me

games theater of the mind i am but a graviton cosmic panda


0101 0102


For PL researchers:

A relational reinterpretation of a pure Scheme subset. Programs are written in a functional style using integers, arithmetic, predicates, and and/or control flow. The compiler derives a constraint representation that supports inversion, partial evaluation, and relational execution without requiring a separate logic-language encoding.

HN

https://c2l.puter.site


ada->lean->prolog->scheme


CURIOSITY -> PAPER.BOOK/PAPERWHITE.KINDLE/MP3.KINDLE/PHONE.KINDLE -> DRAWING.TABLET -> PAPER -> TYPEWRITER -> EMAIL -> MINDKASTEN -> PDF -> KINDLE ->


Combat: Battle Score

Combat is resolved by accumulating Battle Score over time. Battle Score represents momentum, pressure, positional advantage, successful actions, and overall control of the fight.

The mechanics determine who gains the advantage. The story is narrated afterward.

Character Statistics

Every combatant has three ratings:

Higher Size is better.

Higher Speed is better.

Lower Effectiveness is better.

Each combatant also tracks:

Gaining Battle Score

Every number of turns equal to a combatant's Effectiveness, that combatant makes a Battle Score check.

  1. Flip a coin.
  2. Heads: add Size to Battle Score.
  3. Tails: add Speed to Battle Score.

Repeat this throughout the fight.

Example

A Human Barbarian has:

Every 4 turns, the barbarian makes a Battle Score check.

Turn Coin Score Gained Total Battle Score
4 Heads +3 3
8 Tails +2 5
12 Heads +3 8
16 Tails +2 10

Ending Combat

Combat may end after a fixed number of turns or whenever the players decide enough of the conflict has been resolved.

Compare the combatants' Battle Scores.

Suggested Interpretation

Difference Result
1-3 Narrow advantage
4-8 Clear victory
9-15 Overwhelming victory
16+ Total dominance

Narrating the Fight

Do not narrate attacks, wounds, or maneuvers as Battle Score is gained.

Instead:

  1. Resolve the mechanics.
  2. Compare final Battle Scores.
  3. Narrate how the battle must have unfolded to produce that result.

A high Battle Score might represent:

A low Battle Score might represent:

The mechanics establish the outcome. The players create the story of how it happened.

Combat Battle Score
speed or size every effectiveness

The Story Engine
A Mix-and-Match Storytelling Game

How to Play
Choose a mechanic from the menu.
Follow its rule to test your new story detail.
Add the accepted detail to the story.
Pass play to the next player.

The Mechanics Menu
------------------

Wordprocessor
Speak your phrase aloud.
Count syllables on your fingers in groups of 3.
If the final syllable = 1 or 2 → Accepted.
If the final syllable = 3 → Rejected. Try again.
Begin always from the finger position you ended on the last time you used this mechanic.

Luckflow
Start with 3 luck.
Make a detail. Roll any die.
Odd → Change detail and roll again, or pay 4 luck to force it through.
Even → Detail accepted.
If accepted (even or forced), roll the die again. On a result of 1, roll once more to determine how much luck you gain.

What If...
Say "What if..." and add a twist.
The next player must adapt the story accordingly.

Threadweaver
Choose a past story detail.
Add a new one that connects by shared noun, cause-effect, or location.
If the new detail shares at least two elements (e.g. same character + same place), gain 1 luck.
If it shares three or more, gain 2 luck.

I'd avoid trying to translate Pathfinder mechanically. Instead, translate the fictional role of the creature into your three stats.

Since your system only has 216 possible combinations (6×6×6), it works best when stats are broad impressions rather than precise calculations.

What the Stats Mean

Size

Speed

Effectiveness


Quick Conversion Method

Start with all stats at 3.

Then adjust based on Pathfinder descriptions


Pathfinder Examples

Human Barbarian

A dangerous warrior who relies on strength and aggression.

Human Rogue

Deadly but less physically imposing.

Ogre

Huge and powerful but slow.

Young Dragon

Strong, fast, and competent.

Ancient Dragon

A living catastrophe.

Skeleton

Weak but relentless.