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20 août 2016

I have something new for all your hunters:

Originally shared by Michael Sands

I have something new for all your hunters:

More Weirdness:
http://www.genericgames.co.nz/files/MotW_more_weirdness.pdf

Adds rules for "investigating weird cases" style games (X-Files, Fringe, etc).

New weird moves for your hunters, plus rules for creating mysteries with a weird phenomenon instead of a monster at the center.

It's brand new and not tested yet, but I wanted to share anyhow. Have fun!
http://www.genericgames.co.nz/files/MotW_more_weirdness.pdf

12 août 2016

Sharp analysis.

Sharp analysis.

Originally shared by Emily Care Boss

What do you love about tabletop freeform games?

Chances are good that if you're in my feeds, you've played one. Whether it's Fiasco, The Quiet Year, Microscope, Misericord(e), Swords without Master, Firebrands or what have you, these are (in my opinion) tabletop role playing games where the resolution of dramatic questions and problems, or events where the outcome is in question--is done by a variety of techniques that do not involve stats and die rolls that refer to them.

*Say and it happens - quintessentially demonstrated by Polaris, this is a staple in MonkeyDome descended games (like Swords without Master, Vast & Starlit). Should we think of this as player fiat?
*Token prompts - Quiet Year and Dream Askew use these, with contempt tokens and hard & soft moves that give you currency to spend on fictional outcomes later on. This is an underlying mechanic in the Apocalypse World engine that is married with a fictionally focused traditional mechanic system (stats, modifiers, die rolls, resolution) which hides how much player fiat/fictional positioning comes in. Fiasco allocates scene resolution and gives players dice as tone prompts.
*Fiction prompts (often questions) - Cards, questions, procedures that get the players asking themselves and others things that invest themselves and each other in the events as they play out. Itras By, Swords without Master, Heart of Bronze, The Sundered Land, Misericord(e)--which lifts the question mechanic from 1001 Nights--for examples. Games like Fiasco may have a currency that matches character outcomes with fictional prompts at the end of the game. I do this a ton in the Romance Trilogy for Breaking the Ice and Shooting the Moon particularly--though those games I see as more traditional in terms of using dice to provide fallout and outcomes. Probably needs more thought there since the systems don't function on a task-by-task or even scene-based conflict resoltion basis. More like long-term conflict resolution that feeds into overall game-wide outcomes.
*Voting - the fall-back resolution system in Microscope, the scene-ending resolution in King Wen's Tower. I imagine this is more used than I realize, but those are the games that come to mind.

This is by no means exhaustive!

What do you like about these games? How do you see them functioning? What other games would you group with these?

For J. Walton.

11 août 2016

Has my attention.

Has my attention.

Originally shared by Magpie Games

The Velvet Glove Notebook edition is now available on DriveThruRPG.

Can you dig it?

Velvet Glove is a PbtA game where you play a teenage girl in a gang on the streets of 1970’s America. Your life is full of drugs, crime, and sex—and all that excitement comes at a price....

The Notebook edition is a preview of the full game yet to come, with everything you need to play, including downloadable playbooks and a Move sheet.

Can you dig it?
http://drivethrurpg.com/product/190552/Velvet-Glove-Notebook-Edition?manufacturers_id=4353

#rpgaday

#rpgaday

9th Beyond the game, what's involved in an ideal session?
A worry-free mind. Time. Fellow players I can connect with. A good connection. A good mood. Energy. A quiet and non-distracting space where we may be noisy and distracting. Hidden, for shy gamers. Healthy snacks and air. Adequate preparation. The unexpected.

10th Largest in-game surprise you have experienced?
The next one. Always the next one.
 
11th Which gamer most affected the way you play?
I don't really know.


#rpgaday2016

10 août 2016

J'espère que Dan poursuivra le développement de ceci, ça a l'air vraiment très prometteur, intéressant et polyvalent.


J'espère que Dan poursuivra le développement de ceci, ça a l'air vraiment très prometteur, intéressant et polyvalent. Mais peut-être a-t-il besoin qu'on lui dise que cela serait vraiment chouette, d'encouragements ?

Originally shared by Dan Maruschak

I've made some progress on the coding project I've been working on, which is a Hangouts extension that uses GoogleDocs spreadsheets as the basis for a “lower third” with RPG-friendly functionality. The basic gist is that you'd create a sheet in GoogleDocs and would use the “note” feature in some cells to tag them with markup messages to get features like “represent this number with an array of checkboxes” or “display this number as a pile of tokens”. Then in Hangouts you'd be able to interact with those elements in the “control pane” that's over the right and it would also render them as an overlay onto the video. In the picture I'm working with a sheet I made for testing purposes, something that has a lot of functionality you might use in a Fate game: checkable stress boxes and a pile of chips for Fate points. Clicking the checkboxes or hitting the increment/decrement buttons on the Fate point section updates both the video display and the GoogleDoc it loaded from, so you could use it for persistent state stuff like character sheets.

I've got the basic functionality working in my proof-of-concept app, although I still foresee some challenges, such as whether users will have enough screen real estate to make it workable (the control pane is very narrow, and you don't have a ton of resolution to work with in the video overlay), or whether GoogleDocs provides enough control to make things sufficiently pretty. My longer term idea would be to integrate this together with the dice-roller functionality from my Dice in the Vineyard app to be a more full-featured RPG tool. (My working title is “RPG HUD” since it's trying to make it easier to keep the attention on the video displays rather than on a heavy virtual tabletop).

Let me know if you think this is something that would be useful for you, or if you have questions or suggestions. I think this would be a worthwhile thing, but I have a hard time gauging whether other people would be interested.

8 août 2016

#FirstSevenJobs

#FirstSevenJobs  

I knew, in theory, real student jobs were much more common and job mobilty much higher on your side of the ocean, but seeing it like this, personal and precise, is a completely different realization.

I am over 40 and I never had 7 real jobs.
My list goes:
- Cook
- Architect for a private practice
- Architect for a private practice
- Architect as a civil servant
- Architect as a civil servant
- Architect as a civil servant

in my head it rather goes like this:
- Architect
as the changes were all quite minor and the cook job was quite short lived.

and I have a rather high job mobility for someone who has the great luck to always have been employed (I always choose to change job).

I don't believe I know many people around here who had 7 or more different jobs. I believe we are really missing something, such richness of experience :/

I've released Will That Be All?, my LARP for 6-10 players about love and relationships between servants.

Originally shared by Graham W

I've released Will That Be All?, my LARP for 6-10 players about love and relationships between servants.

It's one of the most beautiful things I've written. It plays in three acts, each lasting about an hour, starting in the 1920s and ending with the threat of war in the 1930s. You play the servants and see how their feelings for each other grow and change.

Everything you need is in one deck of cards, including all the instructions and character sheets. Oh, and it's $15.

Please do share this! And I'm happy to answer any questions.

http://www.drivethrurpg.com/product/149064/Will-That-Be-All