contention: moneyline odds are more legible and intuitive to the layman (esp in america) and directly correspond to odds

  • Discussed a bit on brennan's podcast

  • Eliminate false ideas about what 99% et al mean

  • Better feedback loops

  • Risk/reward baked in

  • 75% as a go/no-go feels reasonable, but -300 is ridiculously conservative

  • Should write this up in greater depth

Savate fighter in an urban low fantasy setting (using street savate and occasionally stretching for higher kicks) could be cool. Needs a reason for the fights to happen tho

Steven Godfrey foul play ole miss & miss st

Image uploads kinda fucky

Not sure what's going on there

Randomness/dice-based systems in video game design

- can work (baldurs gate, disco Elysium)

- but removes player agency in a manner that can be frustrating (xcom 99% chance to hit missing)

- can get around this a bit (citizen sleeper 2 rolling a bunch of dice at the beginning of the day and then the player choosing what to use them on)

- ttrpgs are fun but the randomness is an abstraction to cover the fact that they can't simulate a swordfight directly; video games can

- easier to program, though (stat block + rng means your core gameplay loop is a) just math (you can even formally prove it! (with greater ease than something more complex)) and b) severable from the rest of your engine)