slush pile #1

One day these may blossom into beautiful Posts. Today they are just slush. 

revisionist terminology: anti-narratology

fictional → imaginary, makebelieve 

character → (imaginary) person

setting → (imaginary) world

(You’re an adult; assume “imaginary” is implied from here out.)

scene → moment, event, the time and place when…

plot, arc, theme → no

character development → ways this person has changed


 

Aaron Trammell's "The Privilege of Play"

Deeply frustrating book. Some really great archival research, and some really interesting arguments about how geography and professional networks intersect with race and the hobby. Whenever the archival stuff gets interesting or complicated, or whenever there's an opportunity to develop the arguments further, though, it tends to retreat into boilerplate not really moored to the evidence he's dealing with. It feels rushed, more than anything, as though the author spent a decade of diligent work in the archives mine and then was told by a publisher "okay, we can do this, but you have to get it out before people stop caring about Gamergate." (Too late, surely?) 

the Narnia campaign structure

The campaign as a series of mini-campaigns, with PCs isekai'd into the secondary world. Between each mini-campaign, advance the time PCs are in Earth by like five years, and in Narnia (or wherever) by 1d6 centuries exploding or whatever. 

Smaller cultures of play

Journaling games - got big, something something bluebooking

BroSR - these guys suck but their style is genuinely interesting.

Quests - such an interesting version of the form, one GM, many players with one PC, feels like a response to player flakiness

on the big cultures of play

Throwing my hat into this ring pretty late, and I'm still not sure where on the obvious-untenable spectrum this hypothesis is. But if you take a look at the evolution of play styles mentioned by John:

obv the lines of influence are way more rhizomatic than this

part of what you get, I think, is a progressive intensification of the elements of (tabletop) RPGs that aren't as well served by other media - at a time, of course, when those other media have become a bigger and bigger components of people's lives. 

Classic play presents itself as a series of escalating, fair challenges; fairness, in turn, allows success to be legible. Classic play is built with assumptions for tournament play and open tables, and, above all else, is a game. Trad play, by contrast, can be read as a form of play built for the established "table," a small group of people who will experience the same events - event which, if properly finessed, might add up to a story. 

So we have stories and games - two familiar aesthetic forms occupying the same strange new medium, TTRPGs. This dichotomy, present in many ways before the medium itself, is still with us today. But they've both evolved in ways to take advantage of the differences between this medium and others. There are a lot of games to be legibly good at or stories that are well-paced out there.

 Exalted delta combat charms

[Weapon]-Wife Wisdom
Δ
: train with an acknowledged master of a weapon or armor (or absence of armor) that you have not fought with before, or win three fights in a row with it, using no other weapons to attack or defend for a month.
Whenever you fight with this weapon, +1 Prowess. Whenever you fight opponents who are exclusively using weapons and armor for which you have a variation of this Charm, an additional +1 Prowess. The bonuses of this can be applied twice, once for weaponry and once for armor.

Call the Blade
Δ
: grant a name to a weapon or suit of armor for which you have [Weapon]-Wife Wisdom. Treat it with respect.
With a moment's concentration, you can banish this weapon to Elsewhere (if you are holding it), or retrieve it from there.

[Weapon]-Daughter Bequeathal
Δ
: train someone, who acknowledges you explicitly as their instructor, in a weapon for which you have [Weapon]-Wife Wisdom. After they survive an attack alone defending themselves with the weapon, receive their sincere thanks and blessing.
Double the effects of [Weapon]-Wife Wisdom. When you train someone in that weapon, they gain the benefits of [Weapon]-Wife Wisdom themselves.

Wild-Eyed Berserker Onslaught
Δ
: take a Morale of 12 in a combat.
+1 Prowess. If you take a morale of 10+, +2 Prowess. If you ever take a morale of 4 or less, lose the benefits of this Charm, although you can gain it back by taking a Morale of 12 again.

