Thursday, June 29, 2023
AI studies: “Its just pattern recognition”
Friday, June 23, 2023
Progress in Ship Combat Rules. June 23 Friday 2023
Progress in the Ship Combat Rules. June and May was a busy month as Nicco's other job and all the social occasions and holidays cut into the production time. I just got the final yesterday and Nicco is proceeding to work on some Company Stuff (a presentation for people who are getting our IT services).
I on the other hand will be polishing some missing areas and doing the last editing before this is published. As well as creating the AI and Blender made art. And AI and Blender Art (using Blender as the image to image references).
(IT implementation with scheduling problems - I have to schedule AI training so that people suffer less Decision Fatigue in Planning - people avoid planning because it gives them decision fatigue but because they avoid planning, they have a lot of Unplanned work and cannot give Timeline Commitments, USING Ai to organize Tasks with Bard and GPT3.5 is going to be critical. Decision burnout happens when Sequencing Tasks and priorities, creating prompts for Critical Chain and Path for the AI to help supervisors will be crucial. We are looking at a future where market forces are dehumanizing people to rely on AI to perform executive mental functions. If AI can be used to reduce decision fatigue and manage it, particularly by making people have thoughtful yet engaged work).
List of Fixe Preliminarily
- Review the Whole Document.
- Clarify the Point Defense. - Particularly design goals. Current CE space combat system missle Saturation is the dominant strategy, everything serves the support of the missile barrage. Defense in Depth is uneconomical when I try to model the ships I would need vs the cost. (Just target the destroyers/Screening elements first). MNEME changes this putting more emphasis in Point defense and Defense in Depth, and skirmishes are not as decisive but the economic burdens of material replacement can make for strategic wins - This Allows PCs to win by Guile and allow Underdogs to Win. Which is what it was designed for - the GM may not know what they are getting into when using the "Stock" Ship combat rules and the implications - Mneme helps by showing its numbers and helping the GM craft a suitable set of goals for how they think Space Combat would run or take our recommendation.
- Clarify the Differences Between other Space Combat Systems. Used to shape expectations so people dont go expecting something they shouldnt.
- Example: Ship Combat Ends when the Scale of the Battle changes. Example - Ends when Boarding happens, example Dog fighting changes time scale.
- Copy Paste the Ship Stats from 230501-04 RAW CE SHIPS as the spreadsheet will be shared for people to be able to quickly make detailed ship stats that can be easily copy and paste - a strange bug makes it you have to copy paste first in Docs and Copy Paste in Docs to Roll20. Don't worry all buyers will have a the GDOC copy of the Book for their own Edits and Changes so that when they use it in their game they can Remove and edit portions they didnt agree with.
- Kit Bash some Ships and research if I can afford the time to create MAPS of these all these ships.
"Does this sound reasonable: In a Less Decisive Space Combat System - where overwhelming force is not as Decisive (just because they have more Missile Cruisers) then PCs shine? This is because if its less decisive, then Strategic Positions matter more and this is Where PCs do missions, gather intel, scout, network, etc... But in a Decisive Space Combat system - it focuses more on having the firepower? (Something for the AI and I to analyze; the Game Mechanics should make the GM's Job easier - and doesn't get in the way of Narrative Consistency - allowing the GM to fudge and improvise more).
If the space combat is not Strategically Sensitive - supply chains, logistics, politics, etc... PCs can tip the scales. and thus PCs matter."
Experimenting with Blenders's FreeStyle - the feature that draws Lines. Is it easier to make ship maps with Blender or Draw them by hand? Nicco already made modular Ship parts for me. And I made Kitbashes of ships using Mark Kingsnorth for this and just aligning them would just be all what I need.
This is an additional Cost I cannot afford, I went 3x my budget in making the 2 Parsecs from Sol - Making the FreeBees. I'm bleeding as a loss in every project. Because Its not really sustainable at this level of quality and my requirements. I want a GM out there to say " Hey I want easier to run Combat, I want a Hardish Scifi Traveller - enough for my Entry level science abilities, I want an easier to run Space Combat. I want ships that I can easily copy paste into Roll20. I want the people to design it thinking I will have to do less preparation." (Seeing Seth Skarkowski's videos give so much helpful prep material). Right now I'm in a hole for 5x what I spent. I just tell myself I'm spending on making books instead of buying books 😅 - I feel more fulfilled. The dream is to do this full time while work is stressing me out.
