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yukamichi

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  • Games about flowers
  • For as long as I've been reading S-G you've been one of my favorite talking-about-RPGs-on-the-internet people in the whole history of people talking about RPGs on the internet. I don't feel I have any right to tell you what you should do regarding …
  • the notion that SIS is a "near or total synonym" for Exploration was an idea that never got much traction and was pretty roundly dismissed or left to die a lonely death. The definition was always confusing and controversial. It does not carry much…
  • Frankly, I think you could replace "myth" with "gloracle" in that explanation and most of it would probably hold true for how I understand the gloracle to function. :P Admittedly, I latched onto the idea from Sandra years ago and have shaped my own …
  • Maybe one of the hardest problems with discussing "Technical Agendas" is that they are often attempts to create a holistic narrative out of what are otherwise individual arbitrary techniques that some people just happened to find play well together.…
  • When they start taking damage, the party will realize it is getting hard to breathe. Can I just say that I love this line specifically? The description not only states both mechanically and diegetically what happens, but here it also explicitly crea…
  • If your randomizers are producing inconsistencies then you are using bad randomizers and/or using them badly. Which shouldn't be taken as an admonition, necessarily; like I pointed out earlier there are conflicting mindsets about what "real" is and …
  • The thing I was trying to get at in this thread is that you can have tremendous amounts of fun with Tier-3 wallpaper. But maybe that in order to have that kind of fun with it, it's also necessary to hold it back from becoming salient, because otherw…
  • It's really heartening how many people on SG have a workable knowledge of impenetrable 20th century philosophy (and are sometimes-willing to apply it to the topic of roleplaying games), especially given this place's relatively small size. I'm going …
  • For example hitting your fellow players physically at the gaming table is something that I would generally recommend to not do, for any one, unless you really really know what you're doing. I would never say "oh well that's something any group can d…
  • Isn't that probably part of why The Forge ended up so focused on Actual Play? If everyone at the table enjoys unblorby play then it's not going to be dysfunctional. If you join and you don't have fun, then it is, even if nothing else has changed ab…
  • For me, for something to seem truly “real” I’d want to know that its existence affected or shaped the nature of everything’s we’ve encountered until now. To know that the existence of, say, an Orc was just determined now, at the mouth of the cave, …
  • There are two (at least!) conceptions of "real" that I think are at play in RPGs, and they do not play nice with each other at all. One is an immersionist, causality-based real, which I think is more what you're talking about here. It's a real that…
  • I love those font choices!
  • I think that certain trends in popular play culture of the earlier decades were leading toward an implied social contract of roleplaying that effectively involved surrendering the right to instance-by-instance consent in favor of rigid systems of wh…
  • I like that LARP example. I'm hesitant to drag komradebob into these conversations since he hasn't been appearing in them himself so I won't actually tag him, but I feel like there's an aspect of that in what he wants to do with minis play. He (may…
  • What is it that makes the Lonely Fun aspect of some games meaningful? Why roll up D&D characters when we can just imagine a fictional person in any sort of context, not bound by the sometimes arcane rules of an elfgame? Whatever value there is …
  • So, which of these is true, @yukamichi ? 1. You believe that Alice isn't really a 1st level fighter until I write it down. 2. You believe that Alice isn't really a 1st level fighter until I share it with someone else. 3. You believe that Alice's h…
  • But "Fictional positioning has zero teeth." seems wrong to me. Note that this is my description of one very specific game, one where a player is empowered to do literally anything (fictionally) during their turn. I treat the defanging of fictional …
  • Alice can only have 13 hit points because that's what it says wherever we happen to store that value. It can't exist anywhere else. There is no "ideal" game that exists separately from the things we reference and use while playing. Even if you disa…
  • If I can echo DeReel from earlier today, I think Game State as a synonym for SIS is a poor choice of term. Just like we don't communicate through telepathy, (almost) nobody interacts with a video game by reading the game state directly. There's a wh…
  • The game state isn't just the "dice". It has both dice & cloud stuff in it. Heck of a lot more of the latter tbf. What I'm trying to articulate is that if you only look at the picture on the wall, you ignore the fact that some things are shadows…
  • The SIS is nothing more than an aggregate of real communicative acts and like all communicative acts simply needs to be functional. It no more "implies telepathy" than any other type of communication does.
