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April TTRPG Maker post 19


#AprilTTRPGMaker
19. Favorite themes to explore?
The moral quandary. Ethical dilemmas you can't hack or shoot your way out of, that make people dig into their characters and think about what they'd do. People finding potential within themselves they weren't previously aware of. Consequences. Situations where there isn't necessarily a white hat and a black hat, but people on opposite sides of an issue both with some validity to their argument. Family. Development of relationships. Who are these people when they're not out adventuring? What kind of lives would they lead if left to their own devices?
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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18. What are some underlying messages in your work?

My games tend not to be about pushing messages. Messages that are there anyway tend to be things like:


  • Art matters
  • Art is not sacred
  • There is no One True Way
  • All worldviews are wrong
  • Everything wants
  • Power confers neither nobility nor wisdom
  • Heroes aren't

 

April TTRPG Maker post 18


#AprilTTRPGMaker
18. What are some underlying messages in your work?
Actions have consequences. What you do will affect your character and the game world, in ways you did not expect and may not want. The playing field is not level, never has been, and probably never will be, but that doesn't mean you shouldn't fight like hell to make it so. The right person in the right place at the right time can make a difference, choose wisely. A small course correction now will make a big difference down the line. Violence is the easy answer, but rarely the right one; the right answer will often be the hard one. Good people make hard choices and see them through, sometimes at great personal cost but for the benefit of the larger community. Question authority. Challenge the established order. Is there a better way to do things? All people have the right to be themselves and be let alone about it. Don't worry about how you will be remembered - worry about who will be around to remember.
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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17. How does your identity influence your work?

I guess I’m supposed to use this response to virtue signal, or something? I dunno. I can say that a somewhat recent change to my identity—becoming a father— “influenced my work” by reducing its volume.

 

April TTRPG Maker post 17


#AprilTTRPGMaker
17. How does your identity influence your work?
The same as everyone else's - while I can attempt to see the world from a different viewpoint, in the end, I'm stuck with 56 years of being white, male, not all that visibly queer (although I've been making an effort to present as more so lately), American, from a working class rising into middle class background. Reading about the concept of "seeing by becoming" is one thing, being able to do it is quite another. I've traveled extensively across my own country, and have been to Denmark, England, Wales, Singapore, and India, but while that has made me aware of gaps in my knowledge of the world, and broadened my view a bit, I can't claim any degree of expertise in those cultures. My work includes a wide spectrum of gender presentations, orientations, and identities, and what is hopefully a reasonable spread of ethnic / cultural identities, but being too poor to afford a diversity consultant for each of the many cultur... Show more...
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16. How does your environment inform your work?

The answer I want to give this question only works by providing examples that I’m not allowed to mention due to agreements I have made. But, maybe that’s as good of an answer to today’s question as any.

 

April TTRPG Maker post 16


#AprilTTRPGMaker
16. How does your environment inform your work?
The current global and local political and social environments drive a good deal of what I present in my game systems. Steampunk is based partly on accelerated technology, often without consideration for the human and ecological costs. The "punk" in the name implies social conflict, and the possibilities for class warfare were every bit as strong in the Gilded Age as they are now. The parallels become obvious, to the point where my challenge is to not belabor them. More immediately, the cities I have lived and worked in over the years have all become part of my settings. The research opportunities of living in New York are vast, and the ethnic neighborhoods should not be overlooked in the process of visiting the big museums. Spending time in Singapore made me realize how little I knew of Asian history, a gap that I have attempted to fill. Artists are sometimes told, draw what you see. I write what's around me.
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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15. Favorite tropes to subvert?

Art is orthogonal to commerce.

Killing and looting is heroic.

Reality matters more than perception.

Worlds where magic is real resemble some particular time/place on Earth.

 

April TTRPG Maker post 15


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15. Favorite tropes to subvert?
Top of the list, stereotypical personalities by Profession / Discipline / character class. Earthdawn has a Discipline called the Nethermancer, a magician who works with True Patterns, astral space, spirits, and explores the boundaries between life and death and other states of existence. Traditionally, they're creepy. If you're going up against a Horror, the big nasties of the game, you want one with you, but even then, they're uncomfortable to have around. Always the question of whether their studies of the Elder Gods have driven them mad. In my ongoing Earthdawn campaign, I have a Nethermancer NPC, Rayechka, a dwarf woman of sunny disposition who dresses like a hippie, patchwork peasant skirt, muslin blouse, ankle and wrist bracelets, a flower in her hair and maybe one painted on her face. She firmly believes that it's better to negotiate with the spirits than to command them. She bakes bread to let off stress, lives in a tiny, ch... Show more...
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14. How are your game mechanics and characters intersectional?

