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Topics - clockworkjoe

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196
General Chaos / You should read the War Nerd and Global Guerrillas
« on: April 04, 2009, 06:21:34 PM »
http://exiledonline.com/cat/war-nerd/

These dodos always have one thing in common: whether it’s knights charging with lances on very expensive horses or top gun brats like McCain zooming onto carrier decks in history’s most expensive aircraft, you’ll always find that the worst, most over-funded services are always the ones where the rich kids go to show their stuff. Seriously: why are there aircraft carriers? For asses like John McCain to crash on. Why do they keep getting funded long after they’ve been shown up? The same reason knights were galloping around pretending that the longbow hadn’t turned half their friends into pincushions: because it was a way of life for the richest and dumbest people in the country and they weren’t about to let it go.

From: http://exiledonline.com/the-war-nerd-this-is-how-the-carriers-will-die/


Mao’s military advisor was a German communist cadre named Otto Braun. He took a Chinese name, Li De, but as you can imagine he wasn’t likely to pass for a local, being a classic German military type, a long skinny skeleton with big glasses and even bigger plans. Mao had been fighting the kind of brilliant rural guerrilla warfare he’d learned from the Hunan bandit chiefs. One of these bandit chiefs told Mao, “All you need to know about war is: circle around, circle around, circle around.” Mao took that lesson to heart, because he discovered if his guerrillas didn’t keep moving away from the Nationalists’ front, they’d get ground up.

Otto Braun convinced the Chinese Communist leadership that these bandit tactics were too low-down and no-count for the People’s Liberation Army. He got them to adopt a “Blockhouse Strategy” which was basically exactly what Hezbollah’s “bunker strategy” was. Only it didn’t work. The Nationalist forces attacked Mao’s bunkers, sustained huge losses but kept attacking, and eventually wore down the Communist defenses. That was the pattern of warfare up to 1945: accept huge losses to take enemy territory, because when you do, you will be able to neutralize those territories for good. So it pays off. You lose, say, 300 men taking a section of Maoist territory by overrunning those blockhouses. You’ve now gained a peasant population of, say, 100,000. You now get the return on your losses: you immediately kill any Communist sympathizers in the region and force all the young men to sign up with your army at bayonet-point. You’ve made good your casualties because, once you control the enemy territory, you change it for good, turn it from red to blue.

You can’t do that now, except once in a while, in remote places like Sudan or Congo where none of the locals have friends in the media. For most other places, where the news cameras are willing to go, this is the era of squeamishness.


From: http://exiledonline.com/war-nerd-rules-in-the-era-of-squeamishness/

http://globalguerrillas.typepad.com/

The small town of Cuauhtemoc, Mexico (pop. 3,700) has a big problem (Dudley Althaus has the story).  It is now the target of 'tribal raids' for hostages and loot by gangs of pistoleros.  In a nearby town of San Angel (pop. 250), 15 SUVs loaded with gunmen recently raided the town and took five men hostage. 
Here's a neo-feudal moment.  To defend themselves (the police and military are unable to provide support), the townspeople have built a moat around the town -- including all access roads.  They even manned the moat with volunteer sentries (since removed due to an acknowledgement that they would be insufficient).  Good luck.


From: http://globalguerrillas.typepad.com/globalguerrillas/2009/03/journal-tribal-raids-and-medieval-defenses.html

Henry is a burly man who speaks with a cultured British accent, a consequence of his upper class upbringing and his education in Nigeria's private school system. His mind is another interesting combination: the discipline of engineering, gained through his experience as an engineer in Nigeria's merchant marine, and the believability of a successful salesman that used to sell handguns for personal protection door to door. In short, it is a combination of attributes that made him the perfect guerrilla entrepreneur. Since he moved with his family to the relative safety of South Africa in 2003, Henry was able to accomplish the following. He:

    * amassed a personal fortune through arms sales and oil bunkering in the Niger delta.
    * was able to orchestrate the shutdown of over a half a million barrels a day of Nigerian/Shell oil production for over two years, with a total market value of $29 billion -- a major reason why the global price of oil is currently over $100 a barrel today.
    * pioneered aspects of a system of warfare that will plague nation-states and their corporate allies for decades.


