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US trans pol, call to action Show more

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@mxfraud Diegetic Games and TechDirt produced a cleaned up version that was made to be more visually appealing and user friendly than the FOIA version: techdirt.com/ciagame

Two more podcasts played games I made. I don’t listen to many actual play podcasts. But when I do, they’re always APs of games I wrote.

There is apparently a podcast devoted to playing 200 word RPGs and other nanogames, the Pocket System Podcast. And they played LOVEINT: pocketsystem.blogspot.com/2018

And the Rag Nerd Rok podcast played The Devil, John Moulton: ragnerdrok.com/2018/10/10/the-

Brad Murray has some interesting thoughts on the philosophical and functional differences between Kickstarter and POD for RPGs. vsca.blog/2018/10/18/whos-stea

anxious, story games Show more

anxious, story games Show more

@thorgrit LGBTQ+ individuals get a class feature that let's them bypass that immunity.

nickwedig boosted

Fun fact: the earliest museum curator we know about was a woman, Princess Ennigaldi of Ur, whose museum catalogued artifacts from earlier Babylonian and surrounding cultures. Her father, King Nabonidus, was the first known archaeologist.

Ennigaldi, who lived in the mid-6th century BCE, meticulously labeled each item in her museum - in three languages! - and took great care to preserve them; some of her collection dated back at least 1500 years.

en.wikipedia.org/wiki/Ennigald

nickwedig boosted

Reading online news, 2008:
- go to website
- read news

Reading online news, 2018:
- go to website
- no, don’t share location
- hell no, don’t send me notifications
- consent to cookie warning
- consent to policies
- no, don’t open in app
- no, don’t want the newsletter
- skip inspirational quote
- close full page ad
- read news

@LurkerInDorkness Most RPGs are really terrible at providing the proper tools and supports for a GM, particularly for inexperienced or unconfident GMs. It took me many years before I became willing to try GMing, and only after finding the games that actually provided useful guidance and tools for how to guide gameplay. And now that I regularly GM, I still won;t touch certain games that expect the GM to basically perform magic tricks without giving them what they need to do so.

The Bored Ghost podcast once again played my unreleased game Rusałka. Once again, I am pleased by the way it creates perfect little fairy tales that are wondrous, strange, creepy and sad. The Bored Ghost team did a great job, both playing the game and with their post-production effects adding to the listening experience.

boredghost.com/episode-131-sal

@corvidae A lot of games use Game Moderator. I like that as a fairly neutral term. (It still has 'game' in it, though.)

There's also a lot of games that use a genre specific name (Animator for Toon, Keeper for Call of Cthulhu, etc.) but I wouldn't recommend that, unless the role was pretty clearly different from a conventional GM.

@Halfjack Reroll a failure, since you learned your lesson in some mistake shown int he flashback?

@Halfjack That's just my go-to solution for a lot of game design problems these days, though.

(For example, these character creation cards for my game "The Devil, John Moulton" nickwedig.libraryofhighmoon.co )

@Halfjack Setting information and context might help. But I think what I need is some prompting to create a narrative that links those 4 die results together.

If I were creating the game I would give each job a question for that the player has to answer, to flesh out their time there. Ask someone in Commerce what company they worked for or who their rival was in business. Maybe three questions: one if it's your first round, one if it's in the middle, one for the last round.

@Yoric I worry that your two use cases will have different needs and pull the project in two different directions. You might (_might_) be better off splitting those into two separate sets of cards. Similarly, silly vs. serious might be pulling the project in conflicting directions.

But maybe not. I could be totally wrong. The only way to be sure is to playtest a bunch and watch for these sorts of issues.

@Yoric Card meanings and art tended to be a bit more serious than the card titles. So I would look at each in turn to see if it could be made sillier. You should look through each element with a critical eye and think about in-game situations and how it can help push the game toward sitcom-style misunderstandings, or comedic situations.

Maybe more cartoonish art, if you can find some. Or Terry Gilliam style collages of old art in new contexts.

@Yoric I still feel like a more consistent art style would be better.

When I made Tarot-like cards for my nameless horror game, I took art from all over the place and applied a consistent set of Photoshop filters to make the disparate art all appear more consistent in style. I wonder if you could find a consistent art style that fits your goals for the game.

(For my horror game, I had a clear goal that was easy to hit. For a silly game, the right visuals are harder to pin down.)

People always say "happy as a clam". But how the hell can you tell if a clam is happy or not? A clam is basically a rock with a tongue inside. It's not very expressive with its emotions.

Maybe all those clams have serious cases of undiagnosed depression. How would you know?