US trans pol, call to action Show more
We're going to drown the #HHS in postcards and they'll back the fuck off in the face of the postal onslaught.
Here's a PDF of a 4x6 postcard https://s3.us-east-2.amazonaws.com/lucan/Postcard4x6.pdf
And here's A6 for people who use metric https://s3.us-east-2.amazonaws.com/lucan/PostcardA6.pdf
A letter is better, but a postcard is good. Get all your lazy allies to put their names down! We're going to win.
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: http://pocketsystem.blogspot.com/2018/10/pocket-system-podcast-03-loveint.html
And the Rag Nerd Rok podcast played The Devil, John Moulton: http://ragnerdrok.com/2018/10/10/the-devil-john-moulton-dinner-with-the-devil/
Brad Murray has some interesting thoughts on the philosophical and functional differences between Kickstarter and POD for RPGs. https://vsca.blog/2018/10/18/whos-stealing-my-eyes/
anxious, story games Show more
@lizardsquid And that honesty at the start of the game helped get everyone at the table working together. His anxiety wasn't a personal failure, just a problem for all of us to defeat, together, by playing an awesome game and having a good time.
So I'm saying that you should be honest with your players about your anxiety. But also not to worry about it. If you do something wrong or say something uncreative, it will be fine and the other players should support you.
anxious, story games Show more
@lizardsquid I played a game at Gencon once where the facilitator showed up, and he didn't really know what he was doing. But instead of running from that, he embraced his uncertainty and fear. He told the rest of us at the table "I don't know what I'm doing. But I think if we all work together, we can have a really fun time. We'll get the rules wrong. We'll make poor decisions when improvising. But we'll do our best and hopefully enjoy ourselves for a few hours."
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.
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.
@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 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" http://nickwedig.libraryofhighmoon.com/wp-content/uploads/2014/04/devil-john-cards.pdf )
@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?