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Found 72 results

  1. game

    So in my family we love the game Codenames, and I got to thinking how fun it would be to play a Brandon Sanderson themed version. And then it occurred to me, why not adapt it to play on the forums? Should be easy enough, so let’s take a crack at it, yeah? As for the nitty gritty: I’ve never played Codenames, what is it? Okay, I get how to play, but how are we going to Sanderson-ize it? Will there be spoilers for any of Brandon's books? Short Answer: Very Possibly. Play at your own risk! Long Answer: the codenames used in each game will not contain any spoilers for any of the books. However, they will be linked to their respective coppermind wiki entries, which can contain spoilers for Brandon's books. Also, I can't guarantee that the clues that the spymasters give and/or the teams' discussions won't contain spoilers. Again, Play at your own risk! I will try to post at the start of each game which of Brandon's books the codenames are drawn from for that game, so you can know if you need to avoid a particular game. How are we going to make this work on the forum? What if I want to take a turn being a Spymaster? EDIT 2/5/2018: I have updated this post with the rules we have settled on after a couple of games. So far everything seems to be working smoothly, and people seem to be enjoying it. So if you'd like to play, just reply to this thread and say so! Also, I have edited the next post to include quick links to the first post of each of the games played so far, and I will continue to keep the list updated as time goes on. Feel free to skim over any previous games if you wish to see how they played out, or jump straight to the first post of the current game. For posterities' sake, this spoiler box contains the rest of the text from the original post:
  2. game

    Okay so this was in a introductory post by, @rosamarine and ppl suggested we move it here as a game so yay! So it's basically would you rather, but Sanderson stuff. One person will post a would you rather, and the next replier will post their choice and why, with another question. It'll be good guys. Okay, I'll start: Would you rather be a roommates with a kandra or a Returned?
  3. So the title sums this up nicely, this is a place to share cute pictures of your cats, dogs, birds, mice, gerbils, ferrets, etc. and to take a stab at trying to express their personality in a single characteristic. To start things off, here are a couple pictures of my dog Chewbacca when he was a puppy, each expressing a slightly different shardic intent. CURIOSITY: and TREPIDATION: as he's gotten older, he's encompassed more intents (Gluttony, Slothfullness, Obdurateness, and most convincingly of all Sleepiness). Amazingly enough, when these individual intents are combined, his unitary whole is "The Good Boy" go figure. Also, if you just feel like sharing cute pictures of your animals, then this is the place to do it as well. Looking forward to seeing the animals behind the sharders.
  4. So I guess not very many people knew, but there is a board game by Crafty Games (the same people that created the Mistborn Adventure Series) Called "Mistborn: House War" on Kickstarter. I was just wondering if anyone that lives in or around the Salt Lake City area was planning on a release party (of sorts) to play the game with people who know whats up, Because I know a couple of people that want to play but there isn't an event. Heck, maybe we can get Brandon to come. he lives around here. Just to clarify, I am not hosting a party. I was wondering if anyone else was. (Sorry if I posted this in the wrong area, but this seemed like the best place to put it.) Just me again.
  5. Edit 3: Here's a quick look into my most recent progress - labels over targets, a more detailed HUD, and several physics tweaks. I'll edit what I can from the original post, but there's a lot of physics discussion in the replies that I highly suggest you read. Jofwu and I've discussed other possible relationships between Force and Distance, and there's a bit of a strange one that he came up with a while ago: Allomantic Force ∝ e ^ -d/D where d = distance and D = 16 When the target is right next to the Allomancer, e ^ -d/D approaches 1 and the AF approaches its maximum. When the target approaches an infinite distance away from the Allomancer, e ^ -d/D approaches 0 and the AF approaches 0. This strategy looks very similar to the linear relationship but avoids its icky discontinuity at the max range of the push. I like it a lot. For comparison, you can see all three Force-Distance relationships together here. Edit 2: Following Jofwu's footsteps, I had a conversation with /u/Phantine on reddit and am reconsidering how distance affects the Allomantic Force. I was originally confident in an inverse square relationship between Allomantic Force and the distance between the Allomancer and target, but through testing, a *linear* relationship has better handling and feels more reminiscent of Allomancers' movements in the books. I've added both as options in the game: The Allomantic Force is proportional to the inverse of the square of the distance between the Allomancer and the target When the target is right next to the Allomancer, the Allomantic Force approaches infinity. When the target approaches an infinite distance away from the Allomancy, the Allomantic Force approaches 0. The Allomantic Force decreases linearly with the distance between the Allomancer and the target. When the target is right next to the Allomancer, the Allomantic Force is at its maximum. When the target is at the max range (arbitrarily at 50 meters), the Allomantic Force is 0. I've also added the option to control the strength of your push through two control schemes: The player sets the *percentage* of the maximum possible force they can push with, or The player sets a *constant force* to try to push at, if possible. Edit 1: If you want to play the current build of the game, you can find it here on my GitHub. Aside from that, I've looked back at [8], @digitalbusker's post and see I misunderstood it a bit. I've re-read it and realized that I agree with it much more than I thought I did originally. In one paragraph, they said, This sounds just like the Allomantic Normal Force idea I used in the game. If you push on a target and the target can't move, the target pushes back on you as if there were a long, tangible line between you and the target. In this way, the ANF does work somewhat like an elastic collision. I did some more testing in the game and anything that involved directly manipulating velocities of the target or Allomancer worked poorly. I feel like sticking to forces rather than energy is the right way to go. Table of Contents I: Introduction I-a: My intent I-b: Current game progress & Videos I-c: Referenced forum posts I-d: Definitions II: Force, mass, and acceleration of a push III: Anchors and the pole analogy IV: Math V: Summary & Final points Part I: Introduction Over the summer I’ve been rereading Mistborn and have been thinking about the mechanics of Allomancy. I decided to have a go at recreating the physics of Ironpulling and Steelpushing in the Unity physics/game engine. I don’t intend on actually creating a game to sell (that’d be a bit illegal), so this is mostly an endeavor for personal fun. What follows is my current progress on the game as well as my current thoughts on the math and physics of Pushing and Pulling. Part I-a: My intent My goal is to take what Brandon describes in his books and do my best