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Dirk

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  • It works for the game to leave it as vaguely defined as “leg injury” etc, or to color it in with whatever specifics emerge. The adjudication of injuries is handled by the logic of the fiction and judgement of the referee, ie, “how do you climb the …
  • There is one part of it that I'm conflicted about which is the bestiary/treasure tables. On the one hand the fact that they all have art associated with them is sooooo great. But the art also looks just like a map, it's even keyed like a map. It lo…
  • @onrigato a group roll in this this situation, especially when it can resolve the entire chase, seems to skip over much of what a scene like this could be about (actually running from monsters.) If a chase scene is what you want, I think the move sh…
  • Not your worship which is used for mayors, or your holiness which is used for popes. Your grace and your eminence are for bishops and cardinals respectively. The NOUNer of NOUNs, The bringer of spring, The destroyer of worlds The most ADJECTIVE, …
  • The thing that always bothered me in "modern D&D" when it came to playing out fictional situations is the amount of time and effort spent defining specific character abilities. What this means, in effect, is that anyone who wants to do somethin…
  • Huh, i was just thinking of dropping back in here to talk about establishing an imaginary audience, but Paul beat me to it. Obviously a specificly characterized audience is off the table for a generic game, but i think its totally possible to have …
  • I think "discussion" or "time out" are fine terms, but i think id want some more specific prompts/ ritual phrases to guide the discussion. So that both the opportunity for criticism, and the criticism itself both come from the text and not the playe…
  • What if the to player has to choose whether or not to spend ammo/fire the shot blindly, without knowing if it will be a killing blow (assuming hp is hidden from the players.) You can attack and damage hp without spending an ammo (lining up your shot…
  • @CarlosLuna I think the extreme example you describe with the token drawing has some interesting potential, makes me wanna riff on it with a little context. Let's try to play something like swords without master with these tokens, how about. To sta…
  • Like it! Steps a bit into what i think of as the purview of conditions, wonder if they could be rolled together somehow. Ripe for playbook specific harm tracks too, which i like a lot. Id be tempted to throw some blanks on the track too, or options…
  • Of interest: http://iperg.sics.se/Publications/Designing-Goals-for-Online-Role-Players.pdf Björk and Holopainen [2] divide goals (and rules) into endogenous and exogenous types – the goals made explicit in the rules and the goals brought to the game…
  • Entrust the major creative burden to your audience--give them tools to help carry it. Ask more questions than you answer--there's amazing mileage in simply posing things for your audience to wonder about. Prompt them to make the thing their own. If…
  • My impression is that the critique has never been of the play, but of the text that tell you how to play. It's not that you shouldn't portray racists, it's that if the text tells you to portray racists, the text should tell you the right way to do…
    in Dumb Fun Comment by Dirk October 2016
  • Love the thematic parallels you're drawing here, feels fresh but perfectly natural. Would love to read and comment. I don't have any familiarity with Malandros, whether that's a drawback or an asset in this case, I don't know.
  • I think there are definitely moves in AW and pbta elsewhere that can undermine intent--and I think it's generally done intentionally, to reinforce theme or apply certain kinds of pressure. Read a sitch and it's many offspring are frequent culprits …
  • @JDCorley totally get you here. We should all be judged by the way we have conversations, whether they're part of a game or not. I think you're right that there wouldn't be many people who would judge you simply for bringing up or portraying bad beh…
    in Dumb Fun Comment by Dirk October 2016
  • Huh, whoops, I know I started this by bringing up Cartel/talking about "the indie space" in broad terms, but the idea of diagraming the relationships of people I don't know squicks me out. So let me walk back what I said here... A vast majority of …
    in Dumb Fun Comment by Dirk October 2016
  • Playtest yesterday was productive. Led to some good changes to Cross blades, new thoughts about the setup process, new bonds. Updated the top post with most current version. I'm especially excited to try out the new bonds. Aiming for something with…
  • I've found that just consistently sharing your work and thoughts does a lot more than "directed promotion" to generate interest. If you're doing good work, there are still lots of open platforms where it can get noticed. G+ is great for that.
  • Re: Jessica Price, sensitive college students, political correctness, A you trying to make a case that these things are making gaming less political? Because the exact opposite is true. To say that there are right/wrong things for games to portray,…
    in Dumb Fun Comment by Dirk October 2016
  • But I'm just so viciously curious about what it would look like for someone to get it "completely wrong," haha. Part of me feels like if you can fit what you're doing into the structure of the game, following its rules, you're good no matter how dif…
  • I also think with AW->Monsterhearts as with d&d's march of editions, there is something to learn from how games change over time. Like, there are things to learn about game design that no one game can show you on its own. Lessons that only r…
  • So here's a go at a "playset:" https://plus.google.com/107200488853215420475/posts/KPxSumcKZ7i Finally, though - and most interesting to me - I think you should try to figure out what you're doing when you play this game and write it down. I'm sure…
  • I don't generally pursue immersion in roleplaying, but a couple games that really forced me into that stance, In a Wicked Age: grappling with conflicting best interests. Dread: character questionnaires place players directly into character pov; e…
  • For play sets, even something as direct as the situating paragraph in Eowyn could work, “When Fall stalks its way into Ithilien at last, Éowyn finds herself haunted by nightmares. In the dreams,she is bent, hungry,desperately searching through the d…
  • Ok, yes, I'm feeling you on the lack of broader context. I think I'd say it's missing a compelling starting situation. When I've run this, something interesting has always emerged from the peoples creation, but that's pretty thin and fickle and does…
  • Have you spoken elsewhere about your first kickstarter? what's the biggest difference in your approach from the first to the fourteenth?
