Happy Merdeka(Independence) Day. This day in 1957, Malaysia declared its independence from colonial British rule.
I don't really have any plans for today other than stay at home and enjoy the day off. :P I'm never going to any Merdeka Day celebration again. Ever since that day 2 years ago when my friends and I were packed like sardines in a can on our way back from KLCC.
And it all happened outside the train station. They wouldn't let so many people crowd around underground in case of suffocation. Even outside, I saw a lady near me faint and a guy next to her was fanning her. If it was this hectic just to get on the train, think about the traffic jam. <_<
Nonononono... never again...
Thursday, August 31, 2006
Wednesday, August 30, 2006
Cool Open Source Stuff
I have a collection of useful Open Source drawing applications that I wish to share. They are pretty useful and you can make really good drawing/3D model with them and best of all, they are FREE!
Inkscape is a vector graphics drawing application similar to Adobe Illustrator.
GIMP or GNU Image Manipulation Program is a photo/image editing application that's has a lot of similarities with Adobe Photoshop. It also can be used to make animated GIFs.
Blender lets anyone create 3D models. If you can't afford Maya or 3D Studio Max, Blender would be a good choice.
Google Sketchup is another 3D drawing application. It's not really open source, but it's free. And I like it. :) It's quite limited in functionality compared to Blender, but if you need to make 3D prototypes of your designs, then Sketchup is a very good choice.
Inkscape is a vector graphics drawing application similar to Adobe Illustrator.
GIMP or GNU Image Manipulation Program is a photo/image editing application that's has a lot of similarities with Adobe Photoshop. It also can be used to make animated GIFs.
Blender lets anyone create 3D models. If you can't afford Maya or 3D Studio Max, Blender would be a good choice.
Google Sketchup is another 3D drawing application. It's not really open source, but it's free. And I like it. :) It's quite limited in functionality compared to Blender, but if you need to make 3D prototypes of your designs, then Sketchup is a very good choice.
How I Role-Play
When role-playing, you take control of the lives of a character who might be different than you. When, I role-play a character, I think of what he would do in that situation, not what I would want him to do.
For example, if there's a couple of orcs in a corridor with you, and at the end on your side of the corridor, you know there's a large oak door with a latch, my character would rather run back through that door and close it behind him. He would want to survive the encounter rather than fight them and take a beating, unless there's no other way but to fight them, or the character loves to fight (which is the usual way most players play their character).
Most of the time, players would attack the two orcs, calculating that you can kill both of them and get more XP(experience points) for the kill albeit with some serious hurt on your side, but you'll survive.
I blame the player's laziness in not thinking some other way to avoid the fight. They would argue that the quickest way to overcome them is to kill them, which I think is not true. Or saying that, they would lessen the number of enemies by killing these few. It might, or it might not, it's up to the DM. :)
In a way, I also blame the DM. It's the system of killing monsters for getting exp that makes players play this way. In my opinion, XP should be given if the players manage to survive an encounter or did something to avoid such encounters, such as hiding and then slipping behind their ranks (in some cases... no wait... in a LOT of cases, they go behind them just to kill them while their backs are turned <_<) instead of going in with full guns ablazing.
Giving monsters XP for the players to harvest is just not right, which is why I'm not giving XP for the number of monsters killed in my campaign. I have a set of XP for each encounter, if the player can survive the encounter, either through guile or force of strength, I will still give them the same amount of XP regardless of the number of kills. The party survives, all members gain experience regardless of whatever action they take. If you run away while the others fight (if it's in your character to do that), sure, same XP. The player would just have to prepare for the consequenses later if he/she is left alone to fend for him/herself.
For example, if there's a couple of orcs in a corridor with you, and at the end on your side of the corridor, you know there's a large oak door with a latch, my character would rather run back through that door and close it behind him. He would want to survive the encounter rather than fight them and take a beating, unless there's no other way but to fight them, or the character loves to fight (which is the usual way most players play their character).
