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thegiftofgabes · 7 months
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Been thinking about this & putting it into practice when writing The Perilous Pear & Plum Pies of Pudwick for a while: thanks to the ever excellent @babblegumsam (who you are probably already following and if not now is your chance to rectify that) for the final straw that made me write this up today. I truly believe if you have any interest in TTRPGs, play, or design you'll get something out of it, it's a further 5.4 mins read from here on out.
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Play is interaction.
Reading is interaction.
Below I will argue the necessity & usefulness of thinking the relationship between reading & play in TTRPGs as (almost) the exact same thing to unlock a wide & deep potential as reader/player/designer.
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Reading & play don't have to be the same thing. But you can't play without reading (in the sense of reading representations, images, ideas, concepts, interactions, etc, not just written text), because then there could be no interaction.
Reading and play can both accurately describe a given act or process. For instance: I read a table or piece of prose in a TTRPG book.
I say this because this is an idea that people struggle with, and while I encourage debate around the concept, we first have to agree on some basic building blocks that I hope I'm able to communicate here. For instance, there exists a potential reality in which tabletop roleplaying games are called tabletop reading games and nothing else about them changes (except for the consequential ability to think of reading in ttrpgs as play, and the potential this tool unlocks), because the prerequisite role for all other roles being played in a role-playing game is that of the reader.
This is true for much more than TTRPGs, but if we simply focus on acknowledging that reading & play in ttrpgs can and often are the same thing, then we are able to make informed design choices on this basis that we otherwise lack the agency to make – and which are nonetheless choices that are being made while we miss the opportunity to observe, read & ultimately interact and/or change and/or play with them.
To not think of the relationship between reading & play in TTRPGs in this way is to limit your agency as a designer, reader, player, and ultimately to cause yourself to be unable to synthesise these roles which are deeply inter-related, perhaps more so than they are disparate.
However you define it, Good Design necessitates the application of the right tool for the job. This requires making, maintaining & improving the tools that you have access to. The reader/player relationship is not only one of these, but an integral one that precedes a great many (if not all) of the other tools that you can & do employ as designer/player/reader.
If you allow this tool to remain blunt and imprecise (and especially if you don't acknowledge that it exists and that you use it in every choice you make), what you are doing is making a choice to blunt all of your other tools, even if you aren't aware of it.
This is poor design, poor play, and poor reading,* and I believe that this is true regardless of how you define each of those terms.
*though of course we could - and I think should - argue over the semantics & limitations of my imprecise use of the word "poor" there and the further ideas it smuggles in unacknowledged, but I trust that you will be able to infer what I'm trying to communicate in my use of it and I further hope that by leaving this imprecise application of a tool here in the way that I have used it, it might serve as a good example of the consequences, limitations & potential dangers of applying tools/terms/ideas that might be best described as "too blunt for the job", which is the very thing I'm attempting to highlight & address here.
It would not seem very sensible to choose to limit yourself in this way unless it allowed you access to new tools, which is a choice that you could only make once you are familiar with the central idea I'm presenting here – in other words, if you break the rules without understanding them you are very unlikely to be taking a step forward and much more likely to just be shuffling in place or even stepping backwards.
I hope that this short interaction has unlocked or reinforced your access to a useful tool that will allow you to sharpen your understanding of the play/reading relationship in TTRPGs and in turn refine & maintain your existing tools and your ability to synthesise new ones.
I look forward to discovering with you what new agencies this allows us to unlock, and I hope you take what you have read here and play with it to design new realities that you & I have yet to imagine.
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thegiftofgabes · 7 months
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thegiftofgabes · 7 months
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Me: oh yeah, if you think school photography is hard now, try imagining doing this with film.
The new girl: what’s film?
Me: … film. Like… film that goes in a film camera.
New girl: what’s that mean?
Me: … before cameras were digital.
New girl: how did you do it before digital?
Me:… with film? I haven’t had enough coffee for this conversation
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thegiftofgabes · 7 months
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Your Best Game Bundle
From 9/22/23 to 10/19/23, the Your Best Game bundle is live.
This is a collection of 52 tabletop rpgs from across the indie, united by the theme of designers putting their best foot forward.
Predictably, they are very weird.
There is an emotions-based tactical combat game featuring hamsters. There is a Brave Little Toaster adventure game. There's Arthurian legends running on a system build for modern special ops. There's Only One Bed.
My own contribution is a sad and reflective game about weasels in a cyberpunk future, inspired by a Carly Rae Jepsen song.