From: http://globalguerrillas.typepad.com/globalguerrillas/2008/02/henry-okah.html


War...War never changes

197
RPGs / Real life player characters
« on: March 28, 2009, 11:09:58 PM »
http://en.wikipedia.org/wiki/Jack_Churchill

He resumed his commission after Poland was invaded, and volunteered for the Commandos after fighting at Dunkirk. Churchill was not sure what Commando Duty entailed, but he signed up because it sounded dangerous. In May 1940, Churchill and his unit, the Manchester Regiment, ambushed a German patrol near l'Epinette, France. Churchill gave the signal to attack by cutting down the enemy Feldwebel (sergeant) with his barbed arrows, becoming the only known British soldier to have felled an enemy with a longbow in the course of the war.[2]

198
General Chaos / User titles
« on: March 28, 2009, 10:34:53 PM »
Just an FYI

Level 1 Commoner          0     
Zombie Apocalypse Survivor    50    
I am worth 100 points in GURPS ladies 100    
I dream in graph paper lines 250    
Oregon Trail 13 Superstar 500


I just thought of those off the top of my head. If someone comes up with better ones, I am open to suggestions.

199
General Chaos / Home of the Underdogs is back
« on: March 27, 2009, 01:49:40 AM »
Your favorite archive of abandonware games is back http://www.hotud.org/

Not all the games are back online but still it is cool to browse through the history of computer games.

200
General Chaos / Where the Wild Things Are movie trailer
« on: March 25, 2009, 04:25:13 PM »
This deserves it own topic
<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>


YES.

201
RPGs / New World Campaign Primer Ransom
« on: March 22, 2009, 01:00:43 AM »
http://www.fundable.com/groupactions/groupaction.2009-03-19.1676171249

The New World Primer

An introduction of a 4th Edition Dungons and Dragons Campaign Setting
By Ross Payton

The New World Primer is the first supplement of a campaign setting about a newly discovered continent, suitable for most fantasy worlds. The first expedition from the old world has just landed on the shores of the New World to start the first settlement. The name and exact location of the continent is left undescribed so you can more easily fit the New World in your campaign.

The Primer focuses on the first major expedition to the new world. A few dozen colonists, including a brave party of heroes (i.e. the player characters), band together as they try to tame the savage wilderness, make peace with the native tribes and establish the first settlement. The supplement provides all you need to get started in the New World.

The Primer will be released as a free PDF on the Role Playing Public Radio website 30 days after the ransom is met.

The New World Primer includes:

A description of the New World. This is only the first supplement for the New World campaign setting, but the primer will describe the region around the colony. Highlights include a brief history of ancient Lemuria, descriptions of the Gray Fang and Black Raven tribes, Grippli Island and more!

An overview of the colony’s first months. Just surviving long enough to turn into a fully fledged settlement is a challenge worthy of the greatest heroes. Finding a reliable source of fresh water, dealing with the native tribes and keeping the mysterious raiders from overruning the colony will take every bit of skill and bravery on the part of your players.

A new playable race: The Grippli. Naïve, energetic, optimistic and naturally outgoing, the grippli are eager to make new friends and explore the New World

5 new monsters:
• Lemurian skeleton: A citizen of ancient Lemuria reanimated as a foot soldier for the Black Raven Trive.
• Grippli hunter: The bravest warriors of Grippli society.
• Grippli king: The leader caste of the Grippli.
• Raven Mocker: A magical being that collects souls for the Black Raven Tribe
• Yekyua: druidic familiars

5 new feats:
• Summon Yekyua
• Black Raven Acolyte
• Friend of the Gray Fangs
• Artisan

New Backgrounds: The members of the expedition joined for a variety of reasons. Some were running from their past while others sought a better future in a new land.

New Rituals:
• Conjure Water
• Summon Raven Mocker
• Bind Souls
• Call Lemurian Skeletons

A map of the region around the colony

Adventure hooks for heroic tier characters: Your players can go on a totally different path than the RPPR crew. Perhaps they want to plunge into dungeon crawling or take over one of the tribes or start their own business.

The Lost Totem: An introductory adventure for level 1-2 characters. As the players explore the wilderness surrounding the colony, they find a totem lost for countless generations. the Both the Gray Fang and Black Raven tribe want the totem. Can the heroes prevent all out war from breaking out?