to create a working model of them in the Unity engine. My purpose in posting this here is to record my thoughts so I can be internally consistent, encourage discussion, and improve the game’s mechanics with your suggestions and criticisms. I don’t expect to perfectly recreate Allomancy as Brandon describes it in the books because there are some things with little connection to real-world physics (such as Feruchemical weight). I’ll try to give the pros and cons for all my decisions. If you disagree, tell me! I’ve been in my own personal bubble while making this, so I’d love some external input. Part I-b: Current game progress & Videos So far, I’ve implemented most of the physics and fundamentals of Ironpulling and Steelpushing. Here are some short videos: The setting: The sandbox I use for testing is based on Luthadel. There are metal poles stuck in haphazardly-placed buildings, and a few windows with metal frames/latches. At the intersection are metal objects of various masses, including coins, ingots, and 16-ton steel blocks. Blue metal lines: When the player (the grey sphere) begins passively burning metal, they see blue metal lines pointing towards nearby metal sources. The wider the line, the heavier the metal, and the brighter the line, the closer the target. Basic pushing/pulling: The player can “target” a metal. They can then push or pull on that metal. They can increase or decrease the strength of the push, as indicated by the wheel near the bottom. They can target multiple metals simultaneously (as indicated by the bright blue number beneath the wheel). Pull targets vs. Push targets: The player has separate targets for pulling (indicated by blue) and pushing (indicated by red). When the player pushes or pulls with specified push targets and pull targets, the player only pushes on the push targets and only pulls on the pull targets. If the player only has pull targets or only has push targets, they can push and pull on any target. Pushing/pulling with coins: The player can throw, drop, and pick up coins. The number in the lower right corner indicates the number of coins in the player’s pouch. Flying around Luthadel: It’s a bit tricky, but the player can fly between buildings by pulling on metal latches and pushing on coins. Some things are still a bit buggy, namely the camera, coin physics, and width of the white part of the blue/red line pointing at a target while pushing. Part I-c: Referenced forum posts Many of the ideas used in the calculations come from the work previous Sharders have done on making sense of Brandon’s magics. Here are some that I used, which I recommend to anyone interested in the physics of Allomancy: When I use specific ideas from these threads, I’ll mark it with a [#]. Other threads I found interesting: Part I-d: Definitions Key statements are italicized. Key terms are written in bold for their first appearance. Push – unless I specify otherwise, I’ll simply say “push” instead of “push/pull” to refer to the math of both steel and iron. It’s a lot easier to read while still means the same thing. All physics and rules of a pull are the same as a push, just in the opposite direction. Target – the metal that an Allomancer is currently pushing on. Coins are often a target. Distance – the distance between an Allomancer and their target. Anchor/anchored – a target is an anchor if it does not move. A lamppost, a coin stuck on the ground, and a metal roof would all be anchors. Note that the metal is the anchor, not the nearby wall/ground/stone. A target is unanchored if it is moving freely with no resistance. A target is partially anchored if it meets some resistance but is not fully anchored (i.e. a coin skidding on the ground). Allomantic Force (AF) – the force that an Allomancer directly exerts on a target while pushing. Equal in magnitude to the force that the target directly exerts on the Allomancer while pushing. The Allomantic force does not change if the target is anchored or unanchored. Allomantic Normal Force (ANF) – the force that is exerted on an Allomancer or target as a result of the opposing target or Allomancer's push or pull by the surrounding ground, walls, etc. I'll discuss this down below. Essentially, it's what makes anchored targets give that extra strength to your push. Now, let's jump into the physics of Allomancy. Part II: Force, mass, and acceleration of a push When Allomancers in the books refer to “weight,” they almost always mean mass. [1] Let’s ignore Feruchemical weight for now. When an Allomancer pushes on a target, the Allomancer exerts a force on the target that is equal and opposite to the force that the target exerts on the Allomancer. It’s F = ma, it’s Newton’s third law, and if anything else were the case, the physics of Mistborn would be far too distant from our world for a good simulation. This explains one of the core features of pushing and pulling: If you push on an object heavier than you, you will accelerate more than it (and vice-versa). You push on a coin out in front of you. The force is the same between you and the coin, but the coin has less mass, so it accelerates more than you. The coin goes flying, but you hardly move. Likewise, heavier objects (like cars) have more mass than you, so you accelerate more than them. The previous statements are most apparent with an Allomancer and target in free-fall or space, where the Allomancer and target (such as a coin) won’t be anchored by anything (such as the ground). When the Allomancer or target are anchored by a wall or the ground, things get complicated. Part III: Anchors and the pole analogy In the books, if an Allomancer is falling through the air, throws a coin downwards, and starts pushing on it, the Allomancer doesn’t feel much while the coin is falling through the air and unanchored. The Allomancer pushes on the coin, but their acceleration from the push is not enough to stop their fall. Once the coin hits the ground and stops moving, the Allomancer suddenly “can get a stronger push” and decelerate more strongly. Here is my interpretation: Pushing against an anchored coin on the ground has a similar effect as holding a long pole and physically pushing against the ground. The Normal Force due to the Allomantic Force (Allomantic Normal Force, or ANF) that the ground/wall/etc. exerts on the target is transferred to the Allomancer. If you held a long vertical pole and pushed down on the ground, the ground would push back on you and the pole. If you tried to push the pole into the ground, the ground would resist, and you could climb upwards relative to the ground. Allomancy mimics this effect. When pushing on the coin, it is like you are physically connected to the coin. If something resists your push, you experience that resistance. It's just like you're literally pushing against the coin with your fists. If the coin's in the air, hardly anything happens. If the coin's on the ground, the ground resists. I drew some free-body diagrams that hopefully help explain what I’m saying. In these, an Allomancer and coin are falling down. The Allomancer is pushing on the coin. Let me discuss two of the other theories as to how Allomancers get stronger pushes from anchored targets: When the coin is airborne, the allomancer is only pushing on the mass of the coin. But when the coin is anchored to the planet, they are also pushing on the mass of Scadrial/the ground around the coin, which causes the Allomancer to accelerate more. [not a quote, but the concept taken from 1] I’ll get into how mass affects the force later in the math section, but I want to now make