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Isaac Karth
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The Revolution of Callisto is progressing well, as we complete the second cycle and start the third.

The revised rules for projects and the National Assembly, in particular, are working out excellently. The players are taking advantage of them to get a lot of things done collaboratively that I never foresaw.

The big, shared national statistics also look like they're working. Giving people a handful of chunky, shared variables to talk about and influence has kept this game feeling anchored, at least from where I sit in the moderator's chair.

The players have sent 84 letters and counting! The most any of them has read is 8, so I imagine I've got a better grasp of the big picture at the moment...

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Revolution of Callisto is coming right along, with the first in-game month jam-packed with news.

As always, everything that happens in the game is entirely player-driven. I didn't invent anything in the news updates--all that stuff comes straight from the players.

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Revolution of Callisto is poised to begin. Character sheets have been sent out and I've set up all the delicate clockwork. Now the players get to ram straight through it.

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PulpMill 2016: Pulp Fantasy Novel Generator

One of my favorite projects to follow the development of during NaNoGenMo 2016 was the fantasy novel generator made by Joel Davis. It includes covers! And maps! And party members arguing!

While the individual books aren’t super in-depth, they’re each complete little adventures, with plots, foreshadowing, and fights with dragons.

Proc Skater 2016

This is a ProcJam project that stands out to me for a couple of reasons.

First off, it’s one of the early projects to use WaveFunctionCollapse to build its skatepark map. The map is generated based on your skater’s name (which can also be randomly generated) so to get back to the same map you just need to enter the same name.

Secondly, while it uses Unity as an engine, it’s written in Clojure via the Arcadia plugin. I’ve got a long-standing interest Clojure and other Lisp dialects, partially because I find Lisp uniquely suited to programming generative things. Since Lisp doesn’t have a divide between code and data—code is data—it makes it comparatively easy to write code that generates code. Clojure, with its extensive support of immutable functional programing further lends itself to my preferred ways to make generators. Which is one of the reasons why I’ve written two novel generators in Clojure.

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NaNoGenMo 2016 is just around the corner, so what better time to write about text generation? In this case, it’s a tool that was invented in 2013: word2vec.

The basic concept is pretty simple: take a bunch of text and learn a vector representation for each word. Words with similar meanings have similar vectors, and more interestingly, doing math with them corresponds with some of the linguistic meanings: Paris - France + Italy = Rome.

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Though some people here probably already know about it, I just encountered this group and thought you might like to know about the game I'm running:

In the aftermath of an 18th-century revolution, the king has been overthrown and the players get to decide the fate of a nation. The rule system is called Callisto (by Brad Murray), and I've run it several times before. It's inspired by the pre-D&D ur-roleplaying Braunstein games, and is played entirely via in-character letters.

This is the third time I've run Callisto, and it's looking good so far. There's plenty of room for more players, if you're interested:

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I'm about to start running something slightly unusual: an epistolary roleplaying game.

The rule system is called Callisto (by Brad Murray), and I've run it several times before. It's inspired by the pre-D&D ur-roleplaying Braunstein games, and takes place entirely via in-character letters. (Hence epistolary.)

The scenario this time is set in a country similar to 18th-century France, a Revolution has just taken place. The king has been imprisoned after attempting to invade his own country with a foreign army, and the newly-convened National Assembly debates what to do with him. The players have the chance to shape the epic story of a nation, as fiery orators, brave patriots, or deposed nobility.

This is the third time I've run Callisto, and it's looking good so far. There's plenty of room for more players, if you're interested:

I'm also curious if you know of any other games like this. I know that some free-form storytelling games exist, and some of them even operate on a similar scale. But I don't know too many details about them.

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Revolution of Callisto has a website. If you'd like to follow along and see what the players get up to, the news posts will be here.

I'm trying a new, streamlined approach this time, looking for a happy medium with enough features but not too complex. Callisto, of course, can be run purely by email (sending out the news as an email newsletter) or in a Google+ community, or in a Usenet group, or on a fancy social media site.

There's also an RSS feed, if you'd like to get automatic updates about what's happening in the game.

Hi, all!

By way of introduction, it seems like I've been spending more time behind the proverbial GM screen instead of in front of it. Not that I mind, though at the moment I'm short on players to run a game for in person.

Online I've mostly played in Dungeon World games, since the simple bookkeeping helps keep things streamlined. Plus some other oddball things like ViewScream, trying to find systems that work well over the internet. (I'll be starting another experiment very soon.)

Any interesting rule systems that work particularly well on the internet that you know about? I'm curious as to the experiences people have had changing the game design to fit the medium.
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