Heavenly Guardian Defense
Δ
be mentored in combat by a Celestial Lion; or, face attack from a Wyld Hunt, 2nd circle demon, or similarly threatening opponent without retreating an inch or suffering a scratch.
The first time each day you would die in combat, remain unscathed instead.

Defense of Celestial Bliss
Δ
having mastered Heavenly Guardian Defense, forswear its use for your most formidable opponent yet.
Upgrade Heavenly Guardian Defense to twice a day.

Ready in Eight Directions Stance
Δ
wander alone and blindfolded for at least a week, surviving at least one ambush; if you are already blind and have a way around that, stop your ears instead.
As long as your attention is primarily oriented towards the possibility of being ambushed, you cannot be.

Circle of Fury Meditation
Δ
: having mastered Wild-Eyed Berserker Onslaught and Ready in Eight Directions Stance, draw a circle in the ground with your weapon, declaring (then, and again to anyone who appears) that you will kill anyone who crosses or disturbs it until the next dawn or dusk (whichever comes later); carry through this promise to the doom of at least one person.
Draw a circle in the ground with your weapon, swearing the oath that won you this Charm and enter into single-pointed meditation on the infliction of death. The first being to consciously cross or disturb your circle shall die by your hand, whether they be the Maiden of Battles or your own child.

 

links 2023-10-13

I have little to add to these debates but there's some interesting insights in the back n forth on the latter!

Google kills Jamboard. I had considered using Jamboard as a lightweight VTT with integration with my Drive stuff, but held off because of the likelihood of something like this. There are other options but they get by by SaaS rather than stealing your data, which in theory is slightly less bad but in practice I figure Google/the NSA already have anything they want on me already.

Lanterns of the dead were towers "originally constructed to warn passers-by of the danger of infection" at sanataria, "as well as to illuminate cemeteries where it was feared that repenting souls, ghosts, and criminals could hide"

B/X hexcrawl tool, lots of work put into this one

Alex Schroeder (who wrote another wonderfully elaborate-in-content-simple-in-execution hexcrawl generator) is setting up an automated rss feed for the OSR discord server 

Rob Conley finishes his fantasy sandbox guide and, as a capstone flourish, has a Kickstarter up. A tremendous achievement.

Blog post (from a longer back n forth) related to how prose fiction has tended to draw more and more influence from film, to the detriment of the uniqueness of the former. Not all endorsed, even just the aesthetic parts, but the suggestion that prose is oriented “to the memory rather than the senses” has given me a lot to chew on w/r/t medium 

(Related: novelization style.)

Harris also writes about the distinctions between story-first and worldbuilding-first art, which I think is actually an excellent summary of the differences between the two, written by someone with tastes opposite my own. The way that worldbuilding invites collaboration is why worldbuilding is an especially apt form for the roleplaying game.

While we're talking film and medium, Neil Brand on scoring silent films.

I have nothing to add on present IRL events besides what John Ganz says here.

GOo5e 🦢 (goblin ordinances of fifth edition)

This takes 5e and replaces all the chargen and magic rules with GLOG. All remaining gaps and inconsistencies are left as an exercise to the GM. WHY you would do this is also an exercise for the GM.

Instead of your character class, take the UR-CLASS. This is just a nearly blank slate to which you can add GLOG class templates.

HD: d6 if you got an MD this level, d10 otherwise 

Save proficiencies: one of Dex/Con//Wis, plus one of the useless ones

Skill proficiencies: choose three

Gear proficiencies: anything in your starting loadout

If a template would give you +1 to something you get advantage instead

For level one, choose a class and get its A template. At level 3 and 7, get an additional class chosen by the GM to reflect how you’ve grown. At levels 5 and 9, choose an additional class to reflect how you’ve grown. When you level, roll randomly to determine which of your classes advance. If you got a class for the first time you can choose for that to be the one, and if you found a relevant new powerful mentor or the like you can choose the relevant of that. If you selected a Δ class mark off blank “B, “C,” “D” progressions when you roll it, then then it’s “completed” for these purposes (but you can continue to achieve Δs)