something clear. With my interpretation, Allomancers push on the mass of metal, not the combined mass of metal and nearby non-metal (the planet). When pushing against an anchored coin, the Allomancer is only indirectly pushing on the ground – they are pushing on the coin, which pushes on the ground, which resists back on the coin, which resists back on the Allomancer – similar to holding a long pole and pushing on the ground. An Allomancer’s strength is the amount of kinetic energy they can add to the system of the coin and allomancer. When the Allomancer pushes on an unanchored target, that kinetic energy is distributed between the two, proportionally to their masses. But, when the target is stationary, their velocity is zero, so all of the kinetic energy is given to the allomancer (and vice-versa). [paraphrased from 8] I like this explanation. Honestly, I may agree with it more than with my own ANF theory. I tried it out, but it was a lot more difficult programming-wise than the ANF idea. Unity has easier force manipulation than energy manipulation, so I framed my theory using that. Energy is just force with extra steps. (See Edit 1) I’ll talk more about the Allomantic Normal Force and partially-anchored targets after the math in Part V. Part IV: Math Now, I’ll introduce the formula that I used to calculate the Allomantic Force. After that, I’ll describe each of the terms in detail. Allomancy is a lot like magnetism, so let’s start by looking at the formula for the magnetic force between two poles. In Allomancy, the “two poles” would be the Allomancer and target. Magnetic Force = Constant * q1 * q2 / r2 Constant – some constant that depends on the medium between the poles. q1and q2 – the magnitudes of the magnetic charges of the poles. r – the distance between the poles. The greater the charges, the greater the force. The greater the distance between the two poles, the weaker the force – and through the inverse square relationship, greater and greater distances cause much weaker and weaker forces. Now, the Allomantic Force: Allomantic Force = A * S * b * c1 * c2 / r2 (See Edit 2/3) A – some constant. This depends on how all pushes and pulls are described in the book and can be increased/decreased for overall stronger/weaker pushes. b – Burn rate. See below. S – Allomantic Strength. See below. c1 and c2 – the Allomantic Charges of the Allomancer and target. r – the distance between the Allomancer and target. Burn rate – the rate at which an allomancer burns their metals. For my purposes, burn rate is a range between 0 and 1, where 0 is “not burning at all” and 1 is “pushing as hard as you can,” possibly without flaring. I bound this to the triggers on a gamepad and to the scroll wheel on a mouse, which allow me to variably control the strength of a push using the burn rate. Allomantic Strength – the most magic-y of the all the components of the force. Some Allomancers are naturally stronger than others, perhaps by sDNA. Allomancers get better with training and experience. These factors get bundled into the Allomancer’s Allomantic Strength. The Allomantic Force is not proportional to the Allomantic Strength (see [3]). Rather, the Allomancer’s maximum burn rate is proportional to the Allomantic Strength. In this way, Allomantic Strength acts as a sort of limiter. Stronger Allomancers must be able to burn more metal faster for a stronger effect. I won’t incorporate this in-game. Allomantic Charge – Analogous to magnetic charge. Contributes to the Allomantic Force. A property of both metals and Allomancers. I recommend now reading [1], which has a very interesting theory on this. I’m not adhering to it completely, though. An Allomancer or target’s Allomantic Charge is a function of its mass. To make the mass relationships of Mistborn work, we need to satisfy a few factors: The more massive a target is, the stronger a push an Allomancer can get off of it. The less massive a target is, the weaker a push an allomancer can get off of it. “[Wax] shot outwards in a grand arc above the city, flying for a good half a minute on the Push off those enormous girders” (AoL ch 1 pg 34) [3]. “…the lamp was a good anchor - lots of metal, firmly attached to the ground - capable of pushing [Wax] quite high” (AoL ch 1 pg 32) [3]. Both of the targets in these quotes are equally anchored, but the girders are much more massive and provide a stronger push. I don’t have any direct quotes, but we know that Allomancers get less of a push from coins than they do from, say, enormous girders. The “heavier” an Allomancer is, the stronger their push. This argument comes from Feruchemical weight, not mass, but it nonetheless impacts Allomancy in the books, so I should bring it up here. While tapping weight, Wax thought, “with this incredible conflux of weight, his ability to Push grew incredible” (AoL) [2]. I can’t quite remember the context or quote, but I recall that one of Kelsier’s surprises about Vin was her Allomantic Strength/Charge was large “for her size,” implying that smaller/less massive Allomancers usually have less charge. It’s symmetrical with the target’s mass impacting the Allomantic Charge. It’s intuitive and makes sense. There should be some soft maximum cap and minimum cap to the force. If an Allomancer pushes off of an absolutely massive multi-ton solid block of gold, they shouldn’t be pushed into the stratosphere. Likewise, coins are very light relative to lampposts and roofs, but they still provide a reasonably strong push. This leads me to the most disgusting part of the math. What exact relationship do the masses have with the force? The relationship can’t be zero. If this were the case, mass would have no effect on the force, which I argued against. Also, an Allomancer could push on a “metal” with a mass of 0 and still get a push, which doesn’t make sense. The relationship can’t be linear. If this were the case, a target 10 times as massive as another would provide 10 times a push as the other, which doesn’t appear to be the case. If an Allomancer pushes first on a 30g coin and then on a 30kg metal block, the Allomancer would receive 1000 times more the force from the block than the coin. In the books, Allomancers push off of girders and roofs which are much heavier than 30kg, but they certainly don’t describe such a massive difference in forces from coins. That’s duralumin-levels of strength. I’ve tried out a lot of relationships. Logs, sum of logs, product of logs, and roots. Eww. My solution was to take the root of the masses of the Allomancer and target. Specifically, the, ah, sixteenth root. It provided a good combination of strong-enough pushes from light coins and weak-enough pushes from very massive targets that felt most similar to the books. The number 16 was arbitrary. I figured I might as well use Scadrial’s base number for legitimacy. If I used a more elegant root (i.e. the square root), coins provided practically no force, and massive targets still pushed to the stratosphere. Higher roots “level the playing field” more than lower roots. c1 = sixteenth root of (m1) c2 = sixteenth root of (m2) m1 – mass of Allomancer m2– mass of target Because of how roots work, we can also say that c1 * c2 = sixteenth root of (m1 * m2). Regarding the maximum to the force that an Allomancer can get from an extremely massive target: The heavier and heavier the target, the less and less the increase in force. No pushes to the stratosphere. I’m not actually sure if this is the case with roots, but it felt like it was: the lighter and lighter the target, the less and less the decrease