@kensanata The anti art punk crowd is such a garbage posse of people, it's a shame they are behind the contest. Prince of Nothing is such a troll, would avoid.
An idea I read on James’s blog Grognardia long ago, which I quite liked, was what he called “D&D is always right”. Rather than assume the idiot choices the designer of some old module from the 80s made are incorrect, give them the benefit of the doubt! Try and work out how the oddly placed monsters, treasure, and traps fit into a coherent whole. Treat it like a creative exercise and you’ll end up with something good. My dilemma is I can’t actually find this blog post, though i’m sure it exists!
Jason Tochi of 24XX fame wrote a great post a little while ago about what he calls the three layers of rules: social, fictional, and abstract. If you’re interested in game design it’s a great way to think about things, especially in more rules light games. Where do the unspoken rules go? Probably to the social and fictional layers.
My favourite OSR newsletter is out with its latest collection of links: https://questingbeast.substack.com/p/the-glatisant-issue-28 I love the Glatisant, and not just because it links to my blog. There is a lot of good stuff throughout, but I thought the dungeon design and world building sections were extra good this go around.
Another friend Brendan responds to Alex. I love to see this much blogging. This is good as well. Thinking about rules in terms of prosthetics.
@Sandra @lumpley @Sandra @lumpley I love the Blorb principles! That's an interesting view on things as well. Originally I was thinking about this in terms of how players engage with a game—two groups can play B/X very differently depending on whether they are kicking down doors and fighting monsters, or doing something more stereotypically OSR—and then sort of pivoted to how people go about designing games. It's true that there is much more to the structure of play than HP and Saving Throws.
My friend Alex discusses "Fuck You Design", an interesting response of sorts to my post about negative space in RPGs.
His post in turn has me wanting to write more myself. I love simple systems, so I am always looking for a good minimalist one. The problem is so many miss the mark. It takes a lot of care to make one that isn’t just you filling in all the holes with D&D as you remember it.
@martinralya That's amazing. It really bums me out how much amazing stuff was lost. I have so many cool conversations or threads just sitting on my hard drive in an archive.
@presgas I mean any FKR game would be an example, by definition I suppose. We often play test Brendan's current iteration of his game, and no one knows the rules except him, mostly. Our friend Steve who plays with us never knows what we're playing or how it works before we play.
I wrote about OSR play and the negative space of rules in a game. https://save.vs.totalpartykill.ca/blog/negative-space/
Spotted on the NSR discord. This is amazing:
“I made a post-apocalyptic name generator for an upcoming collaborative project. We combined 200+ names from the Iliad and Odyssey with hot-rod terminology to get some really whacky results that are perfect for our setting.”
@presgas was coming to share this here, but now I don’t have to! I’m still not sure this is quite the same thing as posting to Mastadon or Twitter, but it’s been something I have wanted to set up for a while all the same.
@SymbolicCity Because Mastodon has copied twitters format I think it is also a poor format for discussion. This conversation will end up a weird disparate thread, rather than grouped nicely as comments on a post, for example. Not that these solutions haven’t gotten better at displaying that sort of conversation.
Sure you're weedy, and kind of shy, but some girly out there must be needy for a weedy shy guy.
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