similarly, "three successes before two failures" would flip the 9/1024 rows over to the "overall failure" bucket.
(Now that we know what's going on "under the hood", the obvious follow-up question is "is there a general formula I can use to skip constructing the probability tree and get the answer directly?". The answer is "probably, but I don't recall it off the top of my head". If we're lucky, one of the several mathematicians following this blog will be able to correct my omission!)
This is a case of a Negative Binomial Distribution, which is a generalization of a Pascal Distribution.
P(k failures before r successes) is given by
where p is the probability of success on a single roll, and the first factor is the binomial coefficient.
(Wikipedia says the negative binomial distribution is the same as the Pascal distribution, but when I took stats a thousand years ago, the Pascal distribution was the special case where r=1.)
Edited to add: AFAIK there isn't a nice closed form for P(at most k failures before r successes), so you'll need to add the individual probabilities manually. However, for death saves, k should be reasonably small.
Several folks have brought up the negative binomial distribution, but I'm reblogging this one because it's the only one that clarifies that what it gives you is the probability of "exactly k failures before r successes", so you still need to add up each individual case to get "at most k".
all of this works if neutral results are present if neutral results are completely ignored (i.e. treated as if the roll didn't happen). You just have to use the P(success) / (P(success)+P(failure) ) as the probability of success and P(failure) / (P(success) + P(failure) ) as the probability of failure in the above equations.
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Dice pervert question: how would you use two eight-sided dice to choose between four outcomes with 31:31:1:1 odds? I can find several ways to do it, but none feel elegant or mnemonic.
Assuming we're talking about two identical dice (i.e., so no goofy tricks like comparing the values of two different-coloured dice, d88 lookup tables, etc.), if I needed that exact distribution, my inclination would be not to overthink it; take the sum of the dice, with result A (1/64) on 2, result B (31/64) on 3–8, result C (31/64) on 10-15, and result D (1/64) on 16. On a sum of exactly 9, use some sort of 50/50 tie-breaker (e.g., a coin flip) to decide between B and C.
(You could dispense with the coin flip by using a tie-breaker which depends on the dice you already rolled and yields a similar 50/50 split; e.g., a sum of 9 in which any dice show 1s or 2s goes to B, otherwise to C. Whether that qualifies as elegant or mnemonic really depends on what you're using it for!)
Yeah, using the property that 2dX is equally likely to roll an even sum or an odd one was my first thought; however, in order to pluck out the 1/64 results without disrupting that balance, you'd need one of the 1/64 results to be an even sum and one of them to be an odd sum, and there's no way to uniquely select an odd sum of 2dX without using colour-coded dice or otherwise making the order in which the dice are rolled significant.
after sum (sic) thought, I've decided that my favorite way of handling this is: if the sum is less than 9 or unlucky 13: result A, else result B, except for 2 or 16 which are C and D
If you want to do 2-8 and 10-15 and split the 9s, you could split the 9s on whether the difference was less or greater than 4.
Dice pervert question: how would you use two eight-sided dice to choose between four outcomes with 31:31:1:1 odds? I can find several ways to do it, but none feel elegant or mnemonic.
Assuming we're talking about two identical dice (i.e., so no goofy tricks like comparing the values of two different-coloured dice, d88 lookup tables, etc.), if I needed that exact distribution, my inclination would be not to overthink it; take the sum of the dice, with result A (1/64) on 2, result B (31/64) on 3–8, result C (31/64) on 10-15, and result D (1/64) on 16. On a sum of exactly 9, use some sort of 50/50 tie-breaker (e.g., a coin flip) to decide between B and C.
(You could dispense with the coin flip by using a tie-breaker which depends on the dice you already rolled and yields a similar 50/50 split; e.g., a sum of 9 in which any dice show 1s or 2s goes to B, otherwise to C. Whether that qualifies as elegant or mnemonic really depends on what you're using it for!)
Soulslike boss fight that riffs on the Black Knight sketch from Monty Python's Quest for the Holy Grail where every time you hit a new phase you hack off a limb, and somehow it just keeps getting harder. Most guides recommend cheesing burst DPS to skip the hopping-on-one-leg phase because it's just plain unfair.
you can reduce the difficulty by chucking an artificial limb at the boss, but make sure it's one that auto-attaches, or she'll just beat you over the head with it.
why did elementary and middle school teachers get so mad when you finished your work early and did silent reading? I was an A/B student and some of them would be so pissed when I finished my test within 15 minutes and whipped out my N. D. Wilson novel or whatever
Everybody knows elementary and middle school students need to pretend to be slaving away at math problems for the full 8 hour school day to prepare them for the torture of adult employment.