  • Most modern games don't even attempt that level of power spread in the first place, so they are inherently bounded. So maybe the innovation is just that: bounded accuracy in a system of extreme power escalation. Also D&D is valuable to look at f…
  • I only buy and use PDFs, but I tend mostly to play games where all the rules are on the printed play materials.
  • I'll have to look more carefully. My feeling was that I was not clear on: What does the MC do? (e.g. prep?) From the text: "Choose one player to be the MC. They take the MC book and follow the instructions on the front page... ...you’re the Maste…
  • Thanks for the thorough response @miedvied, very helpful. I think there's a few things worth defending here, so let me try to articulate a few things better. Re: assumptions about moves, d&d, pbta a) A clarification here: In this game, a move i…
  • The glaring omission, of course, is how to actually play the game... haha, shoot, that was the one thing I thought I was doing better. could you speak more on what you find missing? If each player follows the setup instructions and fulfills their a…
  • Wow, love that gumshoe pbta remix, Jason, seems like it could really scratch my itch for bits and bobs in pbta (like a lot of your work has already done.) Finally got to play legacy: life among the ruins this week. Our world is a ruined colony ship…
  • Ooh, this is so hard! I think I really have to order my list by how much a given work has impacted the way I play and think about games. Like, I still play a lot of World of Darkness, but the way I play it would be impossible without Apocalypse Worl…
  • Dave, Have you seen Vincent's "question-based" minigames, from the swashbuckling game he was putting out through Patreon? That's also an interesting "zoom in" technique. Seconded--was on the cusp of bringing this up myself, but got distracted by ot…
  • On the other hand, if I have a super-zoomed-in ruleset, I might wanna just run with that and normalize minute description and see what that's like. Me too! I'd love to play with this and see how it feels. Hit me up if you ever want to brainstorm or…
  • Ok, cool, glad I'm in the right area. ...but instead, we don't -- we look at the tiny little moments and see, not just what they look like, but also how they matter. Are there stakes in "rest your hand on the hilt?" Yes, yes there are, if you look c…
  • Ok, It's taken me awhile to parse what you're getting at here, and I'm not sure I have it right, but I think it's true, as touched on above, that a couple things are being conflated here that I think could be separated more neatly, namely (1) granul…
  • Cursory reading of Engine Heart suggests there isn't much of a structural or mechanical handle to grab onto robot motivations with. I see there's a place to note down "original purpose," but I'm not finding that touched on in the character creation …
  • @Paul_T in an inversion of a capable adventurer story, how do you make experience points valuable? Does the game slowly transition back into the default adventuring paradigm? And if the primary way to succeed at things is by spending xp, how does th…
  • Elegant and brilliant little mechanic there, @Rickard , love it.
  • Maybe being your Darkest Self is the only way you can gain experience/transform in the game? Each time you emerge from your Darkest Self, you make the "Level Up" move. This, yes. Makes perfect sense. Your Darkest Self holds some number against you.…
  • To me all of these insights and the lessons of Fiasco suggest the necessity to abandon any paradigm in which (1) a player makes a suggestion or assertion about the fiction ("I jump over the chasm!") and then (2) has their assertion challenged by th…
  • I'm Dirk, by the way. My wife and I grow organic produce in Albany, OR. I've played games with roughly the same group of people since high school. Finally got woke to the cool side of the hobby a couple years ago and haven't looked back.
  • Also very interested in your Hold steady revision from the other thread: When you hold steady... On a 10+, you're cool. Choose one: * Ask the MC a question about the scene * Carry 1 forward during this scene * remove a Condition On a 7-9, you c…
  • Ok, got caught up on this thread: http://www.story-games.com/forums/discussion/17559/monsterwarts/ Interesting stuff there! I think I share Paul's confusion about Hold steady and action adventuring. Like, it's totally possible to roll with it and m…
  • Shit no, I haven't heard anything about Monsterwarts! Let me fix that!
  • @Paul_T thanks for your thoughts! I've run only one session of this so far, so it's difficult to draw conclusions. I'm not sure, for instance, how much of the the thematic shift can be done with player-facing moves and how much can/must come from …
  • I like an initiative system with some tactical choice and trade-offs for acting sooner vs. acting more deliberately. Here's an idea for one such system: Each character has a pool of dice they can use to enhance their rolls during combat. At the beg…