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  • 5too@lemmy.worldtoScience Memes@mander.xyzThe speed of light
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    13 days ago

    A bit late to the party, but I’ll try anyway!

    So, first, speed is distance over time. Miles per second, kilometers per hour, whatever.

    Consider a person rocketing by a planet in a little spaceship at a good fraction of the speed of light. To amuse themselves, they’re bouncing a ball between two paddles on opposite walls of their craft. The ball describes a path like:

    O--------O

    –O----O

    -----O

    Of course, to a person on a planet they’re blasting past, the path looks different - the ship moves a long way between each bounce, so they see:

    O----------------------------------O

    -------O------------------O

    ----------------O

    The thing is, both of these are correct from each point of view - from each reference frame. For the shipboard person, the ball moves the width of the ship, and for the planetside person, it covers the distance the ship traveled in the bounce (plus some for the width).

    Now, swap the ball for a photon, which always moves at the same speed. The distance the photon travels from the two points of view - the two reference frames - is different, so the time component of the photon’s measured speed must change as well because the photon’s speed remains the same! Each side sees the photon moving at the same speed, despite the difference in distance traversed each pov sees - which means each must also have a different measurement of the time involved!

    So, time is compressed on the spaceship relative to the planet - from the ship, the planetside observer is moving very fast, while to the planetside observer, the space pilot is moving in slow motion. The speed of the photon is universal - it’s the distance it travels between bounces, and therefore how long it takes to bounce, that differs between their perspectives.









  • Solo RPGs have been taking off for the last several years, but one area I don’t see getting much attention is superheroes. This makes some sense - how could you account for what bizarre ability someone might think up?

    So, I’m taking a slightly different approach. - using a choose-your-own-adventure approach, let the players have more narrative control, and the system responds based on a situation’s general outcome, rather than choice by choice. The players get a general description of a situation, including any specific or general difficulty modifiers (and the group determines which ones apply), as well as any does or complications. Then the players decide how they use their abilities to address the situation, and roll to see how they did. Depending on what they tried (and how well it worked), they turn to another paragraph to see how the situation changes in response. For instance, when encountering a villain, you generally have options to try to quietly find out what they’re doing, try to prep an ambush, or confront them - and after, you have different options based on whether you drove them off (and whether you pursue), turned them, were beaten, etc.

    I’ve been putting a starting adventure together based on Mutants and Masterminds’ “The Silver Storm” adventure. Most of the bones are there (around 30 pages atm), I’ve got a few paragraphs left to fill out and some sample characters to put together (so the players don’t have to generate their own if they’re in a hurry), and I’ll be ready to start play testing! (Okay, I’ve already been play testing, but I’ll be ready to test more!)