Ah. That kind of "intersectional". I have to replace my earlier, better, response to what I originally thought this question was asking.

Given my response on Day 3, you might suspect that being intersectional really isn't a design goal of mine. Sadly, you'd be right. That said, it's not something I avoid either. I tend to write assuming that the reader isn't a white dude and won't necessarily be playing a white dude. My examples feature characters of all stripes. If I ever actually commissioned or used art, it wouldn't have white dudes in it. You know, the easy stuff. Content-wise, I don't feel qualified to tightly focus on intersectionality, so tend to just leave a void, where someone who is could make it work for them in play.

As for game mechanics, apart from maybe safety tools, it's hard to see how they could be intersectional without exhibiting the problem they aim to solve. Maybe something that somehow guaranteed each voice at the table equal time and equal weight?

 
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As is par for the course for me, I've fallen behind. This will be post 8-11

8. Favorite collaborators?

I haven't done much professional work, but Eloy Lasanta gave me a start (and a great education) in the industry, and was very understanding and supportive. I worked with J. Fryer on that one, and have worked with him for years on many PbEMs, and am in awe of his skill, his imagination, and his humility. Writing with him always forces me to up my game, and I love to collaborate with people that help me bring my best.

9. How do your games distribute power among the players?

I've started to get to the point where I'm loving either (a) player-facing games, (b) diceless games, or (c) resource based games. I find that these m... Show more...

 
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As is par for the course for me, I've fallen behind. This will be post 8-11

8. Favorite collaborators?

I haven't done much professional work, but Eloy Lasanta gave me a start (and a great education) in the industry, and was very understanding and supportive. I worked with J. Fryer on that one, and have worked with him for years on many PbEMs, and am in awe of his skill, his imagination, and his humility. Writing with him always forces me to up my game, and I love to collaborate with people that help me bring my best.

9. How do your games distribute power among the players?

I've started to get to the point where I'm loving either (a) player-facing games, (b) diceless games, or (c) resource based games. I find that these m... Show more...

 

April TTRPG Maker post 14


#AprilTTRPGMaker
14. How are your game mechanics and characters intersectional?
The default Human illustration is a female PoC. The sample characters for the Professions are evenly divided male and female, with varying presentation, and spread across the major ethnicities of the British Empire. The character build chapter explicitly calls out gender identity and presentation as a player choice, and notes that there are no game statistic effects of either, but there will be roleplaying and social effects. We included a section on Gilded Age-era prosthetics, and how they actually work (or don't). The London Sourcebook includes a wide variety of characters, ranging across ethnicity, physical ability, gender orientation, identity, and presentation, social class, and background. We spent considerable effort working out a plausible alternate history that gave women the vote substantially earlier than in our own world, with different explanations for each of the nations based on that nat... Show more...
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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13. Participate in streamed games?

No.

 

April TTRPG Maker post 13


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13. Participate in streamed games?
I haven't done anything streamed yet, or on a VTT. I've been running games on audio chat clients for a number of years, though. We started with Skype, but then Microsoft bought it and removed a couple of features we'd been using, and the call quality suffered. We moved to Google Hangouts for a while, but then that started having call quality issues, especially for users with low bandwidth. We migrated to Discord a year or two back, and have been very happy with it. I now run all my regular games on private channels on the FASA Discord server. If you're running Earthdawn or 1879, and would like a private channel of your own, let me know.
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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12. How to make work inclusive?

Not a direct answer to this question, but adjacent. And more interesting than what I thought I’d be writing today: From Brittney Cooper being interviewed on The TED Radio Hour, in response to the question “why do you think it’s so difficult for white Americans to talk about the past in frank and empathetic way?”:

“…white Americans see themselves as people who work really hard, and they believe in the myth of meritocracy. We’re all indoctrinated into this myth. It’s the American myth, right? You come to this country, you work hard and anything is possible for you. And so, anyone who doesn’t have the things that they say they want, they don’t have them because they ‘didn’t work hard’. And so then, when you have to listen to people of color po... Show more...

