Jess H. boosted

in my machine version, a small meter reads 0-5. It starts at 5, and each time you pull its chain, the number goes down by 1. The number is only replenished by waiting. It goes up every 4.8 (24/5) hours, so you get 5 "spoons" a day.

Here it is seen before and after some weathering. I want this machine to reflect both the durability of the spoon theory idea, as well as the hard-earned experience of those practicing it.

#MastoArt #interactive #sculpture #ElectronicsCreators

Jess H. boosted

Thanks to @PaulCzege I now know that there are almost 1200 images released by Studio Ghibli for free use, barring some sort of “unreasonable” standard!

Do I need to write a game incorporating Porco Rosso and Nausicäa all into one RPG?

Jess H. boosted
Jess H. boosted

I haven’t used Roll20 but I k is a lot of people do and they are having a 10th anniversary event

Jess H. boosted

My simple principles of making your time online a bit happier.

Read the whole post or thread.
Ask questions kindly.
Remember that not every post is for you.
You don't need to reply.
Don't worry what others think.
Write your own posts.
Speak with good motivation.
Let go of seeking praise.
Let go of avoiding blame.
Don't let others decide your worth.

#feditips #happiness

Jess H. boosted

This is probably worth listen to

"Gaming in Migrant Spaces asks how we enter and create communities where we are newcomers in a different country. Experiences in community-building, navigating different narrative practices, and finding places of safe play are explored in this conversation where immigration and gaming intersect. We'll also look at how this space raises questions regarding the dynamics of power, design, and welcoming."

Jess H. boosted
Jess H. boosted

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?

Jess H. boosted

If you're going to add an edit button, which I'm not sure I like the idea of anyway, I guess this is the way to do it?

"The original and previous versions of the posts are saved and remain accessible through a history view. And people who have previously shared the post get notified about any edits, so they can un-share if there’s foul play."

Mastodon 3.5 supports editing of posts:

Jess H. boosted

I couldn't resist: Rules alignments as a nine-grid.

(Again, this is me goofing around. It'[s funny if you're me; I have no idea if it's amusing to anyone else)

We have foster kittens! They are living in my office and tomorrow I am working from home. There will be such antics.

Jess H. boosted

In "Games: Agency as Art" C. Thi Nguyen stakes out the position that, contrary to normal life where we adopt means to pursue ends, in a game we temporarily adopt an end in order to engage with the means (eg we care about who wins the basketball game to have the fun of competing, etc.). I partly agree and partly disagree. I think he's right in the big picture that games are about adopting what I'd call "temporary local values frames", but I think he puts too much stock in the ends/means thing.

Jess H. boosted

Play alignments:

RAW: (Book) Rules as written.
RAR: (Book) Rules as remembered.
RAI: (Book) Rules as imagined.

HRAR: House rules as written.
ROR: Rulings over rules.
VHA: Viking hat authority.

PAN: Precedent as noted.
PWR: Precedent when remembered.
TFR-i: This feels right-ish.

(Not to be taken seriously)

Jess H. boosted

Over on the bird-site, folks are saying things like, "But what do you do for conflicts if no race is evil?"

You make Situations. You destabilize the world a bit and make characters in the midst of that chaos.

Here are a ton of such Situations:

Jess H. boosted

Reward mechanics in any kind of game aren’t really about rewarding the player. Sometimes (competitive board games) they are a measuring stick, but the real job, when we’ll done, is to signpost the way into and through the fun parts of your game. Pursuing rewards should get players exploring the really fun part of your game. Yes, in an rpg they should contribute to a play loop a lot of the time, but that’s a means to an end.

Jess H. boosted

An idea that stuck with me from the philosophy-of-games book "Games: Agency as Art" is the notion that all art goes beyond the materials and includes a prescriptive frame. A painting isn't just canvas/pigments, it includes idea that you look at it from the front (if you look from the back or taste it without looking you may have engaged with the materials but not the artwork). To experience a game you need to engage the temporary local values (eg care about winning in a competitive game).

Jess H. boosted

When I lived in the woods I loved the autumn, but since we moved to the fields the springtime is a delight. Look at this Studio-Ghibli-ass roadside just near our home.

Jess H. boosted

I'm been for a while here but I just realized I haven't introduce myself yet, so... Here we go with my #introduction

I'm a nb artist who designs book covers and makes comics. For that, I mainly use 2D digital techniques but also 3D sometimes. Besides, I'm working in a fantasy setting for DnD5e (#Isphanya) and writing my first novel in my free time. I'm super queer and so my stories are too 🌈

You can enjoy most of my work for free, but any support is appreciated!💛

Jess H. boosted

I've written something I want to share!

It's a 5-minute intro/demo for an IF called "Kite Day in Reign Country." I've been working on it with my 16-yo, following their vision.

The thing you should know about Fnimlings is, in Reign Country, the collective fears manifest. Fnimlings are just the sweetest little guys, but fear hunts them.

Check it out if you're interested:

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