...picking the Poet's mother to die at the end, but got a little choked up during my eulogy. He told me I could get a new mother. I told him that usually doesn't happen, but that as The Land he could probably make happen whatever he wanted. He said, "Yes, you get a new one, because I say." On the walk home we talked about why people die. No regrets at all about playing it.

Just played twitter.com/ImAaronJ 's entry to the , To Vermont & Michigan, with my seven-year-old kiddo:
imaaronj.itch.io/to-vermont-an
Took less than fifteen minutes. He chose to be The Land. He did a good job of describing the transitions of the seasons, less a good job making them seem ruthless. He was brave...

So many "Best Books of the Year" lists are the same books you've seen on the bestseller lists, or the new shelf at the library, or other "Best Books" lists, or they're by known authors. It's great to see a list where it's clear the writer reads beyond what's been marketed to her.
thebooksatchel.com/favourite-b

Is adding new projects progress? I'm not sure. But I have big plans for some doneness in 2019.

It's been about a year since we did @lumpley style charts for game projects, so it seems like good time for an update.
Solo parenting and packing a house from August through November and then moving across country, was fully consuming and really cut into my creative projects, so there's pretty much nothing further toward "Finished", but there's two new projects I'm excited about in the lower left, and some shuffling of priorities in that column.

Kiddo: "Daddy, where does water come from?"
Daddy: "It comes from dirt."
Kiddo: "It does not."
Daddy: "Sure it does. Like, if you sell dirt you can get money and buy water."
Kiddo: "That doesn't make any sense!"
Daddy: "Well, I actually agree. People created capitalism, but it's become something nobody really understands anymore."

Whole family playtest of Aloft, since we're no longer living across the country from each other. Seems like probably the first good board game I've designed. The strategy is a little beyond the kiddo. I might have to put 10+ on it.

Pro tip: You just enrolled your kiddo in a new school and you're out shopping a very particular school supplies list in December when stores are not stocked for back-to-school. When the frazzled cashier asks if you found everything you need she really doesn't want your true answer.

Last packing for the move. Throwing away lots of accumulated clutter. Found a note for a RPG design concept entitled Heal that must have stowed away in my unconscious for a while before becoming .

Paul Czege boosted

Once again I'd like to invite everyone to use the tag to help aggregate gaming blogs through this service! Let's cohere!

If I was not in the throes of packing and moving a house across the country I'd be reading and thinking about this game.
nell-raban.itch.io/the-others/

Are you ready for *Driving In Cars with Game Designers*? Alex Grisafi interviewed me and Ron Edwards on the way to the last day of Lucca 2018. Hear me talk about finding inspiration for games and about what's missing from the Big Model. Google Translate is decent, but the text is less than the full interview. The linked audio is complete.
player.it/giochi-di-ruolo/3621
And here's a selfie with Ron after the interview.

I probably need a hubzilla. I really can't stick to the 500 character limit.

"Whereas many animals use their brains to search in physical space, human minds (and those of some other animals) can search via simulation. That is, the brain can simulate potential future realities. This is possible because brains like ours encode a mental model of the world. By searching inside that mental model, we build narratives that tell us how to get from one place to another."

aeon.co/essays/why-did-shamani

Game design is the new shamanism.

"Put simply, the mind is a search algorithm. Minds make their living by being able to find things. Food, mates, a good place to hide, effective methods of revenge, and the means to reach your goals, whatever they may be – all of these and more are targets of the mind’s searching eye.

(cont'd)

"Paul Czege is known for the inspired and unconventional roleplaying and storytelling games he makes — games like My Life with Master, Bacchanal, and The Clay That Woke. In this workshop he'll talk through his creative process for making games, which is about finding inspiration and motivation that will sustain you, solving problems, and getting what you need from others to finish and publish a game. The workshop will be partly conversational, and he will take questions."

Here's the workshop description in English:

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