Zack Thomson
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zackthomson.bsky.social
Zack Thomson
@zackthomson.bsky.social
Game design student, speculative fiction writer, niche TTRPG enthusiast.
Reposted by Zack Thomson
2. It's rare for any creative, including writers, to be able to live solely off their creative income. Moreover, there is no correlation between the creative value of art and the income status of its creator. It's okay to have another gig to eat and pay bills and survive our capitalist hellscape.
November 26, 2025 at 12:35 AM
Reposted by Zack Thomson
I can't say I expect to sell many tickets on my tiny Bluesky, but I'll dream anyway. I really want this to work and I truly think anyone who attended would have an amazing time.

It's called Generator. Coming to Massey Hall on the 27th.

Please tell your people.

masseyhall.mhrth.com/tickets/chri...
November 20, 2025 at 10:06 PM
Reposted by Zack Thomson
Second, while clothing quality matters, it's more important to develop a sense of taste. Buying clothes isn't like shopping for electronics — you don't "max out" specs. It's more like buying coffee — you sample around and identify which notes you like (nutty, fruity, chocolate). Develop taste.
August 3, 2025 at 12:06 AM
Reposted by Zack Thomson
Supervisor finally said they've been instructed to only hand out the email and give no further information

They can't tell me anything else on the phone

I say hey, no problem, I know this isn't your fault

I ask to file an internal ticket
July 26, 2025 at 9:13 PM
Reposted by Zack Thomson
ask not for whom the time clobbers, it clobbers for thee
July 10, 2025 at 4:10 PM
Reposted by Zack Thomson
The way I think about it is that in PbtA games, "skills" are mostly just fictional positioning. "Oh, you've really practiced [X]? Okay, great — when you roll [STAT] to do [X], you can do a lot more than someone else who hasn't practiced [X]."
July 8, 2025 at 2:30 AM
Reposted by Zack Thomson
So Apocalypse World starts with the idea of actions, not the idea of character skills, and expands them outward from combat into, yknow, every other kind of conflict too.

That's it! That's the difference between moves and skills. Actually moves are actions, nbd.
July 8, 2025 at 1:58 AM
Reposted by Zack Thomson
To recap!

Five of the ways a designer can shape player approaches to the game are...

1. Making a clear promise (and keeping it)
2. Having a central attractor.
3. Cutting the distractions.
4. Overwhelming them with mood.
5. Pointing out the voids.

14/14
July 5, 2025 at 4:23 PM
Reposted by Zack Thomson
The first version of Cthuhlu Dark from @grahamwalmsley.bsky.social is very much "What if Call of Cthuhlu were just the insanity rules, but faster and cooler, and maybe a little basic resolution on the side".

8/14
July 5, 2025 at 4:23 PM
Reposted by Zack Thomson
Fiasco, by @jmstar.bsky.social, tells you straight out: Use this process, commit to playing character with high ambition and poor impulse control, and you will get a narrative like Fargo, Blood Simple, A Simple Plan, etc.

So that's the first thing:

Make a clear promise (and then keep it).

3/14
July 5, 2025 at 4:23 PM