in force. Coins are very light, but still provide a significant push. In the end, I’m not actually trying to figure out how mass affects the force in the books. I am fairly confident Brandon didn’t consider the exact relationship while writing the books. I’m just finding ways to emulate it in a physics engine. Part V: Summary & Final points And here’s the final, composed formula for the force an Allomancer experiences while pushing: Force on Allomancer = Allomantic Force + Allomantic Normal Force = Allomantic Constant * Burn rate * sixteenth root of (target mass * Allomancer mass) / squared distance between Allomancer and target (See Edit 2/3) + Allomantic Normal Force Burn rate is between 0 and 1. A Burn rate of 1 gives the maximum Allomantic Force. When target mass is 0 or the Allomancer mass is 0, the Allomantic Force is 0. The closer and closer the target is to the Allomancer, the greater and greater the Allomantic Force. Like other normal forces, if the target isn’t fully anchored (e.g. a coin sliding across the ground, or a thin metal rod that bends as you push on it), the Allomantic Normal Force ranges from 0 to the Allomantic Force, depending on how anchored the target is. This means that an Allomancer pushing on a perfectly anchored target will be pushed back with twice the force as a perfectly unanchored target, assuming they have the same distance. This last bit about the distance is key. If an Allomancer is falling through the air and throws down a coin, the coin quickly falls further and further down. The Allomantic Force quickly becomes very small. Only once the Allomancer falls further and is near the coin – now anchored to the ground – does the distance stay small enough for the Allomantic Force to be large enough for a long enough time to scale a building. Friction (and air resistance) can also be a normal force, in this context; any (normal component of a) force that resists the Allomantic Force can be an ANF. Gravity, too, can be an ANF. An allomancer hovering in the air (whose push cancels out gravity) exerts an ANF equal to gravity back to their target. Theoretically, the Allomantic Normal Force could be greater than the Allomantic Force if the target accelerated in the opposite direction of the push. If you pushed (not pulled) on a target, and the target moved towards you (e.g. a very determined Steel Inquisitor, resisting your push and walking towards you), that normal force would push on you harder. This could result in “pushing matches” between Allomancers who try to move towards each other for even stronger pushes. Allomantic Normal Force works both ways. If the Allomancer is anchored (e.g. braced against a wall), the target will experience an Allomantic Normal Force. Other details: There are two main coins in Mistborn: Imperial boxings (gold) and clips (copper or bronze). In real life gold coins are usually around 30 grams, but I’ve experimented with increasing their mass by about 10-100 times for the game. Currently, I’ve kept them as 30g. When pushed with any reasonable force, 30g coins instantly fly off of the screen like bullets. There’s no user feedback that they pushed on that coin, other than, “that coin no longer appears to exist.” If you drop a coin from the air, it is on the ground by the next frame. Coins are sometimes described as behaving like bullets, but I don’t like how that works in the game. With heavier coins, you can see the coin after you push on it, but it still moves very quickly. Another option (which is the one I’m using in the game) is to simply cap their maximum velocity. I’ve left it at around 120m/s, which feels good. That’s about 1/3 the speed of sound. It causes some problems with calculating the Allomantic Normal Force from the target, but those have been resolved with coding (more or less). The image on the coins in the game is taken from Shire Mint. Fun fact: Unity doesn’t let you modify force vectors individually, which makes this a bit hard. You can only add forces/accelerations/velocity changes one at a time, then they are all applied to the object at the end of the frame. Calculating the Allomantic Normal Force is absolutely disgusting. See my code on GitHub, if you’re curious. I hope you all enjoyed the read! Please discuss this and give your opinions on the physics and maths of Allomancy. Specifically, Are there any more elegant relationships between Allomancer/target mass and Allomantic Force that you think I should try? Does anyone have any esoteric knowledge of Unity’s Rigidbody/Force systems that you think could be helpful? Any general ideas for the game? Any suggestions from what you can see in the videos? Any spelling/formatting issues with the post? Thank you.
  6. Hey I couldn't find a thread on this in my searches, so I hope this isn't a repeat. Is anyone playing Mistborn: House War? I got it about a month and a half ago, and it's a big hit with my gaming group. Only two of us have actually read the books but even the people with zero exposure to the novels really love the game -- so much so that we usually wind up playing twice in a row. I'd love to talk to people here about different strategies and your opinion of it overall and what you predict the expansions will be like.
  7. Hey all. Long time creeper, first time speaker here. Like most of us here, I think, I'm a nerd. I built Lego models when I was a kid, computers when I was in highschool, and I've been playing D&D for years now (longer than I've been reading Sanderon's works, in fact). I've always loved the freedom that comes with tabletop RPGs like Pathfinder and D&D, so I've brought it upon myself to find a way to merge these passions of mine with the works of the Cosmere into a single, fun-to-share project. Enter: The Cosmere Universe Guide. A mostly brand-new set of rules and character options for D&D 5e. I've been working on this project off-and-on for the better part of a year now, and while I've made a great deal of progress, I'm starting to hit a wall in some areas. That's why I'm here now; Who wants to make a game? While I personally have no idea how, say, a spren's decision to bond a radiant works, I'm willing to bet that there's someone on here who's made it their life's goal to figure out the most minute of details. Right now, I'm struggling to flesh out one of the new classes; the Allomancer. I'll post a link to the WIP document, so you can see what I'm talking about. As you can imagine, writting a class with 16 sub-classes, based on a magic with strict rules we don't fully understand is a little difficult. Any ideas or suggestions for new class abilities or changes to existing powers are welcome, and I'd love to hear what everyone thinks about an actual full-scale Cosmere RPG! Thanks AllomancerWIP.pdf
  8. Welcome to the Stormlight Archive Autocorrect! Its a beautiful miserable, rainy day to create a new game on the shard, and I can't wait to would rather run bridges through Damnation than share this idea with you all. Its a game, where one person says a phrase, and the next autocorrects it, Roshar-style. For example, if I said: A flock of birds shot off in fear as a dragon rose into the air, illuminated by the glorious sunrise. The next person would change it to: A flock of birds chickens shot off in fear as a dragon lanceryn rose into the air, illuminated by the glorious sunrise looming highstorm's lightning flashes, juxtaposed against the dreary sky. Very very minor OB spoiler reference: Feel free to use anything Roshar, from chull, to axehounds, to tallew. I'll go first. The quick brown fox jumps over the lazy dog.
