Here's a conversation with Ivan, following up on his comments (and video) in the Finding D&D series. I split the last bit off to join the SFTV RPG seminar too, so this was sort of an all-over-Adept-Play discussion. It's divided roughly into some "how we met D&D" talk, thoughts on fantasy in role-playing and fantasy vs. role-playing, essentialism's virtues and limitations, and a little bit of rather good contrasts in views about playing on purpose.
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What is this table-top role-playing thing? How does it work, what does it do, what kind of designs do which things? I've got some ideas, and so do you. This is where we talk it over.
Some of my posts here present a concept, game title, or a historical hobby event for discussion in the comments, so join in with a will. You'll also find interviews and conversations. (Soon I'll amend the Hearts & Minds blue button so you can post these things on your own.)
I'm also running what I guess I call "labs," which are organized and prepared at the Patreon. I run them on Mondays using Discord, and anyone pledging there can participate when they feel like it. I post the recordings here the following Monday with ongoing discussion in the comments.
Science fiction is a vast squishy thing spread throughout all sorts of media and culture/subculture. Got it. I wanted to examine its content in two pretty-specialized media: mainstream television series and table-top role-playing. You’ll see three dialogues: first with Ángel, then Ivan, and finally Moreno. I’m first to admit, the result is a mess: not much more than dialogue, spitballing, trying to stay on track, with a couple of difficult variables in play.
The topic is group preparation, when you spend some time together creating and customizing the setting and situation. Whether it's a pitch, a series of rules steps,a suggestion-and-approval process, or anything like that - we hit it from a lot of angles and a lot of examples.
Joining me are Ray, Herman, Ángel, Santiago, and Moreno, for what appears to be my first real success at production for a group activity. At last, no tiny head.
Part 5, final video out of five. Presenting a couple of definitions, asking a few pointed questions, copping to what I think.
Let the rumpus start.
Here's the follow-up to the earlier post in which Jason D'Angelo talked about my little diagramming habit. I'd planned to get this content into the comments there, but the games are so interesting and the diagrams are - I think - illuminating enough to merit their own presentation.
I'll also emphasize the point I make toward the end, that each game's diagram differs from the others in terms of what the rules refer to. That's a big deal.
"Everyone knows" what sandbox means. Except that it was a term 'ported into table-top role-playing from another medium and adopted as fashion rather than substance, so no, I don't. Talk is cheap, whiskey costs money, and let's see if this is a thing, and if so, how many things, and if so in a given case, whether it's something you really want to play in.
Finding D&D, part 4! This one is scaring me. Remember how I warned that the one about fundamentalism and the OSR wouldn't be insulting? I fear this one can't say the same, and even if it doesn't go too far, I know it's going to gore a lot of oxen.
It’s given: “Powered by the Apocalypse” is an effective brand, and “Apocalypse Engine” is common usage for a presumed mechanics base. I’m not challenging either of these. I’m investigating what they may mean, and whether meanings differ.
I ran into a post at G+ which turned out to have been partly prompted by the Barbaric Psychedelic game, and then my comment got replies … well, social media was actually social for once, and the outcome was this conversation with the very kind Gregor Vuga about this-or-that about Dungeons & Dragons 4th edition.
I’d really like to recover the nearly-unique power and fun of playing Primetime Adventures. This video is intended to help people join me. It’s about scenes and real-play as opposed to workshopped-play.
I have a long history of discussing this issue, as I recognized it as a problem all the way back in 2005, and so did Vincent, as he puts so well here: