Posts by lumpley
I got 80s dork, which is annoying and perhaps correct.
Vibecoding directly to prod, are we?
Wow @bluesky you're really winning it right now, aren't you?
My day job (self-employed) includes wandering around the internet and keeping track what people say about PbtA. Occasionally a new one will pop up.
Lately I've been seeing "in a PbtA game, you shouldn't be rolling dice that often anyway."
I'm like, you shouldn't what now? Where did THIS come from?
I was 9! My cuz and I played Zork on his big brother's Atari 800. When we didn't have access to it, I'd be the computer and he'd be the adventurer.
At first I made him write his commands in a notebook and I'd write out my responses. That lasted probaby 15 mins before we switched to talking.
What Dust Remains has a free excerpt so you can check out why it's beloved.
It is one of my favorite games to have designed—and one of the gut-wretchingly punchiest ones.
momatoes.itch.io/what-dust-re...
Yes, please!
The very one!
Probably tacky for me to list my own game in playtest as my favorite mechanics!
Let's call it What Dust Remains again instead. I can't get enough of that game.
TTRPG about me
First game: Zork-derived homebrew
Latest game: Red Dot Quarterly (playtest)
Longest game: Ars Magica
Favorite game: Dulce et Decorum
Favorite mechanics: The Demon Tree (playtest)
Favorite setting: What Dust Remains (an unnamed Mediterranean city, 1920s-1970s)
Favorite art: Wolfspell
Yep! It'll probably have to wait until after tax day for me to deal with it.
Games are a unique art form. They are direct instructions, with an audience primed to follow them. They are unlike music. Unlike graphic arts. Unlike fiction.
Game design is about how instructions focus us, inspire us, outrage us, motivate us, reveal us, help us connect to each other.
Springtime in New England: the geese and goldfinches are back, the daffodils too. The willows are hazy yellow with buds. Steam billows out of the roadside sugar shacks. And in the store, Polar seltzer flavors switch from spiced pear and cranberry sugarplum to pineapple tangerine and kiwi lemonade.
Under Hollow Hills is deeply, almost singularly concerned with exploring how individual experiences have the power to change characters in irrefutable ways.
Закінчив переклад 3-ї частини циклу статей Вінсента Бейкера про те, як створювати свою PbtA-гру. Ця частина присвячена загальним ходам і джерелам їхнього дизайну. #НРІ #PbtA #TTRPG
www.rpgdesign.net/post/powered...
my first on-stream gm experience is sure to be a fun ride! join the circus as they celebrate the breaking of the ice in under hollow hills!
A reminder that you need to check this out next week!!!
Yep! When we started work on Apocalypse World, our youngest was 3. We wanted and needed to pack as much character and action into a dozen 90-minute sessions as we could.
Sure!
The 3rd Ed's scheduled to be out in December. We're partnering with Grumpy Bear in Italy for European production & distribution, so it'll be available then.
I actually didn't realize that Drivethru POD would print in the UK. Very good to know, thank you!
Somewhere later the idea came into some PbtA circles that players shouldn't name their moves or expect to make their own decisions about the rules. Some PbtA games adhere to it — well or poorly depending on the game, I suppose — but most don't, most follow Apocalypse World in this way.
Apocalypse World takes the view that the rules are everybody's, not the GM's. It does its best to make it easy for everybody to take responsibility for the rules they're invoking.
The idea of telling the GM what you do, and the GM managing the rules and telling you what to roll, is out the door.
For character-specific moves, casually, part of the player's job is often to walk the GM through the rules step by step, since the player is the one who has the move in text in front of them.
Oh yeah, no. In Apocalypse World, the players' moves are on their character sheets and the reference sheets on the table. The players make their moves by name, or the GM suggests them by name and asks the players whether they're doing them. "Want to read the situation? Choose your questions!"
Finished listening! I enjoyed it quite a bit.
I'm enjoying listening. Fun conversation!
Dang, listening to this is making me feel excited about game design!
www.patreon.com/posts/muses-...
Wolves of the maelstrom