  9. *EDIT* @Personification just alerted me, there's a HUGE thread on this already with amazing songs, you can find it here: Scene 1: A man lays prostrate on a circular stone platform, lit by a single spotlight. Behind this solitary figure a sheet with striated bands of different shades of grey roils tempestuously. Another figure, hidden in the darkness stage left, with hair spangled with glowing rubies and wearing a Vorin Havah approaches the prostrate figure while singing: Song 1: Memory (sung to the tune of Memory from Cats) Good Knight, Laid out on the Pavement, Has this man lost his memory? He is weeping alone In the dim light, the petaled shame collects at his feet And his Spren begins to moan. Every dead-voice seems to scream An Abominable witness, The Thrill it claims him, the dead-voices shame him, And he begs for forgiveness. Memory, All alone without Stormlight He can see her from old days She was beautiful then He remembers, he killed her and watched Rathalis burn Now her memory lives again Now for the game part, pick one of your favorite scenes from SLA, pick a song from a Musical, write alternate lyrics and link to a video of the song being sung so that Sharders can sing your altered lyrics to the tune of a musical number. Mwhahahah, let the fun begin.
  10. LG41: Night 0: Signups and Rules. Vin dropped through the Mist. She threw out a handful of boxings, steelpushing them downward until they hit the cobblestone street below her, abruptly slowing her fall. She flared tin and scanned the alleyways and windows as she landed, searching for anyone who had attempted to hide after her sudden appearance. No one. The world was quiet here. She fanned her bronze to a flare, seeking out any Allomantic pulses. Still nothing. She prowled down the street until she was satisfied no one was there, then Ironpulled her boxings back to her, and steeljumped away. Fynn Seidel breathed out in relief as the Mistborn jumped away. What manner of ill fortune had brought her here as they were walking through? No one had seen them enter the city, he was sure of that, and the only one to have seen them since had been killed in seconds. One of the other infiltrators gently laid a hand on his back. “Boss, do we continue to the safehouses or find a new route?” Fynn pursed his lips, and mouthed a few things while looking skyward, but shook his head. “We continue. The previous cell already has houses here, and cover stories for us. We just need to reach them. Once we are established in the city, we can work on getting close to the King. Finding a new route could delay us until Cett’s army is already here.” The infiltrators shook off their concealment, and hurried out into the misty night. Roles Factions: Housekeeping: Player List: Steeldancer - A dancer who wears steel toed boots. Straw - Adfus Syponr, A man who beleives in Luck and Chance. Droughtbringer - Fake Joe, a man who tempts the wrath of the Gods. Devotary of Spontaneity - Varun, a man who asks all the right Questions. Asterion137 - Ashimar, a man so quiet, he goes unseen. Seonid - Count Sen Conrad the III, a man unrelated to something or other. Bassookla, Hemalurgic Headshot - Marv, Nothing unusual about him. LivingLegend - Lamar, a parrot who loves Seasonal things. Darkness_ - Jax Sangrin, a man who loves boxes shanerockes - Phillip, the first of his line ShaneyRus - Lyv, who loves short names with rare letters Ornstein - Thorn, a sharp prickly person Nuttallaspren - Norys, a chocolate maker. Araris Valerian - Aralis Penrod, a noble nobleman Sart - Lord Tuy, probably not Hoid Main GM: A Joe in the Bush Co-GM: Maunkos Impartial Moderator: Alvron unhallowed be his name. Quick Links:
  11. I don’t know if this is quite the right board for this, but I’ll just go for it. The Escape the Shattered Plains VR experience is coming out tomorrow, and since I assume the vast majority of people won’t be strapping on a VR headset to try it themselves, I thought I’d volunteer to try and record a playthrough of the experience, if people are interested in watching it. I’d probably make it this weekend, but given my minimal experience with screen recording and video editing, who knows. The playthrough, if people want it, would likely be just the game’s sights and sounds, no commentary from me. I could do one with commentary and my thoughts and reactions, too, if people were interested in that as well. Maybe someone’s already planning to do this, maybe not, but I figured I’d offer. What do you all think?
  12. Ok, so this is just a game where you can post songs that you think fit characters, scenes, or anything related to the books! I'll start: Hozier-Take Me to Church: Elend joining the Church of the Survivor Rise Against-Prayer of the Refugee: This one just reminds me of the First Mistborn book 3 Doors Down-Citizen/Soldier: I feel this is Kelsier's theme song
  13. Imagine that Sanderson (huge emphasis on imagine) decided to bless us with a Stormlight Archive novella. What do you want it to be on? Personally, I am dying for a Heralds novella! I need more information on the heralds and I need some questions to be answered! Plus, imagine reading about the Heralds in the height of their glory how cool would that be!!!