Most of the time, players would attack the two orcs, calculating that you can kill both of them and get more XP(experience points) for the kill albeit with some serious hurt on your side, but you'll survive.
I blame the player's laziness in not thinking some other way to avoid the fight. They would argue that the quickest way to overcome them is to kill them, which I think is not true. Or saying that, they would lessen the number of enemies by killing these few. It might, or it might not, it's up to the DM. :)
In a way, I also blame the DM. It's the system of killing monsters for getting exp that makes players play this way. In my opinion, XP should be given if the players manage to survive an encounter or did something to avoid such encounters, such as hiding and then slipping behind their ranks (in some cases... no wait... in a LOT of cases, they go behind them just to kill them while their backs are turned <_<) instead of going in with full guns ablazing.
Giving monsters XP for the players to harvest is just not right, which is why I'm not giving XP for the number of monsters killed in my campaign. I have a set of XP for each encounter, if the player can survive the encounter, either through guile or force of strength, I will still give them the same amount of XP regardless of the number of kills. The party survives, all members gain experience regardless of whatever action they take. If you run away while the others fight (if it's in your character to do that), sure, same XP. The player would just have to prepare for the consequenses later if he/she is left alone to fend for him/herself.
Tuesday, August 29, 2006
Comiket 70
Comiket is a bi-annual event that is held at the Tokyo Big Sight convention center in Japan. It's the world largest comic convention. Otakus come from all over Japan and around the world for this event to get a chance to buy doujinshi and other anime and manga related items.
Here's a Youtube link of Comiket 70, which was held from 11th - 13th August 2006. I was curious as to how far otakus in Japan would go... and now I know. O_O
Here's a Youtube link of Comiket 70, which was held from 11th - 13th August 2006. I was curious as to how far otakus in Japan would go... and now I know. O_O
Sunday, August 27, 2006
My Campaign Magic System [Edit 08/31/2006]
The magic system in my campaign uses runes to cast. Why I do this is because, the campaign was originally an idea I had for a manga story. In that world, the way magic is cast is very different.
Plus, I wanted a way for the players to be able to create their own spells. For this, I did some research on D&D and Mage: The Ascension magic system. D&D's magic system is ok but it's a little too rigid when it comes to developing new spells and it's vague on the cost of the spell. Mage, on the other hand, is just plaing vague on everything.
How It Works
In this world, there is a form of energy called Ether. Mages are able to manipulate Ether and use them to draw the runes.
A mage is sensitive to Ether and is able to convert Ether to Mana which is the power source for their spells. Each mage have a limited mana pool and they must rest to regain their lost mana.
First, the mage draws a magic symbol (usualy a circle), which will be the base for the runes. The mage would then begin their spell chant. Each phrase will command a rune to be drawn onto the magic symbol. With the various combinations of runes and spell chants, the mage will be able to mold the mana into the spell.
Since I'm a programmer, I'll use programming as an analogy.
Magic Symbol = Integrated Development Environment (IDE) - programming application
Chants = Programming Language (it doesn't matter the language, the IDE knows it)
Runes = Program Code
Runes
No matter what spell, the first rune drawn is any one of these base runes:
Fire – fire and flames
Earth – rocks, earth
Water – water, ice and steam
Wind – air and sound
Lightning – electricity
Light – brightness and illumination
Dark – darkness and shadow
Mind – mental affects (mind blasts, illusions, fear)
Space – movement, teleportation, area of effects, gravity
Time – speed up, slow down, time stall
The other runes become available at a higher level. The higher the level, the more powerful the runes become however, the more mana that it will consume.
Personal Comments
Currently, in the campaign, a single rune will have a limited effect. The higher the mage's level, he/she is able to add more of the similar rune to bolster the spell's strength (max 3 similar runes in a single magic symbol for now).
E.g.
