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EricJ

Comments

  • I admire the attempt to ground roleplaying games in the concept of state space. In life, I'm a champion for the concept of 'state space' and extol its wonders to clarify thinking and presentation. However, there are some pretty big problems with us…
  • I think it's also worth noting that CA (is/could be) important for design. Let's consider the following mechanic: Let me tell you about the time..., a mechanic that allows you to spend XP to acquire useful skills/abilities retroactively by telling a…
  • I am going to make some assertions. Maybe some of them are wrong. 1. Some (many) roleplayers can appreciate both players making strategic and tactical decisions, and players revealing the values and personality of their character through action, in …
  • I think this is a common criticism/confusion of "addressing premise." Taken literally, common role-playing activities like "explore this dungeon", are literally "addressing a premise", namely the premise of "What kinds of risks are you willing to br…
  • Saying something is a "bad X" still presupposes something about what X is. As we can see from the thread, "game" can be used to mean nearly anything. It can even be nearly divorced from the concept of "decision making" wholesale. Fortunately or unf…
    in Bad games Comment by EricJ June 3
  • There was an old forge thread where Clinton R. Nixon claimed that ANY system can run Star Wars. There were some amusing examples. I'll try to dig it up later... EDIT: Here it is indie-rpgs.com/archive/index.php?topic=13412.0%22
  • That's great. Not sure what else there is to say.
  • As a queer female designer, I often am not allowed to not have my identity impact how my games are understood or even if they get heard from, so I'm a bit jaded about requests that we remove "identity" from discussion of game design as if it were KF…
  • Regarding identity, I think it is an important subject and it is perhaps true that until you come to terms with the issue, you can't move beyond that. At the same time, I think the field is vastly richer than identity. It's possible to invoke ideolo…
  • Sorry about the .png. Here is the .pdf https://drive.google.com/file/d/1u-X7gfd5UUCnDGpvA7Byi0VUdZqrG1en/view?usp=sharing I think I've been unclear regarding "establishing setting". The game wasn't written with a particular setting in mind, and go…
  • Hey, here's a one-page write-up. https://drive.google.com/file/d/1u8fLgNuTBk-od7x7e8vD2GmK4vPGwZMw/view?usp=sharing and here is the module for Bright Eyes: https://docs.google.com/document/d/1UIjkUAr6EhKlEuXw0vH49y8YqRyt-mm-1cKCqmCoHW8/edit?usp=…
  • I have been reading the Gauntlet slack and forums for a couple of months now and I would echo others' sentiments about the culture. I'm of two minds about it- I think that tabletop RPGs are a great space for non-conforming people. In fact, I've alwa…
  • Since it's a player driven story-game, I'm trying to use an antagonist to frame the player-characters' personal conflicts without determining what it is. This is very different from using an antagonist AS the conflict. That is, the "premise" that is…
  • Magic as symbolism isn't automatically magical realism. Magic as symbol is actually the default, really. Incubi represent sexual frustration, vampires represent rape and aristocratic tyranny, zombies are consumerism, blah blah blah etc. Let's look …
  • I'm not going to talk about genre since I'd just echo what others have already said and I think genre is more descriptive than prescriptive anyway. I'm more interested in "play to find out" and how its incompatibility with other design goals. Emma …
  • Honestly, what you're going for doesn't sound that focused. There's a lot to the Planescape setting, and it's important to think about what kind of game you'd like. I've seen at least three approaches to Planescape: The PCs are trekking through the…
  • My game uses a similar system for damage/Harm and it functions very much how Eero outlines in the beginning. Harm has only two real purposes in TSoY: - It tells you when a conflict ends. - Healing can be an useful Pool sink. Originally, I used s…
    in TSoY - Harm Comment by EricJ February 7
  • My instinct is that end of session rewards are pretty similar to metagame rewards in general. In general, I take a pretty dim view towards "player rewards" for a lot of the reasons mentioned here. Including a "please your friends" mechanic seems red…
  • Hey jhkim, I live in Mountain View, right in that area. Best, Eric
  • Snej, how would you go about finding a group? I've scowered the meetups and discussion boards of local shops.