When asked teachers would say it's because it makes the other kids feel bad
Boo fucking hoo
The constant bullying made me feel bad but nothing was ever done about that was it teacher? Let the other kids take the full hour to take the exam, I'm done in 30 and got the answers correct so just let me sit here and read quietly, I've earned it!
I had a friend in high school who got in trouble for reading after a test. They sent him to detention for the rest of the period... where he spent his time reading.
As a trans woman, I really, really, don't appreciate people acting like they know what it was like for me growing up. Like yeah, I realize that your childhood was like that and I'm sorry that you were treated that way. But don't act like that's how it is for everyone.
I was very much seen as one of the guys growing up. I went to "boys nights" with the guys, which typically consisted of very masculine activities, I had gay cis dudes hit on me, I never once was seen as anything other than a dude.
Guys never once mistreated me, or saw me as anything other than a man. Even through University, I was seen as a man to the point where my University friends were shocked when I came out to them as a trans woman.
I was even treated as "one of the safe ones" all through high school by the girls I hung out with. I had an all female friend group that I hung out with and gossiped with, and was allowed to hang out with them in and out of school, because friendship with me never came with the possibility that I was gonna make things weird and try to fuck them. I showed no interest in dating them and treated them like any other person.
They literally called me a "Girl's guy".
So, your experience isn't universal, and I really wish people would stop acting like their trauma is standard. Because it's not.
And then there's my husband, who hated being a girl, hated femininity, was bullied by girls growing up, never had any friends aside from a few guys in high school, and was never accepted as a girl by girls.
They truly aren’t, because I for one actually grieve the boy I used to be, even though that isn’t who I am anymore. I mourn what could have been and yet I’m excited for what is going to be. I felt fine being a boy, and was very much seen as one of the “bros” once I finally found a friend group (even if they still treat me as one of the bros but that’s a separate matter) I personally had very little trauma surrounding my identity growing up as a young lad, even if I constantly felt out of place. Just like being trans is a spectrum, so is trauma. No one’s trauma is the same and you CANNOT presume what other people have gone through.
I have such complicated feelings about my body and gender and growing up, like... I wouldn't be who I am if I hadn't been an Oldest Daughter and an Oldest Of Three Sisters in a very conservative rural home*. I loved being successfully pregnant! I hated everything else about having a uterus. Once we were done working together, I wanted it gone.
There is not one true way to be Trans any more than there is one true way to be a man, a woman, or non-binary.
*my brother and I had a loooong conversation about that once we both came out, bc like... having been that thing was important to both of us, but so was no longer being that thing. And it felt shitty to me to deny our sister's life experience too by saying "sorry, that didn't actually happen. We were never sisters."
I said "when I was a little girl" to TH recently, and bless him, he tried to correct me.
"NO, Imi. You aren't a girl."
Sweetheart, back then I thought i was.
"NO"
Which is to say, gender can't be flattened without losing something. It's a social construct. It's a set of traits linked to secondary sex characteristics. It's a spectrum. It's a Potato Head of expression and performance and identity. It's all of those things and none of them and I'm going to shake it shake it shake it shake it until all the weird stereotypes fall out and then I'm going to EAT IT with GLITTER and KETCHUP.
And if there's one universal way to experience any of that^, I'll eat that too.
Little girls can grow up to be men, and little boys can grow up to be women. Anyone who thinks that these statements are transphobic have replaced one set of prescriptive genders with another.
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Keeping a supply of geegaws and whatsits on my desk so that whenever my cats are being brats I can throw a random object they've never seen before at them and thus keep them occupied for the next 5–20 minutes while they Investigate The Mystery.
The real divide in the Legend of Zelda fandom is the one between folks who'd be perfectly happy to see Princess Zelda leading a mainline title versus folks who specifically want a mainline game featuring girl!Link.
This is not a framing that has any room for "both". If you're asking for both, you're not one of the people who would be satisfied with simply seeing Zelda get more mainline lead time, so you're in the second bin.