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Showing posts with the label Game design

Not a Book-Blog: Being Worthy, a system-neutral mechanic for beseeching the gods for aid

This started off as the September book-blog based on Bihani Sarkar's Heroic Shaktism , then expanded to a two-month book-blog riffing on Banerjee and Wouters'  Subaltern Studies 2.0. Then it became neither, because I didn't enjoy either book that much even if the ideas were in theory interesting. (The whole post will probably be enhanced if you read Bret Devereaux' Practical Polytheism series first) When was the last time your PCs sacrificed to a god? If you're anything like me, the answer is 'never'. In my experience of playing, watching, running and reading a fair number of games, the interactions with divinity I tend to see are: The PC is a 'prophet' class, including D&Dalike Clerics/Priests/whatever, with direct and reliable access to divinity - either for chats or just for powers The PC otherwise has a conversation with a sympathetic or antagonistic god which wants them to do something or wants to reward them for having done something (Exal...

June Book Blog: A Short Wargame About the Troubles, with Objectives Based Upon Richard English's Does Terrorism Work

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Please note: this post's a bit incoherent. It's been rushed out around the schedule of writing the game, which has taken way too long. DTW is a good history. It starts with a rigorous methodological discussion, starting from the merits of history as a discipline and building out to define the terms of its analysis: examining terrorism's effects along a schema of strategic and tactical successes which looks like this: '1. Strategic victory, with the achievement of a central, primary goal or goals 2. Partial strategic victory, in which:     (a) One partially achieve ones' central, primary goal(s)     (b) One achieved or partially achieved one's secondary ... strategic goal(s)     (c) One determined the agenda, thereby preventing one's opponent from securing victory 3. Tactical success, in terms of:   (a) Operational successes      (b) The securing of interim concessions.     (c) The acquisition of publicity     (d) The ...

60 minutes of thoughts: Why I, an anarchist, don't like No Dice No Masters (or: why Games Master is a bad term; or: what a[n anarchist] Games Master should do)

(Last month's book-blog is taking longer than usual, unsurprisingly as it's, er. A whole wargame. So I'm returning to my series  where I write a blog post in an hour, do one edit, and post, to fill the gap. This time, I try to discuss politics and GMing theory! I beg your forgiveness for the inevitable incompleteness). There's a lot of leftiness in indie TTRPG design. Notably, Belonging Outside Belonging , the diceless game family born with Avery Alder/Benjamin Rosenbaum's Dream Askew/Dream Apart, is also known as 'No Dice, No Masters'. This is of course partly a joke, but a quick reading of Alder's description of the system also shows it being framed as an extension of the political side of things: https://buriedwithoutceremony.com/belonging . Note how discussion of the mechanical elements, in explicitly political terms, directly follows a laying out of political aims. This is not a post saying that the system is bad politics . Frankly, in this day and ...