1 Fire rune - Firebolt (1d4+1/lvl fire damage 1 Mana) starting at Mage level 1.
2 Fire runes - Greater Firebolt (1d6+1/lvl fire damage, 2 Mana) starting at Mage level 3
3 Fire runes - Empowered Firebolt (2d6+1/lvl fire damage, 3 Mana) starting at Mage level 5
The players can name their own spells (but in my campaign, I'll have no "Takie" or "Jumpie"... nononono... that is so wrong - yes, you know who you are).
The mana pool, for now, is calculated in a similar method to calculating the Hit Points (Hit Die + WIS modifier).
This way, players have a guide on what kind of spells they can create and what the cost of that spell will be.
All these are still in the design phase, however. I'm still playtesting this to see if there's any problem with this system. I wanted to add some pictures but, since I'm still designing it, I'd thought better of it. I'll give them some more thought first.
The inspiration for this kind of magic comes from some of the anime and mangas that I've watched like, Scrapped Princess, Gatekeepers, Mahou Sensei Negima and especially Magical Lyrical Nanoha amd its sequel Magical Lyrical Nanoha A's
[Edit 08/31/2006]
Now, THIS is what I call Techno Magic!
It's a Sub Machinewand
Plus, I wanted a way for the players to be able to create their own spells. For this, I did some research on D&D and Mage: The Ascension magic system. D&D's magic system is ok but it's a little too rigid when it comes to developing new spells and it's vague on the cost of the spell. Mage, on the other hand, is just plaing vague on everything.
How It Works
In this world, there is a form of energy called Ether. Mages are able to manipulate Ether and use them to draw the runes.
A mage is sensitive to Ether and is able to convert Ether to Mana which is the power source for their spells. Each mage have a limited mana pool and they must rest to regain their lost mana.
First, the mage draws a magic symbol (usualy a circle), which will be the base for the runes. The mage would then begin their spell chant. Each phrase will command a rune to be drawn onto the magic symbol. With the various combinations of runes and spell chants, the mage will be able to mold the mana into the spell.
Since I'm a programmer, I'll use programming as an analogy.
Magic Symbol = Integrated Development Environment (IDE) - programming application
Chants = Programming Language (it doesn't matter the language, the IDE knows it)
Runes = Program Code
Runes
No matter what spell, the first rune drawn is any one of these base runes:
Fire – fire and flames
Earth – rocks, earth
Water – water, ice and steam
Wind – air and sound
Lightning – electricity
Light – brightness and illumination
Dark – darkness and shadow
Mind – mental affects (mind blasts, illusions, fear)
Space – movement, teleportation, area of effects, gravity
Time – speed up, slow down, time stall
The other runes become available at a higher level. The higher the level, the more powerful the runes become however, the more mana that it will consume.
Personal Comments
Currently, in the campaign, a single rune will have a limited effect. The higher the mage's level, he/she is able to add more of the similar rune to bolster the spell's strength (max 3 similar runes in a single magic symbol for now).
E.g.
1 Fire rune - Firebolt (1d4+1/lvl fire damage 1 Mana) starting at Mage level 1.
2 Fire runes - Greater Firebolt (1d6+1/lvl fire damage, 2 Mana) starting at Mage level 3
3 Fire runes - Empowered Firebolt (2d6+1/lvl fire damage, 3 Mana) starting at Mage level 5
The players can name their own spells (but in my campaign, I'll have no "Takie" or "Jumpie"... nononono... that is so wrong - yes, you know who you are).
The mana pool, for now, is calculated in a similar method to calculating the Hit Points (Hit Die + WIS modifier).
This way, players have a guide on what kind of spells they can create and what the cost of that spell will be.
All these are still in the design phase, however. I'm still playtesting this to see if there's any problem with this system. I wanted to add some pictures but, since I'm still designing it, I'd thought better of it. I'll give them some more thought first.
The inspiration for this kind of magic comes from some of the anime and mangas that I've watched like, Scrapped Princess, Gatekeepers, Mahou Sensei Negima and especially Magical Lyrical Nanoha amd its sequel Magical Lyrical Nanoha A's
[Edit 08/31/2006]
Now, THIS is what I call Techno Magic!
It's a Sub Machinewand
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