I just reread this with my imagination cranked to 11, and watching Fescariot break the barbarian's back over his knee (for the second time) is probably my favorite part in the whole sub. Go to Comment
Very nice! This article does a great job making non-euclidean architecture accessible to a GM is a usable fashion. I love how well you capture the parts essential to gaming and manage to avoid a lengthy mathematics lesson. Looking forward to the next one. Go to Comment
And now we can begin the chart the angles of space, altering perception of seemingly euclidian space into a non euclidian space. Beholders come to mind. Go to Comment
Great article, but please do not continue before I have taken some aspirin. This is good for both a the mad mage building an impossible tower, as for the spaceship that jumps outside of the space-time continium. Go to Comment
We're going to go with, "Awesome" and leave it at that. It feels a bit more sparse on immediate usability compared to part 2, but it still introduces the concepts nicely, and gives some good starting ideas. I highly approve. Go to Comment
Oh My! Where has this submission been all my life? If i had a nickel for every time i wrote the words, "non-euclidean" in various entries and had no clue what I meant.....
And now we have the primer!!!
Now let me read it again to make sure i understand the angles and degrees involved :)
Perhaps a simple way to mix these concepts into a game grid would be to put players or characters into a space in which light suddenly moves in an extremely non-euclidien path over short distances. The characters would have to quickly adapt to "seeing" something in front of them that is actually to their left, and things that are moving would appear to be moving around them or disappear from vision. Go to Comment
A very thought provoking sub, and has enough solid math to be easily understandable as well by most of us scientific/tech geek types.
The only down side I can see is trying to explain the nuances of this article to a non science gamer in a way that doesn't take most of an evening and can be readily remembered several sessions down the road. (I.E lay-mans terms)
Then again there's some things you just can't put into lay-mans terms any plainer then this article does, and for those of us with a desire to use non-euclidean structures in our games, the upside is we (and the majority of our players) likely already have the requisite intellect to comprehend and make good use of the article as written.
Thought provoking and a well deserved 5.0!
(I would have commented and rated sooner but the temporary vote refresh bug served to delay my efforts.) Go to Comment
This is something special. It's one thing to just say "The space is non-Euclidean" and leave it at that. But that doesn't really accomplish anything. Looking at it from a scientific and mathematical perspective is the way to go. This definitely belongs among the pantheon of great subs. Congrats. Go to Comment
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