You’ll see a mention in the video as well as in the comments to one of Robbie’s playtesting posts that I am staying a little hands-off with the Weighting Rooms consulting, which may seem like a “but isn’t getting hands-on the point” question.
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Here's where I post about my current role-playing game design consulting, with the permission of the clients. Sometimes it's a text piece, sometimes it's video or audio. Sometimes it's a discussion, and sometimes it's a playtesting session.
I do not insert my own design, writing, or editing into others' games. I engage with your goals and your aesthetic priorities to help you see your way through the questions or struggles you may have, to provide new information or perspectives, to play a little bit, to listen, and to ask the tough questions. Check out any of the posts and videos to see how it goes, and whether you'd like it.
- If you want to become a client, please click on the "Come into the Lab" link to contact me for initial discussion.
- If we agree it's a good fit, then the fee is 1000 SEK + VAT (250 SEK) for three sessions.
Three of us gathered to play the newest rev
This has been a great consulting experience. Watch the way Dustin considers what I say about using the overall game/realm conflict as the rating for the power for replacement characters, internalizes it, but then completely makes it his own (and much better) by using the adversary's current "win" score instead.
Here's another discussion of Quella Volta Che, aimed at the nuts and bolts of "what happens" in play, due to player choices and statements. We couldn't have done this without the previous session which focused so intently on content.
Dustin was intrigued by my statements in our first consulting session about character improvement, as well as being suspicious that I would start maundering about relationships as reward enough. I was able to surprise him a little, and the discussion was able to expand quite sensibly into his more general design regarding character death.
Dustin isn't a naive game designer, having produced Synthicide and generally navigated modern publishing. He asked me how to promote a game which did not fit neatly into "trad or indie," "OSR or story game," or any other dichotomy which people presented to him. Which is a perfect opportunity for me to stomp upon those dichotomies with my hobnailed boots, both for him and as a general PSA.
Game Chef - boon or curse? I've been wondering since its very first days as a one-off "hey why not" by Mike Holmes at the Forge. So far, in official consulting, when someone shows up with "this was in last year's Game Chef," or even more so, "won last year's Game Chef," my count is about 50:50 between that's-cool/oh-fuck.
This was my first scheduled consult session at Lucca. As usual, I had no expectations, but if I did, they would have been challenged by the degree that people came prepared. Francesco brought a deck of cards that looked ready to print.
Contrary to a lot of play culture right now, I'm not too invested in single-session, highly staged play. I don't mind the technique itself and have myself written some games along those lines, especially It Was a Mutual Decision, but there are so many of these at present, I find myself attracted mainly to "hey, we make up characters and play them for a long time," at least at the moment.