So, like. Get strange. Experience The Bundle. Or just click around and see if there's any designers whose work you like and you want to follow.
There's a ton of options here, and I hope they'll brighten your gaming shelf.
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thegiftofgabes · 8 months
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the cycle
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thegiftofgabes · 8 months
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Everybody Wants to be a Star doesn't uses traditional methods of damage, instead damage is bound to each of the stats in the game and whenever you take stress you roll a d6 to determine which number the stress will land on
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If you take stress to a number that already has stress you inflict it to the rank above, if there are no ranks above you roll to take a decisive blow instead
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Spine of Eternity: Everybody Wants to be a Star is available on the following link:
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thegiftofgabes · 8 months
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This is so freaking inspiring!
The significance of plot without conflict
In the West, plot is commonly thought to revolve around conflict: a confrontation between two or more elements, in which one ultimately dominates the other. The standard three- and five-act plot structures–which permeate Western media–have conflict written into their very foundations. A “problem” appears near the end of the first act; and, in the second act, the conflict generated by this problem takes center stage. Conflict is used to create reader involvement even by many post-modern writers, whose work otherwise defies traditional structure.
The necessity of conflict is preached as a kind of dogma by contemporary writers’ workshops and Internet “guides” to writing. A plot without conflict is considered dull; some even go so far as to call it impossible. This has influenced not only fiction, but writing in general–arguably even philosophy. Yet, is there any truth to this belief? Does plot necessarily hinge on conflict? No. Such claims are a product of the West’s insularity. For countless centuries, Chinese and Japanese writers have used a plot structure that does not have conflict “built in”, so to speak. Rather, it relies on exposition and contrast to generate interest. This structure is known as kishōtenketsu.
Keep reading
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thegiftofgabes · 8 months
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preach
As a forever GM and Pro-GM, I gotta say its fucking embarrassing the way people around here invent these weird fucking pedestals for GMs, they arent gods, they aren't deserving of any more respect as any other person or player.
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thegiftofgabes · 8 months
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DUUUUUUDE! Get it South Korea!
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That's the article directly. Please give it a read.
If South Korean actors and writers strike against Netflix, Netflix would be COMPLETELY fucked.
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thegiftofgabes · 8 months
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A Worksheet Manifesto (Rough Draft)
The Worksheet Manifesto is an attempt to explain why I'm moving my game design toward something I can print for free at the public library and give away. It's not a scold or a call to action; I buy full-color zines and hardcover books, and I support people charging for their work. This is a personal manifesto—an exercise in self-exploration.
The first reason I pursue this is ACCESS. I want people to be able to find and play my games. (Accessibility is maybe a better word for this, but I don't want it confused with the process through which something is made easier to use for people with disabilities.)
Some of the main barriers I've seen are financial (someone can't afford my games), technological (lack of computers and/or printers makes it more complicated to read my games), and international (shipping to someone outside the U.S. is prohibitively expensive).
Combining these three elements, I realized I wanted my games to be cheap or free. The common "community copies" solution on itch.io is much touted, and for good reason, but as I tried explaining the process to friends who weren't familiar with the site (or who flat-out aren't tech savvy), many responses were confused or frustrated. So I've set most of my games to pay-what-you-want with a suggested price.
Going from computer tech to printer tech, my most recent games were laid out in black and white, without ink-sucking textures (although some still have large spots of black in the art--something I continue to consider). Many American libraries offer limited free printing, and I always hope people will "utilize" the printers at their jobs or schools. I want people to be able to easily print out my games and share them at the table or pass them to friends.
And more selfishly, I hate dealing with fulfillment and shipping. It's stressful for me, it requires money up front to print things, and I'm bad at it, which means shipments go out slow, or not at all if someone lives outside of the U.S. Creating a file that's easy to print hopefully encourages people to create their own copies.
These cheap print copies also hopefully contribute to a feeling of DISPOSABILITY. I grew up with comic books, magazines, newspapers, and mass market paperbacks, and I think these cheap, short slabs of culture helped them feel like someone could engage with them without having to be fancy or educated or in the know. (A lot of us gatekeep ourselves!)
Prices for RPGs, like so many nerd collectibles, have steadily risen at least since the start of the pandemic. Crowdfunders often capitalize on FOMO, encouraging people to go all in on deluxe hardcovers with fabric bookmarks or whatever. And if my experience working at a used game store is anything to go by, lots of those fancy editions go right onto the bookshelf, unread. Don't want to break the spine or get fingerprints on it!