 

April TTRPG Maker post 12


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12. How to make work inclusive?
It seems to me that the best way to do this would be as part of an inclusive team. The greater the diversity behind the creative effort, the more likely the end product is to be inclusive. For those of us who do not have a team to work with, and cannot afford to pay ten cents a word for a team of diverse freelancers or thirty dollars an hour for a diversity consultant, the best we can do is go back over our work and try to spot areas where we can be more open, watch for appropriation, and hopefully get at least a few other people to look it over before the work goes out to the public. You should never do the final edit on your own work, after all - this is fundamental to all writing regardless of genre and market. Beyond that, regardless of your background, ability, identification, presentation, and other factors, remember that your viewpoint isn't the only one out there.
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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11. Shoutout an underloved creator.

It's always surprised me that you (or, at least, I) don't hear more people mentioning Sarah Newton. Maybe people sing her praises in places I don't frequent. I mean, they must. Her work has won Ennies, after all. But her name isn't dropped in conversations as often as I'd expect. (Can you, for example, name her Ennie-winning game?)

Her Monsters & Magic is still unique among retro-clones, in that it is the only one that immediately motivated me to want to play it.

And, looking at her list of credits now, I hadn't realized she had a hand in a bunch of titles I recognize.

 

April TTRPG Maker post 10


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11. Shoutout an underloved creator.
Kyrinn Eis deserves more attention than she's getting. Her work, that I have read, has been thoughtful, focused more on motivation and consequence than on grand and epic battle. I've gamed with her, and what looked like a typical belowground encounter that in classic gaming would have erupted into a fight with evil tunnel dwelling nonhumans turned out to be a lost work party that we were able to rescue and take back to the surface. Also, anyone who includes a Bibliomancer in their game system gets major props from me. Look her work up, it's worth the effort.
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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10: How are your games dismantling colonialism?

On a checklist of privilege, I pretty much check every box, so my job in this area is largely to shut up and listen. Further answering this question would do neither.

 
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9. How do your games distribute power among players?

Not very well. This is an area I need to think harder about. I tend to favor games with a game master role, even though a) I’m not that great of a GM and b) most of the original games I’ve made have been GM-less.

In writing a chapter in Fourth World, I did come across a useful phrase, though: Plurium Interrogationum. This is the idea of asking a question containing assumptions that have to be conceded as true to even answer it, known by a number of other monikers (e.g. “establishing questions”, etc.). It makes for a good in-game method of spreading around narrative authority in a GM’d game.

 

April TTRPG Maker post 10


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10: How are your games dismantling colonialism?
Given that my primary system is a steampunk game set in and around the British Empire during the Gilded Age, that's an especially on-point question. We're not so much dismantling colonialism as directly confronting it. We've already done one adventure from the viewpoint of the native species of the Grosvenor World. They'll get their own sourcebook, in which we'll explore the impact of new colonialism on a previously stable territory and a people who have had no need to unify in hundreds of years. We're in talks to hire a Dalit writer from India to do the Raj sourcebook, so that the story of British-occupied India is told from the native voice. We're looking for a Black writer from the American South to do the Confederacy sourcebook, so that we can tell the story of the post-War nation in the voice of the people it oppresses and abuses. (If you're interested, andrew@fasagames.com) The London sourcebook was drafted by... Show more...
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April TTRPG Maker post 9


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9. How do your games distribute power among players?
To start off, 1879 distributes power between GM and players by defining the need for player agency as greater than the need for GM control. It's the players' story, and while the GM may lay the foundations, it's the players that will build the house. The sections on How To Play for both players and GMs stress the cooperative nature of the game, that opposition provided by the GM is necessary for dramatic conflict but is not competition for the spotlight. Beyond that, the character types are designed so that they don't overlap much, and the examples of play and published adventures are designed so that they require a wide variety of Skills and abilities. This helps ensure that each player will get their turn in the spotlight. Each character type also has social advantages and disadvantages, which are represented mechanically, so that the game reinforces the moving spotlight. Nobody will be good in all situations; agency must be shared for the player team to succeed.
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Image/Photo
I'm doing the #AprilTTRPGmaker posts on Twitter, but will try to regularly transfer them over here.
I'm Brie Beau Sheldon (they/he), game designer, editor, journalist, leadership educator, layout & logo artist. I have worked on a variety of games from Firefly: Smuggler's Guide to the Rim to 1879 to my own projects Turn and Let Me Take a Selfie.