  14. You know that every Rosharan would set their telerials to the right channel when it was time for this show to come on air: The Odd Couple + Sword Setup: Refuges flood into Urithiru from all over Alethkhar, Herdaz, Emul, and Iri. Suddenly space is limited, Radiants who once had a room all to themselves now must live together. Due to the housing shortage Szeth, Lift and sword-Nimi are forced to live in the same apartment. Hilarity ensues. CUE THE MUSIC: EPISODE 1: Ground rules Setting: Interior of Lift's, Szeth's and Sword-Nimi's apartment. One side is barren, immaculately swept and has only one small square pillow and a pot with shinovar grass in it. The other side of the apartment is a sprawling mess, dirty dishes, half eaten chicken legs, old dirty curry bowls and dirty clothes wadded up and strewn over every flat surface. Szeth, sleeping cross legged on the square pillow, with nightblood strapped to his back, awakens and looks across the room at Lift's small form, hanging half way off the bed, snoring loudly with a half eaten roll clutched in one hand. SZETH: The young Radiant's burdens are light, she sleeps well sword-nimi. NB: Well, if you mean how loud she is, then Vasher slept even better. He sounded like 10 boulders rolling down a hill. (Laughtrack) (Lift wakes up, eats the half eaten roll in one gulp and then begins to scratch her backside with her shard-backscratcher.) (Laughtrack) SZETH: Ah, good you are awake. We can discuss the rules we will observe in our shared habitation. We must establish the bounds and determine the precepts of ordering our common living space. NB: Ah, the dirt and grime, all those dirty dishes. Let's destroy them Szeth, they look evil. LIFT: I've got a starvin' rule for you, stick to your side of the room and don't worry about my side. SZETH: I was thinking we could start with some common agreements about the cleanliness of our– (Szeth stops speaking mid-sentence as he is hit in the head with a half eaten chicken leg) LIFT: There, I just cleaned my side up some. Do you want me to clean some more Crazy face? (Laughtrack) NB: Oooh, she's so deevy (Laughtrack) SZETH: These are wise words, balance can only be maintained if– (Szeth is once again pelted, this time by a half full curry bowl. Curry drips off of his face and spills onto his formerly white robes) LIFT: Try balancing that on your face. Hey look, my side of the room just keeps getting cleaner and cleaner. I think if you keep talking like this I'll have my side clean in no time. (Laughtrack) NB: I told you Szeth, we should have slain those dishes, then they wouldn't have been able to attack your face like that. SZETH: I am a skybreaker of the 3rd Ideal, the surge of Division is mine to command. Perhaps instead of hitting me with rotting foodstuffs, I could assist you in the cleansing of your side by– (Lift throws another chicken leg at Szeth's head, but bursting with stormlight, Szeth raises his hand and applies a triple lashing to the chicken leg so that it goes speeding back towards Lift, who catches it in her mouth) SZETH: You will please let me finish, young Radiant. LIFT: (Talking around a mouth full of chicken) Sure thing crazy face, as long as you let me finish eating my starvin' breakfast. (Laughtrack) NB: Oooh, that was pretty deevy of you Szeth SZETH: I could use my surge of division to cleanse your side of the room of the accumulated filth and dirt, so that we could have a clean living space. LIFT: See now, I think you're missing the whole point. You clean up the room, sure, but then what happens? It gets dirty again. What's the point? Besides do you know how far away the kitchen is from here? Where am I going to put my food if I can't just leave it laying around. SZETH: You could requisition a larder or a hamper of some kind. LIFT: Yeah, a larder good that would do me. (Laughtrack) LIFT: I'd have to put my food into the larder and take it out of the larder, sounds ineffecient, and would probably make me real hungry doing all that, so I'd need to get more food. Then I'd probably need to get more larders and more hampers, so many that our whole starvin' room would be filled with larders and hampers. Wait a sec, look at our room, it kind of looks like the inside of a larder right now. (Laughtrack) NB: She has a point Szeth, it does look like a Larder. (Szeth stands up, robes and face dripping oily brown curry onto his clean floor, then walks over to the center of the room and places his hand on the floor. From his hand a brilliant orange line of light streaks across the floor, creating a scorched black line dividing the room in half). SZETH: You are wise. The room has been divided. Obey the simple precept that you shall not interfere on my side of the Room and I will not go on a Crusade to cleanse your side of the Room. (Nervous Laughter???) NB: Hey, what about my side of the room? SZETH: Shut-it sword-nimi. CUE END CREDITS. If you like episode one, feel free to write another episode of what is sure to be the most popular sit-com on all of Roshar.
  15. I saw this idea a while back and thought I would recreate it for people (like myself) who missed it. So there is a classic forum game that I've usually seen called "yes, but". Usually used in reference to wishes. Basically, the first person posts a wish, then the poster after them grants that wish but tacks on a rider to make it awful, then posts their own wish. And so on and so on. The Boons and Curses from the Nightwatcher seem ideal for this. Since the bane doesn't necessarily have to be directly connected to the boon granted, this opens up a bit more leeway, but I think it could still be at least mildly amusing to see what we lurkers of the forums come up with. I’ll start: I want the intellect of a zinc compounder constantly.
  16. Ok so the idea I had would probably be best explained if I just showed you one. What is Adolin's favorite clothing company? Just find more palindromes and post them preferably question answer but not necessary.
  17. Hey everyone! Here's how this works, someone puts a trivia question (from any book series, or general Brandon trivia) into the thread (make sure to tag spoilers) The next person answers that question, and puts up a new question. Let me start us off: What is Shallan Davar's last name?
  18. So, Chaos just released a spoiler-free review of Oathbringer here. It's spoiler free thanks to some heavy censoring. So much, in fact, that it reminded me of a fun little game I used to play... Okay, so this wasn't actually mad-libbing, because I did put some effort into making it coherent. But I figure we have one week to make a complete mess of find out what he hid in those paragraphs. At the very least, It's made me think about some crazy plot-twists I'd never considered before. I also think it will be hugely entertaining to Peter, so hey, I hope you get some laughs. In the spoiler tags is the redacted sections of the spoiler review, as they appear in the post: Aaaaannnddd......here's my rendition. It's awful because come on, I only had so much to work with and generally tried to keep each 'redacted' to one noun/verb and maybe a pronoun or preposition where two were back to back. Some of this isn't realistic. Some of it is just dumb. And some of it is actually kinda giving me ideas... It starts with us finally seeing SZETH go CONFRONT the STONE SHAMANS. Then it turns out SZETH didn’t KNOW WHERE THEY KEPT the HONORBLADES, but FOUND THEM, and DESTROYED THEM. You get REVENGE and it's immediately time for THE DESOLATION, and it's this epic REUNION right away. Oh, and not only is it KALADIN WORKING WITH SZETH, but just [redacted for swearing] ORODEN is ADORABLE. It turns out NAVANI was the REASON DALINAR was ALLOWED to be BONDSMITH, and for a moment you WEEP(yes that had to be readacted). All in RETROSPECT HER DEATH was so BELIEVABLE(also had to be), and FORESHADOWED. RENARIN makes VOIDBRINGERS ATTACK the RADIANTS. All the while, KALADIN, ESHONAI, and ELHOKAR are in TROUBLE (because of DAI-GONARTHIS) at KHOLINAR, fighting AESUDAN and trying to get TO URITHIRU, but the OATHGATE refuses to WORK. ELHOKAR tries to get PARSHENDI to HELP, but WIT keeps INTERFERING. All the while there's TARAVANGIAN MANIPULATING the SLEEPLESS. Oh also there are THE SKYBREAKERS, because why not, clearly more needed to be happening. But then, THE CHAMPION (the actual chapter title), TURNS OUT TO BE [redacted for swearing] ZAHEL. ADOLIN just [redacted for swearing] DREW SWORD-NIMI, or NIGHTBLOOD. ZAHEL faces DALINAR and MASALA and JASNAH, and it is so [redacted for swearing] GIBBLETISH. KALADIN OPENS THE OATHGATE, reaches URITHIRU, KILLS WIT, FLIES to DALINAR, MASALA, and JASNAH, and they are ELSECALLED into the EVERSTORM and it's so freaking amazingly awesome. You see THE NIGHTWATCHER and NERGAOUL. Oh, and that's just the first half of the avalanche because then [redacted for swearing] DUSTBRINGERS JOIN with ZAHEL and it's just insane. The most intense thing ever. Your turn.
