Most of my things are at: https://levikornelsen.itch.io/
So here we go:
#ttrpg
In fascist America, the pharmaceutical industry regulates the government.
In fascist America, television watches you.
In fascist America, you sound like LLM.
In fascist America, the pharmaceutical industry regulates the government.
In fascist America, television watches you.
In fascist America, you sound like LLM.
Miniscule things, like you won't even be able to tell they're here
Miniscule things, like you won't even be able to tell they're here
If we actually do want to move the way we talk about TTRPGs "forward" on the theory front, develop that more beyond the bounds of academia, here's what we need to do:
Start treating clarified views of gaming as distinct lenses you can put on and take off.
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If we actually do want to move the way we talk about TTRPGs "forward" on the theory front, develop that more beyond the bounds of academia, here's what we need to do:
Start treating clarified views of gaming as distinct lenses you can put on and take off.
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The problem with attempts to bring rigour to TTRPG thinking is that they also often bring mortis along for the ride.
The problem with attempts to bring rigour to TTRPG thinking is that they also often bring mortis along for the ride.
When rules get collapsed down, anything that *feels* like fiddly tracking or bean-counting is likely to get chucked.
Character personality traits, archetypes, and broad-utility system components are most likely to stick (with reduced fiddliness).
1. What vanishes *first?*
2. What *never* goes away?
(For me, encumbrance goes first, and noted character motives / personality traits / morality never leave).
When rules get collapsed down, anything that *feels* like fiddly tracking or bean-counting is likely to get chucked.
Character personality traits, archetypes, and broad-utility system components are most likely to stick (with reduced fiddliness).
Which is to say, Newsom is horror show, and preemptively declaring support in a theoretical future vote says you like his kind of horror
- Formulate a clear promise of what you do in the game and say it EVERYWHERE.
- Fit the game tightly to that promise and explain that fit constantly by MANY methods.
- Prepare the game to be collapsed to the minimum and keep it's critical parts, partly by doing it yourself.
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- Formulate a clear promise of what you do in the game and say it EVERYWHERE.
- Fit the game tightly to that promise and explain that fit constantly by MANY methods.
- Prepare the game to be collapsed to the minimum and keep it's critical parts, partly by doing it yourself.
1. What vanishes *first?*
2. What *never* goes away?
(For me, encumbrance goes first, and noted character motives / personality traits / morality never leave).
1. What vanishes *first?*
2. What *never* goes away?
(For me, encumbrance goes first, and noted character motives / personality traits / morality never leave).
1. What vanishes *first?*
2. What *never* goes away?
(For me, encumbrance goes first, and noted character motives / personality traits / morality never leave).
1. What vanishes *first?*
2. What *never* goes away?
(For me, encumbrance goes first, and noted character motives / personality traits / morality never leave).
Wait, why in the fuck are merfolk usually skinny?
Like, grim, lean adventurers and soldiers on land, there's some sense going on with that, but a serious level of fat is SUPER EXTRA USEFUL in the water.
Fat merfolk, people.
Wait, why in the fuck are merfolk usually skinny?
Like, grim, lean adventurers and soldiers on land, there's some sense going on with that, but a serious level of fat is SUPER EXTRA USEFUL in the water.
Fat merfolk, people.
Groups play some mix of the text of the game and their own view of the *promise* of the game, and the further you are into playing the promise, the less the details of the text matter.
AND
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