I'm a queer, disabled, fluid nonbinary-masc, polyamorous boy with mental illnesses from a small rural town in Southwestern PA. I make games tied to my experiences a lot. Find my stuff at http://briebeau.com, http://briebeau.itch.io, DriveThru, & IPR!

2) I try to design player focused games that emphasize empathy and identity, and I try to design away from violence or by highlighting... Show more...

 
QFT

 

April TTRPG Maker post 8


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8. Favorite collaborators?
The people I regularly game with. There's no substitute for playtesting. The sandbox campaign of 1879 I'm running has generated more ideas and more usable material for the Grosvenor World sourcebook than the writers who have been working on it.
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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7. How to increase accessibility?

I never really thought about accessibility until I saw Jacob Wood's Accessible Guide to RPG Layout. I still don't think about it as much as I probably should, but since that was one of my firsts texts after I started laying out my own games, I keep a lot of it in mind- especially in regards to font choice and colors.

 
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7. How to increase accessibility?

I never really thought about accessibility until I saw Jacob Wood's Accessible Guide to RPG Layout. I still don't think about it as much as I probably should, but since that was one of my firsts texts after I started laying out my own games, I keep a lot of it in mind- especially in regards to font choice and colors.

 
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6. Long or short ttrpg texts?

I'm more likely to complete short. So I try for that, but then find I don't have enough room to encapsulate all of my ideas. So it gets longer. I'm trying to learn to be concise and be able to kill ideas that take me away from that using #Itch #GameJams, #200WordRPG, #GameChef and other events to help me fit an idea in varying word counts. I've had some success, but have a way to go.

 
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6. Long or short ttrpg texts?

I'm more likely to complete short. So I try for that, but then find I don't have enough room to encapsulate all of my ideas. So it gets longer. I'm trying to learn to be concise and be able to kill ideas that take me away from that using #Itch #GameJams, #200WordRPG, #GameChef and other events to help me fit an idea in varying word counts. I've had some success, but have a way to go.

 
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8. Favorite collaborators?

The broader role-playing hive mind that formed on G+.

Oh, well.

 
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7. How to increase accessibility?

For whatever definition of “accessibility” this question intends to be using, my answer is mostly the same: no frigging idea.

I give my games away for free on the Internet, under a license that lets you do nearly anything you want with them. So, from that standpoint, the only access limitation is access to computers and the Internet. So, to increase accessibility, I guess that would bring us to helping people connect to the net.

For the more user-interface notions of “accessibility”, I could do better. I’ve been looking at generating epub versions of my stuff lately, readers for which do better with, say, text-to-speech than PDF readers, usually.

 
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6. Long or short ttrpg texts?

I try for short. I never succeed.

For one thing, I have that “completist” thing and it is hard to kill, both in making stuff and collecting stuff. There’s always a “but wait, this might happen, so I should add that”. I’m getting better at ignoring that voice, but it’s always there.

There is also a notion out there that “creative constraints” help focus you to build something you might not have thought of otherwise. Might work for some people, but its never produced anything great from me. Some examples:

  • Enslaved Star, my entry into a 200-word RPG contest has a pretty good premise, but I couldn’t really make the premise sing in play given the space constraint. There may s
... Show more...

 

April TTRPG Maker post 7


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7. How to increase accessibility?
This is a word that has a lot of meanings, and really requires an essay, not a post. FASA is not currently publishing a Braille version of any of our books, which is problematic both in that our work is not directly accessible to people with sight problems and who read Braille, and that such publication is expensive partly because of production costs and partly because of the limited market. There's also a question of desirability. Deaf culture has a tradition of storytelling, but not so much of roleplaying games. I'm losing my hearing, slowly but steadily, and have been investigating options for learning ASL and getting involved with the deaf community, as I'm going to join it sooner or later. As a GM, I'd like to keep running games when I can no longer hear, but am uncertain as to whether there's a desire in the community for such activity. Language itself can also be a barrier. Translating a game from French to English, or Engl... Show more...
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April TTRPG Maker post 6


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6. Long or short ttrpg texts?
That varies according to the game, the world, and the context. At a convention, or other demo, I want a short text that gets right to the point - what is cool about this game and world that makes it different from all others? Give me your elevator pitch. At home, I want a massive freakin' tome. I want Tekumel. Build your world in grand sweeping strokes, focus down on the minutiae of daily life, tell me a story of epic grandeur in a world that feels properly lived in. My current lust-game, the one I've been buying with the vain hope of ever playing it just because it's so attractive visually, textually, conceptually, is Shadows of Esteren. The core rulebook is nearly the size of 1st Edition Earthdawn, double the page count of Hillfolk, and I've devoured it slowly, savoring the richness of the world and the lushness of the content. Turning this around, I try to do the same with my own system - at conventions, provide one page, one sided,... Show more...
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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5. Character or worldbuilding?

