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Spent a pleasant evening and teaching my 10 year old daughter how to decide Vigenere cyphers.

Bill Gold's original poster designs were completely inappropriate for the movie Alien, but they look like the album covers for a pretty awesome 1970s rock band named "Alien".

It me.

(A skill description from The Yellow King RPG by Robin Laws. The only knowledge skill I've seen in a game that I could plausibly assign to myself in real life.)

"In what environment do you most enjoy playing?"

My home. I am lazy and I hate ever leaving my home. So it is very convenient for me that my players come to my place each week. (It also gives me a reason to regularly clean up the house.)

I have two children, and having them playing around in an environment they know and control works a lot better than taking them to the homes of other players, where they wind up bored or they get into things they shouldn't.

"Where do you get inspiration for characters, settings, or design?"

Everywhere. I think inspiration is the easy part. You just have to pay attention to the world around you. Think critically about the world you perceive, the media you consume and the emotions you feel. Then think about how to recombine those, how to critique, subvert, augment, modify or repurpose those things. I wind up with far more ideas for games than I could ever make in multiple lifetimes.

"2) How do you introduce yourself?"

Badly. Reluctantly.

I generally am terrible about first meetings, introductions and similar events. I hate drawing attention to myself. I never know how to condense my entire daily life down into a few key details the other person should know. Self-doubt and existential despair don't help any, either.

Anyway, I'm Nick. I work multiple part-time jobs to survive. I make games, some of which are not terrible.

Making notes for myself so I don't forget anything during tonight's playtest.

Thinking about making triskadekagrams into an important part of the game I'm making. Functionally, it's no different than just having a track of 13 spots, but it looks and feels more thematic for a game of weird magic.

Because 13 is prime, any number of dots you choose to skip will always return you to the start only after you reach every other point in the triskadekagram.


You know how my flying elephant solves domestic disputes? Raise a zombie army. Architectural instability? Zombie army. Boredom? You guessed it, zombie army.

I was hoping to make my next weird D&D monster game also be an entry for @paulczege 's tRumPG challenge.

But I was having trouble because D&D angels are really stupidly bland and boring.

Then I found the creature that might be the right mix of weird and dumb and obscure. As a bonus, it also helps reinforce the satirical subtext of the game.

Picture of the Pokemon game did not attach to previous post for some reason.

Work meeting about how to artificially place our personalities into a small number of boxes for business purposes. Seems to me about as useful as astrology.

But for gaming purposes I find it intriguing. Like what if you had a game where those were the four classes to choose from? And each was only able to ask those Who / How / Why questions to determine what happens in the scene?

Maybe I can make the danger scale makes sense by using a graphical shorthand. The card has a danger scale, which is 5 or 6 icons of cards that you would draw, but more or less of them are covered with big red Xs (or some icon meaning danger). More red Xs = more danger, but you draw cards equal to the open card icons on the right.

Does this seem to convey the information in an intuitive, straightforward manner?

A Mastodon instance for tabletop gamers.