In the recent Globalism seminar comments, Alan Barclay talked about encountering ditto copies of Dungeons & Dragons probably bootlegged from the GenCon release in 1974.
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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 about it - like this!
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.
I'm also recording 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.
A conversation with Jonathan Tweet!
... Has This Been Goin' On? Alternative equally music-meming title: My Only Friend, the End. Or, wait, how about, Stop! In the Name of What?
This is about how long we play, in real time. It can refer to the length of a session, how many sessions relative to a given fictional situation, how long
Apologies for the buzzword ...
The idea here was to examine our respective region when we encountered role-playing, and to think about how role-playing got there, and in what form. It's only four people, representing two slightly different parts of Califoria divided as well by about six years (mid-70s vs. early 80s), the Netherlands at about the same time, and Argentina during the 1990s.
Intent, Initiation, Execution, Effect - fictional things, probably the single most direct fictional content to be interfaced with real-people speaking and using rules, in the hobby. In a recent dialogue with Zac Porcu, he called it "the beating heart of role-playing."
Looking at the topic of distributing GM-tasks all sorts of different ways, which we all know well, but maybe its widespread use doesn't reflect enough of its potential.
"Everyone knows" what a relationship map is, but they're definitely not all the same thing, especially with these variables exposed:
There is little, possibly no hope left in me that discussing role-playing as phenomenology has been time well-spent. "Sporadic cynicism" indeed. But every so often something happens to disperse it. In this case, it's Dustin DePenning, author of Synthicide, whom you may have watched in play with me over in Actual Play.
It is crazy how common and how widely-developed craziness is, in role-playing. As much as world-building, as much as combat options, as much as magic systems, this is a definite feature of the hobby with its own schools and aims. It is clearly a primary path toward characterization, character development, player agency (through its managed lack in many cases), and emergent plot.