Go go vacation gadget. I’m off to the wonderful state of Alaska for a week of fishing. Last time I thrashed my father and brother. They will probably pay me back in spades with loads of large, beautiful specimens. I return in early July. Until then, enjoy your summer.
After five weeks, the two batches of mead have clarified nicely. The blackberry will need to be racked at least one more time. The layer of sediment from the fruit and yeast is substantial. I may have been too eager and racked early.
You can see the rules and latest updates on the Goblinoid Games forum topic. Entries should be posted on the forum thread by midnight Mountain Daylight Time on June 30th.
Due to poor planning on my part, I’ll be unavailable the last week of June. If you have questions, please post them by Thursday, June 23rd. I return from fishing in Alaska on July 2nd and will announce the winners by the 5th.
Best of luck to all the entrants.
I do love satire. Today, it came in the form of an Army Field Manual. More specifically, the newly released manual FM 999-3 Counter-Zombie Operations at the Fireteam Level. The layout was sufficiently accurate to fool many people who didn’t take time to look at the contents.
Worthy of several chuckles. Well done to the author.
From the manual:
Electronic civilian distribution of this version of the manual is authorized through:
House of Ryoga: Zombie Survival Division
Army Zombie Combat School
Hard copy civilian distribution of this version of the manual is authorized through:
As I noted yesterday, I was unhappy with the design decision in my hoard generation system. The output of the gems and jewels routines can be excessive. Detailed output is useful for treasure only information. When used in tandem with a far more terse application, such as the Monster Stat block generator, the information is overwhelming.
To alleviate the problem, I re-factored the treasure generation system with a terse option. I initially removed only the detailed gem and jewelry types but individual values were still too long. I settled on a count for both categories and a total value listing.
Currently, only the monster generator uses the terse option but I plan to add terse as an option for both the hoard and treasure book generators. I occasionally like the added detail for inspiration. Usually, I skip past all the details between the count and total value.
The output is far more useful now. Clean. Simple.
Ever had a project twist and turn while under development? Something you consider brilliant? The once brilliant thought degrades into question of relevance. The Monster Stat Generator is my dilemma.
The original concept was a quick and simple utility — generate short stat blocks for wandering creatures with associated treasure. The implementation was frustrating. Pride and more stubbornness than a mule hell bent on getting back to the barn kept me moving forward. I finally hit the functional level I desired. The design decisions made in my treasure generator need to be fixed. Massive gem and jewellery type outputs are not conducive to this utility.
The original, self induced hallucinations of brilliance are long gone. I doubt its usefulness beyond my own needs. The fanciful ideas wandering about in my head have fallen to the blows of doubt.