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<blockquote data-quote="Janx" data-source="post: 5906091" data-attributes="member: 8835"><p>interesting approach. Not the way I'd do it.</p><p></p><p>In the past, my approach to weather is that the present is based on the recent past.</p><p></p><p>So today's temperature is plus or minus a random amount from yesterday's temperature.</p><p></p><p>Similarly with precipitation. Though in real life, if you didn't know about weather, you could swear it was random whether it would rain tomorrow, regardless of if it was raining today. Consider it from the perspective of somebody who journaled whether it rained or not, and how much each day. Yesterday didn't make much difference to what happens today, because the bigger picture was determined by the size of the rain cloud above you and how much it moved.</p><p></p><p>So, from the perspective of people who have no weather channel or ability to see cloud patterns beyond their current position, you can model weather from the perspective of "where you are right now"</p><p></p><p>For that consideration, imagine we all live in Hereville. It's a moderate climate town, it has the normal four seasons. It rains, it snows, it's sunny some days, cold on others.</p><p></p><p>We can model the "current" temperate based on a sine curve spread across the length of the year and scaled to the temperature range extremes (let's say 100F to -40F like my native homeland). I'm not a math guy, so I'd have to look that up. Hopefully you know what a sine wave looks like.</p><p></p><p>Anyway, that would give you a standard temperature for each day of the year. Apply a 1d20-10 modifier to whatever the standard temperature is for today. This will make the actual temperature for this day of the year different from past years and cause some fun variation from day to day.</p><p></p><p>If we want to get really fancy, we'd model temperature on an hourly basis and wire it up to a sine wave function (it gets hotter in the day, cooler at night). Once again, apply a randomizer to make it shift a bit, though not so dramatic as before. a 1d4-2 modifier would probably be sufficient. It's common enough to see a shift from 60F in the early morning to 80F or more by late afternoon and then it drifts back down as it cools.</p><p></p><p>Next up is precipitation. From a narrow perspective, if it rains hard today, it may or may not rain tomorrow. So work out the percent chance of rain as is typical for that area and season (tie to to the standard temperature), and you'll get close enough results.</p><p></p><p>If you generate a year at a time, you should see trends and multi-day weather commonalities that you can describe in game as clear skies, big storm systems, etc.</p><p></p><p></p><p>that's how I'd approache it.</p></blockquote><p></p>
[QUOTE="Janx, post: 5906091, member: 8835"] interesting approach. Not the way I'd do it. In the past, my approach to weather is that the present is based on the recent past. So today's temperature is plus or minus a random amount from yesterday's temperature. Similarly with precipitation. Though in real life, if you didn't know about weather, you could swear it was random whether it would rain tomorrow, regardless of if it was raining today. Consider it from the perspective of somebody who journaled whether it rained or not, and how much each day. Yesterday didn't make much difference to what happens today, because the bigger picture was determined by the size of the rain cloud above you and how much it moved. So, from the perspective of people who have no weather channel or ability to see cloud patterns beyond their current position, you can model weather from the perspective of "where you are right now" For that consideration, imagine we all live in Hereville. It's a moderate climate town, it has the normal four seasons. It rains, it snows, it's sunny some days, cold on others. We can model the "current" temperate based on a sine curve spread across the length of the year and scaled to the temperature range extremes (let's say 100F to -40F like my native homeland). I'm not a math guy, so I'd have to look that up. Hopefully you know what a sine wave looks like. Anyway, that would give you a standard temperature for each day of the year. Apply a 1d20-10 modifier to whatever the standard temperature is for today. This will make the actual temperature for this day of the year different from past years and cause some fun variation from day to day. If we want to get really fancy, we'd model temperature on an hourly basis and wire it up to a sine wave function (it gets hotter in the day, cooler at night). Once again, apply a randomizer to make it shift a bit, though not so dramatic as before. a 1d4-2 modifier would probably be sufficient. It's common enough to see a shift from 60F in the early morning to 80F or more by late afternoon and then it drifts back down as it cools. Next up is precipitation. From a narrow perspective, if it rains hard today, it may or may not rain tomorrow. So work out the percent chance of rain as is typical for that area and season (tie to to the standard temperature), and you'll get close enough results. If you generate a year at a time, you should see trends and multi-day weather commonalities that you can describe in game as clear skies, big storm systems, etc. that's how I'd approache it. [/QUOTE]
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