Image/Photo

I have reams full of characters. It's one of the first things that I try when I get a new system. It's one of the first areas of concentration in my designs. That said, the characters cannot stand alone and a world that is suited to the characters, and the characters are suited to, is key in bringing any narrative alive. So as I create the characters, they breathe life into my concepts for the worlds.

I tend to build characters more than worlds, but the worlds I spend more time upon. All that said, I really can't choose between the two.

 
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5. Character or worldbuilding?

Tough question. I think harder about world building, I suppose. And, I’ve written at least one specifically world-building game, where you create a world by destroying a painting. The weird thing is that I’ve always been attracted to worlds that were already built. (I have a history of diving deep into games with dozens of books about the setting, and terrible mechanics. Your Shadowruns and Exalteds and Eberrons and even BattleTechs and such.) I dunno. Maybe the worlds just speak more to me than people do.

I also totally love making the overly long back stories for my characters that modern GM’s tend to find unwelcome. Those should come back in fashion.

 

April TTRPG Maker post 5


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5. Character or worldbuilding?
Definitely worldbuilding. While I do a lot of character builds, the world always comes first. I need the foundation to build the characters on, rather than building a world to suit the characters I want. That said, in my Patreon (https://www.patreon.com/wanderingbeekeeper), I've already got a party of example characters, before I've done more than roughly sketch out the world, and before the dice mechanics are settled. For 1879, I spent weeks researching and building the game world, and simply noted the principal characters and pivotal personalities along the way, fleshing them out and in some cases building character sheets much later.
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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4. Favorite type of game scenario?

I love intrigue, as shown by my love of #Amber, #LordsOfGossamerAndShadow, #LordsOfOlympus, #DeltaGreen, and many more suspense and conspiracy theory type games. However, I have trouble writing the scenarios for those, and the webs that must be maintained quickly become tangled with holes in the logic. I still work on those, and try to read scenarios that have those types of situations and learn from them.

I also like open-ended type scenarios that have a real impact on the game world. I take being a fan of the characters quite seriously, and love to see not just the current situation, but their progress from it.

 
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4. Favorite type of game scenario?

I love intrigue, as shown by my love of #Amber, #LordsOfGossamerAndShadow, #LordsOfOlympus, #DeltaGreen, and many more suspense and conspiracy theory type games. However, I have trouble writing the scenarios for those, and the webs that must be maintained quickly become tangled with holes in the logic. I still work on those, and try to read scenarios that have those types of situations and learn from them.

I also like open-ended type scenarios that have a real impact on the game world. I take being a fan of the characters quite seriously, and love to see not just the current situation, but their progress from it.

 
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4. Favorite type of game scenario?

I’m usually looking for something I can steal. That is, I’m probably not playing the game for which the scenario was written, but some other thing. I like a scenario that lets me drop it into what I am doing without too much shoehorning.

I also like pregnant stasis, where the scenario is set in a little bottle with all these complications in a subtle equilibrium, just waiting for some stimulus to come along and start gears moving. By the time it’s done, that place is never the same, neither are the PCs, and its all the PCs fault.

 

April TTRPG Maker post 4


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4. Favorite type of game scenario?
A mystery with a chase scene. I'm a sucker for an old-school investigation that culminates in a dramatic confrontation after considerable difficulty cornering the villain. The Rocketeer, for instance, that has that fight atop the burning airship. The module I'm currently writing for 1879 goes through poking around a train station, sneaking into a remote settlement, and putting together the clues, then has a scene where the villains have fled in a stolen train, and the heroes chase them down in an airship, with a boarding and confrontation sequence straight out of a Republic serial. Give me cinematic action, dramatic reveals, touching emotional moments,a grand denouement, and a climax where everybody gets what they deserve. I love me some melodrama.
#AprilTTRPGMaker gaming (x) rpg (x) steampunk (x) ttrpg (x)

 
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Day 3: Key to your making process?

