What is the mechanic toolbox organization widget?
The "mechanic toolbox organization widget" is likely a specific tool or product designed to help mechanics organize their tools in their toolboxes. The term "widget" is often used to describe a small device or component with a specific purpose or function. In this case, the "mechanic toolbox organization widget" could refer to a tray, divider, or other items that help to keep tools separated and easy to find within a toolbox.
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JL-017 Jaguar / Land Rover - DSL 2.0T Timing Tool Set
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Drafting the Adventure: Dungeons Without Walls
I love the idea of dungeons, but there was a significant portion of my life as a DM where they didn’t feature in my games. While Pathfinder and 5e provided a great framework for character building and tactical skirmishes that I could build story on top of, neither was really great when it came time to detour into a dungeon. My players tended to get confused when we headed out to plunder the local ruin or cave system, spending a lot more time figuring out where they were and what they should be doing than actually doing anything.
The problem as it turned out was limited information. I had a picture of the dungeon in my head/notes but I couldn’t telepathically infer that to the party, and the back and forth questions where they tried to orient themselves within my mental labyrinth ate up a lot of session time prevented us from attaining that snappy pace that every table needs to keep the players invested.
Recently though I had an epiphany about overhauling exploration in d&d, and wrote up a whole post detailing how you could build and run wilderness adventures the same way you could a heist or a murder mystery. Because I was already writing a series about dungeon design it didn’t take long for me to realize that this exploration overhaul was 100% applicable, and could solve a lot of the delay and confusion my players usually faced on their next trip underground. Spoilers: it worked amazingly.
The key to this overhaul was giving my players enough information to see the dungeon as a sort of abstract checklist, and then giving them the power to investigate and check things off that list in whatever order they wished, when they enter a new level of the dungeon they get a new checklist to fill out which still keeps that sense of exploration. Folk love checking things off lists, and I as a dungeonmaster love it when players engage with the content I’ve spent so much energy creating even if it’s only poking their head in the door to realize they want to run away as fast as possible. Likewise, designing the dungeon this way let me tackle much larger concepts without having to sweat the details of filling up every little room as I would have to in map-centric design.
To summarize my exploration mechanic as It applies to dungeons:
During Design: After you’ve got the dungeons’ major concept, you divide it into unique “zones” (essentially what might be levels in a regular dungeon) with an interconnected theme, mechanic, or threat.
Each zone has a number of points of interest, which can be anything from trails to follow, odd sights they might investigate, to full complexes of rooms that you’ve mapped out. You don’t need to map out the points of interest otherwise, they sort of float abstractly within the zone
When players enter a zone, they become aware of its name and general descriptor, as well as how many total points of interest are in that zone. They also become aware of some points of interest immediately to serve as landmarks and give them a direction for their exploration, but most remain undiscovered until they venture off the path and start checking out their surroundings. Hidden among these points of interest are the doors that lead to zones deeper within the dungeon, encouraging the party to explore in order to progress.
During Play: When the players enter the dungeon, one player is appointed as the surveyor, who’s job it is to keep track of the zones, fill out that checklist, and check things off when the DM tells them that they’ve fully explored a point of interest.
Rather than needing to be aware of the exact room layout, the party just need to know what zone they’re in and what options are available to them, Because this information is delivered in the form of a checklist with empty spaces, the party know exactly how much of the dungeon they’ve explored, what’s left to explore, and when they’ve cleared out an area.
Lets take the image above as inspiration. Say the party is trying to make it up to the tower, you can easily see a progression of zones and maybe imagine a few to go alongside them:
Ruins & Foothills: The first area, filled with the remnants of an ancient civilization. Picked over by looters and now a home to all sorts of wildlife,
Mountainside: The obvious next goal, but locked off behind a challenging climb, Filled with hazards that threaten to knock the party back down to the foothills if they’re not careful
Caverns: Secret area accessible only if the party explore a cave on the mountainside, or make a beeline towards the old aqueduct landmark in the foothills, realizing it might be easier than the climb.
Spire Foundations: The door connecting to the foothills is guarded by a complex puzzle and arcane ward, but the party might be able to sneak in through the caves where erosion has caused a breakthrough into the cellars.