And I guess I'm just against consumerism? If someone wants a nice thing, I hope they get it, but a culture of games as luxury items and status symbols is not something I'm interested in.
So if someone has a game of mine and they don't want it anymore, I hope they pass it on, put it in a little free library, or recycle it.
And those dirty little printouts of my games? I want people to touch them and write them. I want TACTILITY. This is partially a usability issue: 300-page hardcovers are hard to find information in, and they're heavy if you have to lug them to a friend's house.
So I try to design games where everything a player (including the GM) needs is on, at most, three sheets of paper. I want them to be able to spread a couple pages out and take in the shape of the game they're about to play. I want them to circle things and make notes in the margins. Moving a pencil around does wild things to your brain, the same way that picking at a guitar or molding clay does. It focuses attention in interesting ways.
And in the end, you hopefully have a personalized article of play. And if you spill beer on it, no one's worried about replacing that $50 hardcover.
Speaking of beer, I want my games to be available to and contribute to COMMUNITY. As the pandemic started, I retreated into lots of online spaces, and those were absolutely vital to my survival. But I lost touch with lots of my friends and acquaintances in my city. I want to reconnect with them.
One of my favorite cartoonists, Mark Connery, is known for drawing little zines and just...leaving them all over. Coffee shops, art galleries, bathrooms. And when I think of him, I think of an artist responding directly to the places around him. Is it sad that some of this work is probably "lost" to all readers other than the person that happens across the zine? A little bit. But I think that comes from a bad part of my brain, the part that wants to own things.
I certainly don't want the entirety of my own work collected and widely distributed. Some of those things were specific responses to specific times that I've moved past. Some were bad! But I want to keep responding to my specific times and my specific place. I want to give things to friends (even if they just pass them on or recycle them). I want to give a game to someone at a zine fest and have them recognize my name from a zine they read in a coffee shop bathroom. And maybe they'll give me a zine in return.
My last hangup is MODULARITY. First, similar to tactility, I want to be able to give a player only the rules that matter to them. Character creation and basic rules? Here's a page. And once you're familiar with that and we've entered a downtime phase, here's a page with those options. You want to start a farm? Here's a page. I want it to feel like printing coloring pages for kids or ripping out my favorite magazine articles. These are the parts that matter. And if they stop mattering, you can get rid of them.
But I also want modularity on a system level. I want to add a subsystem to game as I think of it. I want to throw in an adventure pamphlet when it comes to me. I can keep them all in a little box, like a care package from my past self, and when it's time to run a game, I can dig around like a verminous animal and build my nest out of the best bits.
In CONCLUSION, I want to reiterate that this is a personal practice, and I'm not criticizing people who work differently. I used to work differently, and in the future, I'll probably work differently again.
This is simply the way I've identified what's important to me, set that up against the things that cause me to stumble, taken advantage of the privileges I have, and tried my best to bring that all together in a way that keeps me excited about my own work.
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thegiftofgabes · 8 months
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The CDC is trying to limit the new COVID booster to only people 75+, pregnant people, and the immunocompromised.
We have two days (as of September 6th, 2023) to let them know this isn't acceptable.
(since there is some lack of visual comprehension in the comments, each picture has the link to the tweet just under the picture)
Under this first tweet is the link directly to the article Laurie put in her tweet and is quoting.
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Direct link to the page to submit your comments: click here!
Please, PLEASE fill this out and boost this post!
For those of you getting mad at me in the comments and reblogs: saying vaccination is only recommended for groups IS a way to try to prevent people from getting vaccinated because EVERYONE NEEDS THE VACCINE! Everyone needs to know they should get the vaccine!
It's not that hard to figure that out.
Dr. Eric Feigl-Ding did the original reporting on this. I put a link to his thread in one of the reblogs, and I'm not going to be your Google beyond saying that. Go to his Twitter. Go check out Friesein's tweet thread.
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thegiftofgabes · 8 months
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Glaze is out!
Tired of having your artwork used for AI training but find watermarks dismaying and ineffective?
Well check this out! Software that makes your Art look messed up to training AIs and unusable in a data set but nearly unchanged to human eyes.
I just learned about this. It's in Beta. Please read all the information before using.
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thegiftofgabes · 8 months
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reading through FIST in my never-ending quest to know things about tabletop games, and I just love this bit of GM advice.
Not only does it tell GMs it's okay for their favorite NPCs to die and to throw their plotlines off the rails, it shows how to both respect player player choices while also delivering narrative consequences. Sometimes yeah, your friends are joking and messing around, but I think it's a great way to show the power of your character's agency to be like, "Hey, you chose to kill this NPC, the world you exist in is going to react appropriately."