But knowing enough of the economics that for this - I gotta be like a Louis Rossman -audience - a lot of DIYers who like the tools and the philosophy. He's not mainstream. and that's the problem: How can you make a niche hobby break even when there really is a only a minority who is interested. Hopefully my IT services will help support my hobby as it will help us Buy the Graphic Cards I need to set up the AI lab in our data center. And considering how much marketing LR does, its going to be a costly hobby with no break even. I should just think of what I'm willing to spend on the hobby and accept that. In this day and era with rocket inflation and lowering quality of life as Cost of living increases - if I invest in a game that makes a few people happy - its not a bad life.
Sunday, June 18, 2023
Researching Creating a Character Generator
Wednesday, June 14, 2023
GURPS Tech Level 9 and CE TL 8 - VR Headsets and AI - Machine Vision
The VR headset Apple announced is masterful, and my wife knows me as an apple hater despite having an IPAD (and the reason is because of my Right to Repair beliefs). One of the lessons from Apple is that - they focused on a USE case and for the Scifi Prophets out there - the Screen Replacement or Vision Re-imagining.
Machine Vision
Meta should be thankful, they have the Supply Chain to follow Apple. Supply chain - is a big deal because it takes years to set up. Meta is the closest to Apple in positioning for this technology. Now Apple pointed out - VISION - use it for VISION!
Replacing Screens and Slowly creating immersive environments by having the highest fidelity is the high End market that is Experienced Based Products. Apple is correct in point out the use cases - the 3d Recording of Family moments and Taking the Machine out and recording your Beach, Forest, and Travel is going to be a source of new Influencers - This has been PREDICTED already in various scifi where people IMMERSE in VR and people experience things others have.
Even the normal person - the non geek knows how great this is. And they are willing to pay good money for it.
What does that mean to a TRPG gamer: With a Powerful Wearable Computing hardware to process Vision and AI able to TRANSCODE signals directly to our Visual Cortex - CYBERNETIC VISION. the blind able to see. (See news on AI brain signals)
Exercising the Eyes - if you follow Sci show by Hank Greene you may be inclined to the hypothesis that its reading and indoor conditions that resulted in Nearsight and if you've sat through your eye doctors explanation - then you may realize that VR allowing me to ENLARGE Distant objects allows my eyes to exercise and maintain the lense muscles that is needed to mitigate my vision loss.
Saturday, June 10, 2023
discussion with gpt4 on death and setbacks
Death vs. Setbacks
Absolutely, I'd be glad to help! Your thesis brings an interesting perspective to the table. Below is a comparison table exploring the pros and cons of character death versus setbacks in table top RPGs such as Traveller and the Cepheus Engine.
Character Death | Character Setbacks | |
---|---|---|
Pros | - Brings high stakes and tension to the game. | - Allows continuous character development. |
- Makes actions and decisions more impactful. | - Encourages creative problem-solving. | |
- Enhances the realism and immersiveness of the game world. | - Keeps the party dynamics and chemistry intact. | |
- Can lead to powerful storytelling and emotional moments. | - Makes the narrative more coherent and continuous. | |
Cons | - Can disrupt party dynamics. | - May not provide enough tension or risk. |
- May lead to frustration and disappointment for players. | - Players may become complacent or reckless. | |
- Can interrupt narrative continuity. | - Doesn't allow for the dramatic impact of a character death. | |
- Requires introduction and integration of a new character. | - May lead to the feeling of a game without real consequences. |
Considering these points, it's clear that both approaches have their own merits and challenges. Character death can serve to create a high stakes environment where each decision is crucial, and can lead to compelling and emotional narratives. However, it also poses challenges, as it can disrupt the party dynamics, interrupt the narrative flow, and possibly lead to player frustration.