  19. Hey all, I've just stared to working on some vr experience based on Mistborn ( more specific on Final Empire). This is just really early prototype and I don't know if I find enough time to finish it, cause it most as a hobby for me and for my portfolio. What I was thinking is the experience will start on the roof, the user will see main title, old books on the right to get some knowledge about empire, allomancy etc. Behind there will be doors to lower floor. There on the table will be note from Kelsier, saying that he will be later for training and to start without him, also some vials with metals and coins. After that user will be start training with Iron and Steel. Really basic and not long experience. I'm creating everything for HTC Vive and you can see current progress here: If you guys have any ideas or thought I'm open for any suggestions It's not a game and I won't be selling it, I just want to know what you think about it.
  20. game

    This game is pretty simple. You come up with a sentence for the letters that the above person posts: Example: B M S H P == Buy me some hummus, please. Any number of letters is allowed, as is punctuation (for example, "BKSR,JDQ: FRT" is allowed). But be reasonable. Hopefully someone will play this... Here's the first: WGJPF
  21. Preamble Firstly, I was somewhat surprised, but very happy, to know that some people read the last entry I posted Thankyou. So, for anyone who isn't aware, Shelldry is a game in the world of the mistborn series. It is mentioned a couple of times at most, but from when it is mentioned we can gather that it is some form of gambling card game. Partly to play with my MAG groups and partly just for the fun of it I decided to create a version of shelldry. It isn't complete yet so everything here is subject to change. The rules have gone through several iterations and the card backs have been designed so some significant progress has been made on it. I currently hope to complete it within the next fortnight. I wanted the game to be heavily set in the mistborn world, as a result it is based around the 10 allomantic metals that were known in the time of the final empire and their relative value and connections to eachother. I know that both skaa and nobles play Shelldry and many skaa wouldn't know about allomancy. However I decided for this that it was perfectly possible that the nobility created the game and that the skaa adopted it even though most don't understand the significance of the metals and sets. How to Play The game is played with a set of 34 cards, 4 copies of each of the physical and mental metals, 1 gold and 1 atium. The game is, in basics, vaguely similar to Texas Hold'em poker. As such the best sets are of 4 and the different values of hands are based on metal pairs. The hands, in increasing value: -no set -2 of a kind (eg, 2 iron) -metal/alloy pair (eg. iron and steel) -2 * 2 of a kind. (eg 2 iron and 2 brass) -metal/alloy pair and a 2 of a kind (eg. iron, steel, and 2 brass) -3 of a kind -2 of the same metal/alloy pair (eg, 2 iron, 2 steel) -4 of a kind -2 pairs, one from mental, one from physical (eg, iron, steel, zinc, brass) -full set, physical or mental (aka, iron, steel, tin, pewter OR zinc, brass, copper, bronze) -gold and atium pair. (Special case) Atium and gold act differently to the others. A gold/atium pair wins the pot (explained later) and ends the game, but neither gold nor atium is involved in any other set. Instead, atium and gold act as tiebreakers. If you and another opponent both have the same value set, for example if you both have a metal/alloy pair, and you have atium, you win the tie. On the flipside if you have gold, you lose the tie. This reflects atium and gold's allomantic values (Or at least how valuable they are considered by most mistborn, to all you gold lovers out there.) In Shelldry there are two distinct pools of clips/boxings. There is the current betting pool which contains all the bets from the current round and there is the pot. The pot gradually increases in size throughout the game and nothing is taken out of it till the end. How each round works: -Each player is dealt 2 cards, then, starting with the player to the left of the dealer, each player has to choose to stick with their cards, or to pay the minimum bet (lets say 1 clip for now) into the pot to discard them face-down and draw 2 replacement cards. -Each player is dealt a third card. -Each player (in turn) chooses an amount to bet of at least the minimum bet, they do not have to match previous bets. These bets stay in front of the player and are collectively called the "betting pool". -A final card is flipped face up in the centre of the table. Each player can make sets from the cards in their hand and this card. -Each player (in turn) chooses one of 3 options: 1. Fold, and take back half their bet rounded down. The remainder stays in the betting pool. 2. Stand. (No changes to their bet.) 3. Double Down. Provided the player has enough clips/boxings remaining they can double their bet, increasing the betting pool. -All players who didn't fold reveal their hands and the player with the best set wins the round. They take back their bet and an equal amount from the betting pool. If there is not enough in the betting pool to match their bet they take however much there is. They do not take from the pot to make the difference. -Any remaining clips/boxings in the betting pool are added to the pot. -The cards are shuffled, the player to the left of the dealer becomes the new dealer and a new round begins. In the case of a tie, if one of the players has atium, they win the tie. If one has gold, they lose it. If that doesn't resolve a tie a player who formed their set completely from their hand wins the tie. If that still doesn't determine a victor the round is a tie and the players who are tied take back their bets and then split the remainder of the betting pool evenly between them, with the caveat that each player, like normal, cannot receive more than they bet. Any clips/boxings that they would otherwise receive from the split are added to the pot as is any extra that cannot be evenly split between the tied players. -The game ends when a player reveals a gold/atium pair during scoring (including the case where they have one of them in hand and the other is the centre card), that player wins the round and takes the pot. Rounds in Shelldry should go a little faster than normal poker rounds while still allowing for some bluffing and psychological play. Gold and atium make for an interesting risk-taking dynamic. If you get gold on the initial draw do you hold on to it in the hopes that atium will come up, sacrificing your chance to get a set of 4, reducing your chance of a decent set AND causing you to lose ties? Very risky. Atium is a safer, though still risky, choice as while it makes you win ties, it still prevents you from getting a set of 4 and reduces your chance of gaining a good set. A player who starts with one in their hand has to decide if the potential reward is worth the risk An option for resolving things if the game has to end before an atium/gold pair surfaces is to deal a final round with no