My key seems to be designing based on a story or theme. Without that impetus, it's hard to get the gears going, which is the reason that it's hard for me to do for-hire work. I'll read something, and it will start the gears spinning with a different take on a subject or taking a different tack to get to the perfect framing of the question that's at the foundation of the design.

I find that without that base, I tend to flounder and lose sight of the story that I started out to tell. I also have a lot of trouble "killing my darlings". Sometimes, my underlying fundaments are incorrect or flawed, and I have a hard time getting past that obstacle.

 
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Day 3: Key to your making process?

My key seems to be designing based on a story or theme. Without that impetus, it's hard to get the gears going, which is the reason that it's hard for me to do for-hire work. I'll read something, and it will start the gears spinning with a different take on a subject or taking a different tack to get to the perfect framing of the question that's at the foundation of the design.

I find that without that base, I tend to flounder and lose sight of the story that I started out to tell. I also have a lot of trouble "killing my darlings". Sometimes, my underlying fundaments are incorrect or flawed, and I have a hard time getting past that obstacle.

 
#AprilTTRPGMaker #TTRPGs

Day 3: Key to your making process?

My key seems to be designing based on a story or theme. Without that impetus, it's hard to get the gears going, which is the reason that it's hard for me to do for-hire work. I'll read something, and it will start the gears spinning with a different take on a subject or taking a different tack to get to the perfect framing of the question that's at the foundation of the design.

I find that without that base, I tend to flounder and lose sight of the story that I started out to tell. I also have a lot of trouble "killing my darlings". Sometimes, my underlying fundaments are incorrect or flawed, and I have a hard time getting past that obstacle.

 
#AprilTTRPGMaker #TTRPGs

Day 2: Describe your work

My day-to-day work as a software architect sort of frames my writing and my game design work; I've found that I'm better at reframing the question or looking at the problem from a different angle to create something new rather than starting from scratch. With my limited time, I find that's also most efficient for me to get from start to finish.

Because of this, adventures and hacks are what I excel in, though I can do original work (and am working on an original for my favorite medium- play by e-mail). I find that's the exception, not the rule, but when I do so, I tend to want it to be perfect rather than iterate, which can keep ideas in development hell for a long time.

 
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Day 2: Describe your work

My day-to-day work as a software architect sort of frames my writing and my game design work; I've found that I'm better at reframing the question or looking at the problem from a different angle to create something new rather than starting from scratch. With my limited time, I find that's also most efficient for me to get from start to finish.

Because of this, adventures and hacks are what I excel in, though I can do original work (and am working on an original for my favorite medium- play by e-mail). I find that's the exception, not the rule, but when I do so, I tend to want it to be perfect rather than iterate, which can keep ideas in development hell for a long time.

 
#AprilTTRPGMaker

Day 3: Key to your making process?

I design for me, not you. Sorry. That is, I build something because I want to use it for something or learn something specific from it. If others can gain something out of the result, that's great, but it isn't really the goal. This is one of the reasons I give gaming stuff I make away for free.

One drawback of this is that once I've gotten what I can out of something, I lose interest in it and tend to never finish it. This used to bother me. Then I came up with the "seed" concept and it hasn't damaged my calm as badly.

 
#AprilTTRPGMaker

Day 2: Describe your work

Most of my effort seems to turn out being twists of, and modifications to, other people's games. So, I consider myself more of a hacker than a designer. Often, my goals in hacking something run orthogonal, or even antithetical, to the design goals of the original.

The few original games I have made tend towards being toys with one really good idea surrounded by a lot of drek. Most of these have been games for contests and stuff, so that doesn't bother me that much.

 

April TTRPG Maker Post 3


#AprilTTRPGMaker
3. Key to your making process?
Time. I've got more ideas bubbling up in the back of my head than I can write down, much less properly develop. Having the time to do the writing, in between dayjob (or hunting for a dayjob, which I'm doing right now), doing my share of the housework and the farm chores, and being with my family, has always been the crunch. I've been writing for thirty years. My skills are well practiced and ready to go. Given sufficient time, I can spin up an entire world in a week, write a weekly 2000-word blog entry (which I've been doing for over three years now, at http://fasagames.com), churn out NPCs and plotlines and adventures and creatures, and still manage to squeeze in some research reading. I run off at the keyboard at the slightest provocation - note the length of this post. I just need the time to do it in.
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