Spire Peak: High among the clouds, the party’s prize is somewhere here. Access to the upper sections of the tower are guarded by a territorial sphinx under arcane compulsion, though the party might just be able to skip that fight if they figure out the riddle to make the portal mirrors work in the foundations.
Trying to design all this by pencilling it in on a gridmap would take weeks, to say nothing of the headache it’d cause you trying to make things fit together and fill up empty space with content. Designing it first as a sequence of zones and then filling those out with interesting fights, puzzles, and encounters is the work of an afternoon or two. Likewise, its easy on your players: five zones with six to ten points of interest is far easier to tackle when you can make a checklist and see how much progress you’ve made, despite the fact that the area they’re exploring is quite vast.
I hope you find this as useful as I have, and if you need a more concrete example of how it might work, don’t worry, I’ll have one of those for you in the coming days.
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Lost in Translation
I saw this image recently, and instead of hijacking that perfectly good post, I thought it best to write my own.
Because this a very real issue, even when watching a show or movie.
Mostly when it comes to watching queer media that already incorporates a coded language due to the topic.
Many people watching Portrait of a Lady on Fire in another language didn't realize the significance of the final scene between these two because they didn't understand French.
The entire movie, they used the formal form of you basically referring to each other as madam, but at the end, they use informal you, and it shows the intimacy that has developed between them. If you didn't understand French or romance languages, you probably missed it!
It happens often in Asian dramas as well because they use honorifics that don't get translated with the same significance.
These two in Ghost Host, Ghost House skipped over the traditional honorifics and instead opted for you and I. It was important because even when they were fighting, they still saw each other as equals.
This was a big moment in Semantic Error, but if you watched it with just the translation on one streaming platform
You would have missed the urgency of the scene because he finally showed respect for this person and the relationship they had developed.
And often, the translations of colloquialisms (slang or informal language) are literal so context is omitted.
I would pay $$$ for annotated subtitles (like from Viki, depending on the team, Idol Factory does a good job, and Lazy Subber, please come back!) because they explain the context we would miss in the literal translations.
In Thailand black bean is (derogatory) slang for gay sex, so asking if someone wants black beans is coded language.
When Knock asks his girlfriend if she is itchy in Together With Me, if the audience doesn't speak Thai, they understand the flow of the conversation as being logical since Knock's girlfriend just mentioned getting bit by mosquitoes and wanting to go inside. However, the show does a strange sequence that indicates this moment meant something...more.
Because asking if someone is itchy in Thai is asking if they are horny. Knock is asking his girlfriend if she is horny and if that's why she wants to go inside. That's missed in the translation.
This happened in Love Mechanics as well. Vee asks Mark if he wants him to come inside to watch a series. It seems innocent enough, but Mark's reaction is aggressively upset.
It's because this is equivalent to America's Netflix and Chill or Korea's Wanna Eat Ramen?. Vee is asking Mark if he would like to YouTube and Lube. Vee is asking Mark if he wants to have sex! That is missed in the translation.
Big Dragon had this issue with different translations on different streaming platforms in regards to this scene:
Some platforms translated Yai as saying "You're a pain in the ass, really" while others used "You're a pain in the ass, literally." It's a small change, but Mangkorn smiles afterwards because he gets what Yai is saying and is a literal pain in the ass. Yai had to visit a doctor after their first sexual encounter because Mangkorn was so rough it caused Yai pain...in his ass, and they just had sex again.
Language is a cultural tool, so although it incorporates a lot of implied knowledge, it's subtle. If the audience is missing the cultural context, an entire narrative can be easily missed.
This is also the case with intonation aka the rise in pitch when speaking or emphasis on a particular word - Why is this here? vs. Why is this here? - One is asking why this specific item is outside instead of another item, while the second asks why that specific item is outside instead of another location. If we don't know the language, it's hard to decipher when the intonation causes a change in meaning.
So the next time you are watching a series in another language and think the dialogue is lacking, understand it's probably because you don't speak the language. Sometimes the substance is lost in translation.
It's okay, but ask questions, do some research, and try to learn, so the next time someone asks if you want ramen, you can smile and say enthusiastically "YES!"
EDIT - Adding more links from others that show examples:
Extraordinary Attorney Woo - The cat's butler scene
My Engineer - Cool Kid Nickname
English in KinnPorsche as deception
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Product features from Toolbox Widget Australia
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