I'm currently pushing the idea of more-or-less diceless Pbta OSR as far as it will go. I suspect it will reach breaking point and I will have to admit defeat and stick some dice into the main mechanics, but it's a fascinating design space.

If you've been paying attention, you know that Dream Askew is one of my favourite games, and you can now back it on Kickstarter. Also excited to see it joined by Dream Apart by Benjamin Rosenbaum, which looks like a fantastic addition.


Currently produces the occasional eyebrow-raiser, like a cowherd with a PhD. Hopefully I'll fix those at some point, but they're rare and I'm in no hurry. I guess the graduate job market has always been this bad.

Feel free to toot suggestions, questions, etc.

My random NPC generator for Dogs in the Vineyard: perchance.org/ditv-npc-generat

It rolls up batches of 6, using the NPC generation rules and some random generators (including randomly possessed/sorcerous NPCs). No support for Groups NPCs right now.

It seems to work on Chrome, Firefox, Safari, and Opera. (Works on mobile but design is about as responsive as a corpse right now)

I might add more stuff (e.g. an option to generate random traits) at a later date (& the code could stand cleaning up).

I'm currently learning how Perchance works by constructing an NPC generator for DitV. Will share at some point, once it's more or less finished.

What should an alternate DitV setting have? What ideas have you flirted with (other than the ones listed in the core book and Jedi)?

Relatedly, yesterday's shower thought was 'Provos in the Vineyard'.

If you want to take a look at a WIP/playtest kit for Space Askew, my (Star Trek) Voyager-inspired hack of Dream Askew, let me know where to email it to you!

You might need to have played Dream Askew to fully understand it right now, I'm not sure.

Asking for emails rather than sharing a link because I hate things getting too public before they're ready. Trying to get over that a bit, but taking it one step at a time.

Turns out that a very big part of hacking Dream Askew consists of repeatedly consulting thesaurus.com

@lumpley Just cancelled Patreon, tried to sub directly via forum. Paypal seemed to process it fine, and I've received a confirmation email from them, but got error messages when returning to your site (to .../signin/thanks/...)—see attached screenshot. Thought you'd want to know. Redacted block is my email address.


RPGs that use cards as a randomiser almost always go down several rungs in my estimation, for some reason. I just really don't like cards in RPGs. There are some card-based RPGs I'd still play, but I'd probably be grumbling internally every time I had to shuffle, or whatever.

Part of me really hopes that the increasing integration of new technologies will replace card-based systems with app/code-based systems. But RPGs are notoriously slow to adopt new tech.

@briecs You interviewed Jason Godesky last year, right? I don't suppose you have contact info that it would be ok for you to share? I'm interested in Fifth World, can't really afford to be a patron, and don't know how else to get in contact to ask a few questions. Thanks! If not, never mind!

My dad & I have a game* where he says he doesn't like science fiction & I list a bunch of sci-fi he writes, & then eventually he concedes that he does like sci fi. Then he forgets & we go through it again a year later.

All premised on the fact that, e.g. 1984, Fahrenheit 451, 2001, etc cannot be sci fi because they are *serious* literature/cinema, & the notion that Star Wars is real sci fi (it's not).

Anyone else?

* Well, it feels like a game to me but I don't think it's intended to...

(Honey Heist)

Grizzlies in multiple hats
Need sweet, sweet honey.

@wurzel is looking better & better with every update.

I'm holding off until I actually have all the materials in their final form (cue DBZ memes) before reading and/or playing, but I'm loving the art, summaries & other things that are being leaked to backers.

I think I might have to pull together some campaigns of both the core game & *several* of the hacks. That's high praise since I mostly play one-shots of the same few games or really lightweight indie microgames...

Also both have subtle 'investment' cycles: e.g. spend blood to hunt more effectively, to get blood back at lower fictional 'cost'.

Token 'economy' here involves attention to *production* as much as *exchange*, something very few game economies do well. 2/2

I'll start: Undying & its hack AMMD. Abstract tokens are generated through fictional events, not dispensed at set schedules (e.g. x points per session) or circulated between players (e.g. when you spend points they go to someone else). W/o getting too technical, this reflects classical/Marxist idea that value comes from labour. You must *do/act* to get units. 1/2

I'm preparing a lecture on debt, which has me considering in-game 'economies' (both in the sense of in-setting economies & abstract 'point' economies). I find that they rarely do or say anything particularly interesting.

What games have done setting or point economies well, & why?

Let's assume that really simple, well-trodden paths like "you end up with fewer points as the game goes on, reflecting the function of those points vis-a-vis fiction or genre conventions" aren't 'interesting' here.

My for @blinks.

Premise: A woodcutter and a priest are found murdered. The magistrate interrogates the suspects.

Players: 4.

Materials: Four cups of dark tea. One coin, marking the poisoned cup.


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