202
General Chaos / MOVED: Unusual items in games?
« on: March 19, 2009, 02:55:30 PM »

203
General Chaos / MOVED: Most boring campaign?
« on: March 19, 2009, 02:55:17 PM »

204
General Chaos / MOVED: Roleplaying DIY
« on: March 19, 2009, 02:54:54 PM »

205
General Chaos / Terry Goodkind is terrible
« on: March 17, 2009, 02:44:06 PM »
I read one of the Sword of Truth books when I was 15. Even then, I knew it was terrible.

This is proof. http://sandstormreviews.blogspot.com/2006/08/goodkind-parodies.html


Quote
# In one book, Goodkind creates a nation of pacifists (led by a small boy) as a strawman argument to display why Pacifism is Wrong. The pacifists stage a peaceful demostration to stop Richard from going to war; Richard slaughters the protestors, who are "armed only with their hatred for moral clarity." Richard also kills unarmed council members.

Quote
Jagang is the leader of the Imperial Order, who are the main bad guys. Their philosophy is a bastard mix of communism and Islam, where everyone has to serve the collective and will go to heaven if they die in battle (or somesuch). Goodkind spends several pages at a time detailing the atrocities committed by the IO, in case we were in any doubt about whether they were the bad guys. They also make captured enemies eat their own testicles. They enjoy eating the testicles of captured enemies; it is Kahlan who makes enemies eat their own testicles.**

206
RPGs / Bad GM habits
« on: March 17, 2009, 02:26:59 AM »
Saw this thread on ENworld and it got me thinking. Here's the relevant part:

Quote
For the sake of completeness, I'll relate the issue that sparked the discussion. Basically, there was a water tube coming out the side of a mountain that led into a dwarven citadel (I think this is the scales of war path so this could possibly be a spoiler). The citadel was occupied by orcs or something. The tube was originally for getting rid of waste from mining and forging. Every so often they'd open the valves and dump a load.

So anyway, the PC's split the party. One half thinking it'd be a great idea to climb up the tube to get into the citadel, the other half thinking that's just dumb. The half that went up the tube spent quite some time clawing their way to the end of it, only to discover it was locked and there was no way through.

Honestly whether or not the tube had something interesting at the end is not irrelevant to being a good GM or not. Players will sooner or later do something irrelevant. However, I think one distinction from being a GOOD GM and a BAD GM is this:

A good GM would make the water tube side trek either an interesting adventure OR a dead end that takes only a few minutes of play time to run. If the players insisted on beating their heads on the dead end, the GM would wrap it up and quickly and move on to something interesting even if it meant breaking the 4th wall.

A bad GM would make the water tube boring, irrelevant AND take a lot of play time to run. If it takes an hour of PLAY time to find out its a dead end and NOTHING INTERESTING happens, then the GM is fucking terrible.

So, what bad GM habits do you have to share?


207
Even a world of high fantasy and adventure needs the law. When the law is broken, only a band of brave orcish detectives and the guild of prosecuting attorneys can make things right. The SVU party protects the most helpless of all kingdom's citizens: the villagers who come into contact with adventurers on a daily basis. From the lowly tavern wench to the mighty quest giving mayor, they must put up with adventurers who armed to the teeth with magical weapons and spells and many of whom are suffering from Post Traumatic Resurrection Syndrome.

Obviously, this is based on the RPPR audio skit Law & Orcdom http://slangdesign.com/rppr/2006/09/comedy/law-and-orcdom/

I will be using Risus, which is freely available here http://www222.pair.com/sjohn/downloads.htm

Characters are built as normal. 10 points, no more than 4 dice in a single schtick. You do not have to be an orc. Pick any type of fantasy genre character you want. Each character needs at least a one paragraph description/backstory. I will accept up to 6 players: 4 detectives and 2 prosecutors.

All dice will be rolled in a post. I will allow players to narrate their success or failure within reason.

208
General Chaos / Free CC licensed video game artwork now available
« on: March 16, 2009, 06:15:02 PM »
For all you budding game designers http://lostgarden.com/2009/03/dancs-miraculously-flexible-game.html

Great as placeholder art if nothing else. I have an idea for a tower defense type game but I am not a programmer. Still, this is neat.

209
Play by Post / dice roller test
« on: March 16, 2009, 03:33:34 PM »
Dice roller now works. The command is : dice xdy  : without the spaces between the colons. so dice 1d20 would roll a single d20 for example.

Rolling 1d20:
(17): Total = 17

210
General Chaos / Post the best fight and/or death scenes you can find
« on: March 12, 2009, 11:18:50 PM »
<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>


yesss

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