betting. The winner of that round takes the pot, split the pot if there is a tie. The most recent modifications to these rules are yet to be tested so changes may well still occur. The Cards The easiest way to play is simply to take a standard deck of cards, take out all of the cards for the numbers 1 through 8, 1 jack card and 1 king card. Then: 1/ace = iron 2 = steel 3 = tin 4 = pewter 5 = zinc 6 = brass 7 = copper 8 = bronze Jack = gold King = atium This is what I have been using during testing, however while this is functional it would be much nicer to have proper cards, so I have been working on designing them. I figured it would be cool to have a table of the 10 then known allomantic metals on the back of the cards, both for visual use and as an easy reference chart. Partly due to this the cards I have designed thus far will be round, however as I know that round cards are much harder to print properly and cut out I also plan to put the table on to the back of more regular sized cards for those who prefer them. Circular cards are cooler for this, but normal cards are far more practical I then ran into a problem in that there isn't any table for just the 10 metals known during the final empire. This is where a friend of mine, nard, (he has an account on steel ministry but not here) helped me out. He took the table from "The Hero of ages" He then used photoshop to cut off the bottom part, then took the top part and copied it down to make a full circle. He then covered over all the unwanted symbols and most of the inner lines to create something looking like this: At the time he then just roughly sketched in the remaining symbols. Coming back to working on the card-back now I decided that the sketched in symbols really wouldn't do the trick. Instead I traced out the gold and atium symbols from the full allomantic chart, shrunk them to the size I wanted and used them. Atium initially gave me a bit of trouble as it was too dark a grey and kept blending in with the background. I ended up adjusting the contrast and brightness to make it a much whiter colour that stands out better on the card (and is actually closer to how I always imagined atium anyway ). That left the internal metal symbols. I could take them from the initial chart but they would be white and would look strange and asymmetrical on this new chart. I considered doing as I had with gold and atium and taking them from the full allomantic chart. However, I rather liked how the existing symbols fit with the background and how they contrasted with the new atium and gold symbols. In the end I took the symbols from the Hero of ages chart and simply inverted the colours on them then adjusted the brightness/contrast as necessary and stuck them in. I am quite pleased with the final result. Closing Thoughts Creating shelldry has been a lot of fun. I will hopefully finalize the rules and create the cards in the next two weeks before I go back to Uni. When I do I'll share it in the Creator's corner and upload the files for the cards so anyone who wishes to can print them off. I worry that the gameplay may be slightly suboptimal due to my desire to base it so much on the allomantic metals but I think I managed a decent balance in the end. I don't actually gamble real money with this and I wouldn't recommend anyone doing so , it is just for fun The most I do is sometimes I play it with my MAG players where they are using their ingame (regenerating) resources to try to temporarily get more or to gain secrets from the "informant" they are gambling with As an aside. I will be starting another campaign of the MAG over on steelministry.com hopefully in the next 2 weeks. It will be a multiple crew "cops and robbers" type campaign where there is a skaa crew (or perhaps 2 separate crews depending on the number of players I get) who are trying to pull a certain job, and a ministry crew trying to hunt them down. I have enough players to run it already, but I am looking for a couple more, so if you are interested just toss me a pm or create an account on steelministry and chime in to say you are interested. Thankyou for reading, and if you have any thoughts, comments, criticisms or ideas please feel free to comment and let me know
  22. Over in the [Firefight Tour] Philly, 1/27 topic, Oudeis brought up a game of Szeth vs. Szeth using the Szeth cutouts and a roll of the dice as a way to pass time until the signing starts. traceria then suggested that a deck of cards and a game of War should decide the outcome, which ultimately led traceria to ask the following question once Oudeis said a deck shouldn't have Kings since, you know, Szeth has killed so many: With that, I submitted my first cut at a deck of Stormlight Archive cards using either SA reputation names or character names that are similar to the corresponding reputation level: 2: Cremling/nothing is lower than a Cremling 3: Darkeyes/Cenn 4: Bridgemen/Skar 5: Ardent/Kabsal 6: Parshendi/Rlain 7: Lighteyes/Amaram 8: Honor Spren/Syl 9: Radiant Squire/Lopen 10: Voidbringer/Eshonai J: Bridgeleader/Kaladin Q: Surgebinder/Jasnah K: Knight Radiant/Bondsmith/Dalinar A: Herald/Jezrien Joker: Wit Obviously these can be replaced with better options, as this was just a quick stab. I also thought that the Kings shouldn't be excluded since Szeth hasn't killed them all yet. Maybe the King should actually be Taravangian? I like the idea of it being a Knight Radiant, maybe even a Bondsmith, with Dalinar at the head. Anyways, have at it everyone! Let's see what great ideas you all can come up with.
  23. Hey Sharders! I assume you all know how to play "would you rather", but I'm going to explain anyway. One person asks a question--it can be from the books, about the characters, or about Brandon himself ( though I'm not sure how you'd manage that)--then the next person answers that question and asks their own, and so on. Try to keep possible spoilers to a minimum. I'll start with an easy enough question: Would you rather be a Lightweaver or a Windrunner?
  24. This is something I saw on Facebook a little earlier today and thought it could be fun. Make "And then the murders began." the second line of a story. There are some good examples, such as: For fun I looked at a few of Brandon's books and - unsurprisingly - they produced similarly funny results: Some of the others are actually strangely... not funny. A good number of Brandon's books apparently start with a line that already sets up a murderous mood (e.g. "Szeth-son-son-Vallano, Truthless of Shinovar, wore white on the day he was to kill a king" from The Way of Kings (yes, yes, that's the prologue, not the prelude; sue me) or "Marsh struggled to kill himself." from The Hero of Ages) - and so appending the "And then the murders began." doesn't have the same juxtaposing effect. And then there is this: Got anything else funny around?
  25. So, this is a classic forum game. The typical version goes like this: Person1: *inserts coin* Person2: You get a sock! *inserts coin* Person3: You get a potato! *inserts coin* and so on. It can be as random as you like. However, since this is the 17th Shard, who cares about regular coins? *inserts boxing* and so it begins.