  • Maybe less "hardcore blood opera" PvP, and more separate-but-intersecting interests? It's not like everyone was fighting over the same thing and there could be only one winner. Perhaps Virtue Fightswell wants to clear the goblin horde out of the ol…
  • The system is ergodic, which means that in the long run all the options happen equally often, on average. I've always wanted to make a random encounter (or whatever) table that morphs as play progresses. Like, seed it with 100 options in a general (…
  • Second that, I'm curious about the analog gaming presence in the Fediverse, as it might be one of the few things I'm interested in enough to make a Fediverse presence for myself stick (I love the concept but finding topics or people that make it wor…
  • I love basically everything about Meikyuu Kingdom, but in particular the implied functionality of certain rules to support long-term campaign play with multiple and/or replacement PCs. Some specific ones include: If you want to play a non-human (or …
  • Like a week ago I was going to post, "Regardless of how dedicated you are to prep it still doesn't become part of the SIS until you actually share it," but I thought it was needlessly pedantic and aggressive. Guess that'll teach me to care about ci…
  • Yeah but "Klockwerk" didn't get me to go play Enchanter so you've still got that going in your favor.
    in Klockwerk Comment by yukamichi June 2019
  • The claim is that there is an off-screen gamestate that's canon; that the imagined space includes things that haven't been shared yet, and that treating those things as mutable at will would be a violation of the table contract. Doesn't the fact tha…
  • Thanks for that explanation Guy! Reading the post I was thinking, "Yes, this is definitely something I have done before," but my mathematizing days are so far behind me that I would never be able to actually explain it.
  • Sometimes having specialised terms can help hammer home the fact that a certain activity or idea is fundamentally different from what you've become accustomed to!
  • Mein gott! That's some impressive stuff. I love those "mountain" pieces, they ended up becoming one of my favorite things Lego ever created, and were a huge boon for me finally moving away from square/flat/symmetric/right-angle building based aroun…
  • There's not really that much to say, I don't think. They operate like CAD programs or simple part-based 3D design programs, where you can "virtually" build things out of Lego. There's a pretty big community of people sharing their designs this way (…
  • Probably neither here not there but I was just thinking about the potential for a Lego-based game where even things like specific positioning and builds could be easily traded back and forth PBeM-style using a Lego building program to save the "boar…
  • I think what makes it uniquely RPG is that as story is being created by a group with no audience outside of that group; the audience and the participants are one and the same. There are definitely questions of character autonomy (assuming the game…
  • My experience with games like Shinobigami is that players tend to take to this really quickly once they get over that initial "Wait, what do you mean I'm in charge of what happens?" hump. It's all the fun of GMing without any of the overwrought han…
  • That makes sense, Paul. Thanks. So "blorb" operates at a purely technical level (that is, at the level of "Technique") to enable players to Step On Up? Nobody gets a charge from seeing the gloracular Machine in operation? Some people do. Sandra ment…
  • I wonder about the role or function of the player in it. Stress testers, obviously
  • I feel like a lot of the more hardcore-sandbox-purist advice already tends to acknowledge this? Like, if you don't bite at an adventure hook, then there should be consequences. If you don't save the princess, someone else does and gets the reward,…
  • The GM is not exercising his narration rights to entertain the players with his creative narrative skills. That would be an ex-SIS process (extra-diegetic). Our game functions as much as humanly possible in the SIS and that includes scene framing. T…
  • As someone who lives in a wildly racist country, I think at least some of the locus for that current problem can be placed on attitudes that consider it impolite to even acknowledge that oppression exists. It's allowed it to perpetuate and has bred …
  • The above quote is very illuminating to me. It really sings out to me and I think is something that is nearly dead on WRT to What Is Important to said play. Wow. Honestly I think it might be a little too Jungian for my own tastes, but if it helpe…
  • I don't know about "insular," but I do tend to think of S-G as a rather specialized tool when it comes to discussing gaming. I suspect that most of the people who make up the forum's community have much larger and more diverse gaming-related interac…
  • I guess that's a dividing line here; people being more critical of them because "it's a show", or people being less? For me, I think it's more a question of a different kind of criticality? Like you said, you would react differently if it were someo…
  • I just really don't like picking on specific DMs. I mean, I don't pick on 99% of DMs because 99% of DMs are not running their games as a product intended for mass consumption. Maybe I'm just bullheadedly Brechtian, but I don't think it's unreasonab…
  • You did break the explicit forum behavior guidelines (politicizing a thread and attacking people, to be specific), so it does make sense to draw attention to it. And frankly it's a joke of a rule because everything is political, especially trying to…
  • For what it's worth, most people would associate the sword & sorcery genre with old-school d&d, not modern d&d. Meanwhile, the Chainmail Fantasy Supplement (which, yes, is not D&D, I know) had units explicitly called Heroes and Super…
  • Modern D&D characters are powerful, colourful... at once unique and visually distinctive but also fitting in a very specific mold. I've been following a discussion about the various 2E Complete _____ race books on RPG.net and it's been really o…