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Cake day: June 25th, 2023

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  • On the one hand, I’m glad someone’s finally dragging us back into using one of the most potent energy sources available to mankind. On the other, of course it’s being driven by the miserable mess called “corporate AI”.

    Best case scenario, the infrastructure for new nuclear platforms is available by the time the AI bubble bursts, leaving low-cost systems available for useful power generation. Worst case (or more likely, depending on your point of view): Manufacturers go bust after investing all that money, leaving people yet again mistakenly viewing nuclear as a pointless money pit.


  • It’s not as dumb as you make it out. The issue isn’t that GPS is really, really good at what it does; it’s that it’s also incredibly vulnerable to disruption and spoofing. And due to the particulars of how GPS works, we can’t entirely fix that. We can do some things to ameliorate it, but a lot of those aren’t suitable for smaller things that use GPS today.

    The other thing is that GPS largely replaced a tremendous number of other navigation aides and techniques, including other radio-navigation systems like LORAN-C.




  • Yeah, I do apologize - I’m somewhat simplifying my explanation because when you start going into the full detail, it just brings up more questions.

    So yes, like the other comment says, the particles are constantly bouncing into other things.

    • If they’re bounded in by something - walls of a container, or even just more gas surrounding the specific sample you’re looking at - they’ll bump into that, and transfer some of their energy to that.
    • If they don’t have something to bump off of and the particles are free-floating, they’ll take off in any given direction. If they only have something to bump off of in a limited number of directions, they’ll take off in the other direction. (For instance, in a rocket engine, we make a lot of molecules really, really hot and then surround them with barriers in every direction except the one we want them to zoom out in.)
    • In some cases, the molecules have electromagnetic bonds with each other, which take more energy to break than the energy contained in their “bouncing around”. So they’ll stay stuck, just bouncing off each other, even in a vacuum, (Or at least, until they radiate away their heat via electromagnetic energy… another whole story.)

  • Yes, and no. Heat and kinetic energy are fundamentally all just energy. What we call heat is, technically, the kinetic energy of molecules vibrating around.

    When exhaust gas passes through a turbocharger, it is both slowed and reduced in pressure, resulting in it coming out slightly cooler than when it entered. This device is using a different method of getting energy out of the exhaust gas, but it’s fundamentally still the kinetic energy of those very energetic exhaust gas molecules bouncing against one side of the thermoelectric generator and giving up their energy into it. I would still expect the exhaust gas to come out of it slightly cooler and slower.






  • Y’know, I was just browsing earlier and thinking that there wasn’t even any technology stuff in my feed anymore, it’d all been subsumed by the political churn…

    Anyhow, to answer properly: I like Star Wars’ aesthetic better, but Star Trek also had some incredible stuff. I’ve also been increasingly burned out on Star Wars since the Disney takeover, to the point I barely follow it anymore. Back in the day I was neck-deep in the community of nerds who loved analyzing how the technology in the setting worked!

    But the real love of my science-fiction life is Babylon 5. Something about how they planned the show’s myth arc out over multiple seasons leading to huge payoffs for both characters and the overall story.




  • I think this would be more meaningful if things cash flow and hirelings had any reasonable purpose in 5e. But the reality is most players will have a pretty stable cashflow by level 5, and most campaigns simply don’t have a meaningful role for Hirelings to play.

    So like, I could see this being a thing in Waterdeep Dragon Heist, which encourages you to acquire a home base and then take a side in a gang war. One building, 4-5 rooms acting as a bastion for each player? I guess. But it’s essentially making mechanics for something a lot of DMs did already, and a lot of other campaigns simply don’t have a good basis for this.

    I’m also kind of underwhelmed by the attacks mechanic. “A random special facility is shut down for your next bastion turn”? So like, I can’t ever actually lose anything I put into the bastion, it just stays there even if I have literally no defenses, the attackers overrun the place, and squat in it for 7 days?



  • Here’s my thoughts from when I ran GoSM:

    Ghosts isn’t really a campaign. It’s a really un-connected series of individual mini-dungeon crawls. In particular, if you were hoping for a focus to be on the three factions within Saltmarsh itself, I will warn you that almost none of the modules have anything to do with that. The leadership divisions in Saltmarsh are just kind of there to help DMs build on their own homebrew stuff. Despite much being made of the Sea Princes, they’re more or less unmentioned in the rest of the campaign, as are the other two factions.

    Notably, the modules’ antagonists break down into two major categories:

    • Underwater creatures (Sahuagin in ‘The Final Enemy’, S’gothgah the Aboleth in ‘The Styes’, and a giant octopus that’s more of an environmental hazard in ‘Salvage Operation’).
    • Undead (Isle of the Abbey, Tammeraut’s Fate).
    • There’s also some unconnected pirates in Danger at Dunwater and a random priest of Lolth in Salvage Operation. The mini-encounters (Cove Reef, Wreck of the Marshal, Warthalkeel) are kind of just there. You might notice there’s no real theme here. Like I said, this is very open to homebrewing.

    In my case, I decided I liked undead as a final antagonist better than an Aboleth. The entire thing became a plot by Orcus - my ultimate BBEG - to drown and slaughter everything in the Saltmarsh region. Everyone else - Syrgaul Tammeraut, the Aboleth S’gothgah, the Sahuagin - were either intentionally or unintentionally working towards Orcus’ goals, some being duped into doing so. This required some reskinning - the generic evil cult in ‘Isle of the Abbey’ and the Lolth priest in ‘Salvage Operation’ became Orcus worshippers.

    In your case, if you want to focus on the three factions of Saltmarsh, I think you could go two ways:

    • Have reach of the modules be a task or threat created by each faction. For instance, maybe the Loyalists send you on the Salvage Operation, hoping to get some dirt on Anders Solmor’s mysterious missing parents. Maybe the Sea Princes are stirring up the Sahuagin to attack Saltmarsh to break the King’s control, etc.
    • Have one BBEG running all three factions. In this case, again, I would encourage you to look to either S’gothgah the Aboleth, or whoever Syrgaul Tammeraut’s magical patron is. Perhaps they are simply playing all three groups against each other to leave Saltmarsh depleted and ruined, at which point they will move in.

    In either case, the political side of Saltmarsh is relatively undeveloped, giving you lots of room to work in, but also lots of work to do if that’s what you want.



  • I am tinkering with something similar right now, with the elf-equivalents being virtually illegal outside the borders of their own empire.

    So, here’s what I would suggest you consider:

    • First, discuss it with your players and make sure you’re not going to piss any of them off by doing this. If any of them were planning on playing said race, make sure they’re okay with the impact on their play style.

    • Consider the storytelling conflicts you want to explore with this. What encounters do you want to put your players through, and why? What themes are you looking to explore?

    • Consider the larger impact on other parts of your world. Try to make this more than a point that exists in isolation and a vacuum.