I do think there's an entirely different conversation to be had about whether that messes up the experience for every other player who didn't want to end up in this police shootout, but in general, I think it's great to show players how much they can shape the world, and how, especially in games whose major verbs are violent, their actions generate proportional response.
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thegiftofgabes · 8 months
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Game Roundup 2023 - Part 1
So I made it a mission to read through the games I've gotten in various bundles in the past. And it's uh... an undertaking.
But! I've read a lot of cool games and encountered a lot of new concepts.
For reasons (namely that I have a few thousand games) I am not going to mention every game in these posts, just ones that caught my attention for one reason or another. And in keeping with my reflection on ratings earlier this year, I'm going to refrain from critiquing the stuff I mention here - I may say "this one isn't one I'd personally play" or "there was some unpolished stuff in here", but I'm going to focus mainly on the positives and why the game grabbed me.
So, here we go!
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Blades in the Dark by John Harper
Yeah, yeah, I know, this game is talked about a lot! But consider me a recent student of TTRPG history outside of d20 systems. I got the chance to play this game for several sessions and read the rulebook cover to cover. The stuff that works, really works. The stuff that doesn't? Bogs the whole thing down. But I find clocks to be such an intuitive mechanic, and downtimes is really a delight to me. There's a whole ton of Forged in the Dark stuff that toggles a bunch of the game's switches on and off to make things more streamlined. Was very glad to read this one.
Lumen by Spencer Campbell (GilaRPGs)
I made it a mission to read SRDs this year. I want to understand the how and why of the games I've been reading: why are they built the way they are, what is accomplished in building them this way, and can I build games this way myself? Spencer has a really solid handle on what he wants his games to do. They're power fantasies with little if any chance for failure. It's not about whether you do the thing, it's about how. I ended up having the chance to meet Spencer at GenCon, and I'm really excited to see Lumen 2.0, which is going to be completely diceless. Power fantasy games aren't my thing typically, but I really appreciate the intentionality of this system's design.
Are My Wings Even? by Sadia Bies
What a lovely, simple game that lets you play dress-up! This one isn't necessarily as polished as some of the others but you can tell it was designed with so much care and personal meaning. I love a tactile game. I love dressing up. This one has so much potential to be really tender. It won't be for everyone and that's okay, but I really adore it.
Sprouts by Julie-Anne "Jam" Munoz
This game came to me in a bundle for Trans Rights in FL, but I actually dug into it when I was looking for RPGs to play with kids. You draw your character on a post-it, and it's just a silly little guy! It has a pretty simple roll mechanic and advises a "get from point A to point B" adventure style, which takes place in actual 3D space in your home, because didn't you know? Sprouts live in your home, like dust bunnies! It's got really great language for children and emphasizes cooperation, and that you can't mess up your drawing - sprouts are sprouts.
The Wildsea by Felix Isaacs
I know, I know, I talk about this game too much! But really, it's been the gateway into other games for me. I think technically I probably read this last year, but I had to brush up for GenCon this year, so I'm counting it. Lots of folks have compared the tracks in this game to Blades' clocks, but they sprang up parallel, funnily enough! It has some definitely shared DNA in its design, and it rewards you for things out of combat more than things in combat, if that's how you want to play. The setting is lovely, the community is lovely, and really it was a joy to read, even as long as it is.
I'll do another of these soon, I imagine.
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thegiftofgabes · 8 months
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FULL COURT is a fast-paced tabletop card game for two players. Take the role of college athletes on opposing basketball teams attempting to play the highest scoring game possible. Over the course of four ten-minute quarters, answer questions to tell the story of the game, your teammates, and your dreams. Nothing is more important than moving fast.
Full Court is inspired by Jon Bois's coverage of the 1992 Troy State vs DeVry University of Atlanta basketball game. Over the span of four ten-minute quarters, you and a friend/rival will answer questions as quickly as possible to tell the story of a basketball game pushed to its limits. Sound intriguing? You can check it out now on itch.io!
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thegiftofgabes · 8 months
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if you think tumblr not adding a flash warning feature isnt a big deal because they already have tag filtering here is a list of all the tags i have to manually filter whenever i make a new account
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but no its my fault for making a big deal of it!
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thegiftofgabes · 8 months
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thought they needed a little reminder that they still have far more to lose if they double down on this stupidity. spread the word, it seems they're... very forgetful about this.
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