On the other hand, using character setbacks as a consequence ensures continuity of both narrative and character development, retains party dynamics, and encourages creativity and problem-solving. But this approach can risk lowering the perceived stakes and tension in the game, potentially leading to reckless behavior from players or a game that seems to lack real consequences.
So, the choice between character death and setbacks largely depends on the kind of gaming experience you want to create. In some cases, a combination of both could provide the right balance of tension, continuity, and stakes.
Certainly! Creating meaningful setbacks may require a deeper understanding of character development, narrative crafting, and life experiences compared to character death, which is a rather definitive outcome. Below are some elaborations on the types of setbacks you mentioned:
Debt/Financial Obligations: A character may acquire debt due to a failed business venture, gambling losses, or even being tricked by a cunning adversary. This creates tension as the character needs to find a way to repay the debt, leading to quests or tasks they wouldn't otherwise undertake. This could even lead to moral quandaries if the means of repaying the debt conflict with the character's values.
Relationships and Duties: A character's duties to their family, kingdom, or organization can serve as a setback. They may be called away to deal with a family matter or required to perform a duty that conflicts with the group's plans. Relationships too can create conflicts of interest, leading to dramatic character moments.
Additional Responsibilities: The character may be thrust into a position of power or responsibility unexpectedly. This could be as grand as being named the heir to a kingdom or as personal as taking care of an orphaned child. These responsibilities can create logistical challenges, emotional stress, and narrative complications.
Reduction of Social Status: The character could lose their status, reputation, or rank due to a scandal, false accusations, or political machinations. This can affect their interactions with NPCs, restrict access to resources, and require them to work to clear their name or regain their status.
Tragedy: The loss of a loved one, destruction of a cherished place, or failure of a personal project can have deep psychological impacts on a character. This can affect their motivations, change their attitude, and even alter their alignment or worldview. The character would need to process their grief while continuing their adventure.
Trauma: This could be a result of a near-death experience, witnessing a horrifying event, or surviving a disaster. Trauma can manifest as phobias, flashbacks, or other mental health struggles. It can affect the character's ability to function in certain situations and require them to seek healing or therapy.
In using setbacks, it's important to remember that these should be meaningful to the character and their story. They should create opportunities for growth and character development rather than just being obstacles. Also, it's crucial to handle sensitive topics like trauma with care and respect.
Certainly, there are some challenges in implementing setbacks, especially for those lacking in life experience or introspective ability. Here are a few of those challenges:
Creating Believable Scenarios: Lack of life experience might make it difficult to create believable and engaging setback scenarios that resonate with players. If the setbacks don't feel real, they may not provide the intended tension or spur character growth.
Character Reactions: It could be challenging to predict how a character would react to a given setback, especially if it's a situation the game master (GM) or player has never personally experienced. This could lead to unrealistic or inconsistent character behavior.
Moving the Story Forward: Without enough understanding of how setbacks can be overcome, it may be difficult for a GM or player to guide the story beyond the setback. This could lead to a stalled narrative, player frustration, or a premature end to the storyline.
Handling Consequences: In the real world, setbacks often have far-reaching consequences that can be complex and nuanced. A less experienced person might struggle to fully represent these consequences in a game, leading to oversimplified scenarios that don't capture the full impact of the setback.
AI tools like GPT-4 can indeed be helpful in addressing some of these challenges. They can suggest plausible setback scenarios, help predict character reactions, propose strategies for overcoming the setback, and explore possible consequences. They can draw on a vast amount of data and information to generate these suggestions, making up for a person's lack of life experience to some extent.
However, AI has its limitations too. While it can provide suggestions based on patterns and examples in its training data, it lacks the personal understanding and emotional depth that comes from real-life experience. It also lacks the ability to understand the specific context of a game, the nuances of player dynamics, or the long-term narrative arcs that a human GM may have in mind. Thus, while AI can be a useful tool for generating ideas and solutions, it should be used in conjunction with human judgment and creativity.
Ultimately, the most effective way for a less experienced person to get better at using setbacks in their games may be to gain more experience—both by playing and running more games, and by seeking out diverse life experiences outside of gaming. Reading widely, exploring different genres of fiction, and engaging in empathetic conversations can also broaden their understanding of different types of setbacks and how people respond to them.