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Longtime RPGer, spent a number of years in the indie RPG scene, prefer light strategy boardgames. Tea, cats, sunshine, mangos, martial arts, 90s R&B & hiphop.

@nindokag A collection of funk breaks that I guess showed up in various Japanese movies? I immediately thought of you:

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You couldn't make Toy Story in the future, because nobody will remember playing with generic astronaut or generic cowboy toys. blank slates that you could make original characters out of. Every cowboy toy at the store now is a Woody, every spaceman is a Buzz Lightyear. Even Mr. Potato Head has been re-branded as a Toy Story toy. The world depicted in the movie is unrealistic because it doesn't have Disney branding all over everything, ironically. Disney devoured that world and replaced it.

One of the tricks in Apocalypse World's design is that the subsystems are clearly labeled on what they're about "Barter" "Sex Move" "Countdown Clock", which makes it easier to learn.

Where people fumble hacking it is usually they don't look at how those things DO tie together for the play experience. (or, often too, haven't played the game to see it in action...).

A different way in which TTRPGs have been shaped by wargames: "subsystems".

If you've played crusty wargames or sim boardgames, you know there's a lot of small fiddley subsystems that tie together into one big game. It's what makes these games harder to learn than a mainstream game, and, are very hard to design well.

Done well you get stuff like Twilight Struggle, done poorly, well... a lot of the games out there.

Was looking at Poison'd for some design inspiration.

Most RPGs you assign points, this game requires you to check off statements that are true of a character in order to assign those points.

You may get the same scores as someone else, but which things are true of your character strongly differentiate how you go about things.

politics, ecocollapse 

In our current Sunday RPG, Girl Underground, I'm playing a talking cat whose basic role is equivalent to the D&D rogue who gets INTO trouble.

Because this game doesn't have death mechanics per se and isn't combat focused, I can play this sort of buffoon and troublemaker and not feel bad like I'm putting hardships on the party, in fact, the antics amuse everyone.

Although Palladium has never been a great system, it was kinda par for the course (consider: AD&D 1E and 2E), never did the "let's re-release the same game every 3-4 years as a new edition", and basically relied on supplements or new games (really new settings) to keep up it's sales.

They probably could have done fine if they a) adapted to online publishing and b) didn't attack their fansites all the time.

I dropped off a bunch of books at Half Price Books today and saw that someone apparently had let go of their entire collection of Palladium/Rifts books, as it occupied a whole shelf by itself.

Our Sunday night game on I Need Diverse Games is Girl Underground, a game designed to do the classic portal fantasy, anything from Alice in Wonderland to Spirited Away or Labyrinth.

Here's our chargen session, and the session after that is also uploaded.

I play "Cat the First, Most Excellent of Animals"

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uspol, white supremacist terrorism 

A thread over on Twitter and a pretty good example of why I'm so guarded around TTRPG spaces:

I sometimes check to see what folks link my blog. I saw a game forum for a game where one person was trying to argue for them to reduce the racism in the game.

Ehhhhh. I've come to the conclusion that if people make a fictional world with heavy problematic elements, they probably wanted it that way and you just gotta write them off.

They put decades of work into making it that way, understand that.

(This would also be why I shelved the cyberpunk game I had in mind. Seeing the "dystopian future" ideas I write down show up a month later as real news or "disruptive tech" investments was depressing)

"Why no AI?"
"Because we can't stop exploiting and being terrible to other people, so there's only two options on how this works:

a) we're just as bad/worse to AI
b) we treat people worse than we treat AI.

Both are depressingly close to real life right now and I just want spaceship adventures."

Some of that, also, depends on if your game is about "adventure with tech" or "societal restructure with tech".

The latter requires a lot of homework on the part of the players to consider how things would work differently.

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