There's some lovely potential for a generation ship RPG which uses tech from Undying / A Thousand Year Vampire to model player characters who are taken out of cryo periodically to deal with the disasters de jour. This brought to you by my recent read-through of Adrian Tchaikovsky's Children of Time

Best RPG advice I've seen in forever (from @JasonT on birdiesite)

I am absolutely fascinated by the unique perspectives each designer has regarding the game design process. For example, I have a nearly kinetic understanding of my games and can 'feel' the mechanisms during the design process. I intuit that a particular mechanic is out of place, overly complicated, or missing some kind of vital attachment to another mechanic. When things start to come together, I fell the metaphorical engine begin to run smoothly. How do you experience your design work?

Friends, today would be an excellent day to buy indie rpgs over on itch.io by designers from the Philippines. They all got some rough news and could use some love.

No one ever told me that designing roleplaying games would put me on the slippery path towards filling out customs brokerage paperwork.

Another sign that my Mastodon usage is more serious? I just downloaded a desktop app for it. It's not yet at the point of replacing twitter, but it is showing some promise for more specialized RPG design discussions.

I've been thinking about how best to make Mastodon feel like Google+, at least from my perspective.

There's curation on my instance, BBS-style, by an admin I trust. I can curate my follower list to ensure that I follow folks who primarily post about gaming stuff.

There are no circles, but the first two points should help there.

If I post gaming stuff, generally off the cuff, and keep my posting reasonably focused, then I'm helping that work out from my end.

That sounds like a good start.

I think that a vital factor for the long-term sustainability of Mastadon for the RPG design community is to lean more towards the Google+ model than twitter.

We have a far more generous character limit here that allows us to have far more nuanced design conversation than twitter did. By highlighting the difference in affordances we will naturally see a form of content specialization.

Let's embrace analysis and discussion over hot takes and discourse, shall we?

I'm exploring the idea of having game design fellows in my lab - a cohort of 2-4 indie designers who spend ~4 hours per month doing things with us (remotely).

What would you want to get out of this kind of relationship to make it worth your while?

What would be things you would want to contribute?

I am pleasantly surprised that Mastadon seems to be getting more traction in RPG designer land currently. Quite frankly, just removing the doomscrolling is delightful.

If you want to make your posts accessible to users with limited vision, don't forget to add image descriptions to the media you upload. A short description of the image contents goes a long way to helping blind users get the full impact of your posts!

Game design question. I am currently designing a lightweight system for evolving inhabited planets and ensuring there is increasing criminal content. I am considering either adding societal values, specific locations, organizations, or facts. Should I limit to one of these options for every system or open them all up? Would it make sense to intentionally create new NPCs to represent these things?

I have been looking around at decent board game prototyping options and it looks like those Cricut machines might be super handy. Apparently they can handle chipboard, can make cards, and tokens.

Once again I have returned to Mastadon. Thanks to @sage for organizing dice.camp

Dice.camp

A Mastodon server for RPG folks to hang out and talk. Not owned by a billionaire.