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Grady Wright
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Walt Whitman, from the preface of Leaves of Grass:

This is what you shall do;
Love the earth and sun and the animals,
despise riches,
give alms to every one that asks,
stand up for the stupid and crazy,
devote your income and labor to others,
hate tyrants,
argue not concerning God,
have patience and indulgence toward the people,
take off your hat to nothing known or unknown
or to any man or number of men,
go freely with powerful uneducated persons
and with the young
and with the mothers of families,
read these leaves in the open air every season of every year of your life,
re-examine all you have been told at school or church or in any book,
dismiss whatever insults your own soul,
and your very flesh shall be a great poem
and have the richest fluency not only in its words
but in the silent lines of its lips and face
and between the lashes of your eyes
and in every motion and joint of your body.

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This is me talking about imposter syndrome and "being a designer".

If you wrote down some notes on how to play a game, and I could theoretically read those and play, then you are a game designer.

If you put it online where people can read it, or photocopied those and handed any of them to a stranger, you are a published game designer.

If someone makes you a little red ribbon that says "Your game rocks", then you are an award-winning game designer.

If one group other than your own tries your game one time, and has a good time because of what you made, you are good at design.

Everything else that matters is scale, and good community. Everything that doesn't is the illusion of stability, and bullshit gatekeeping.

I am absolutely sincere about everything in this post, but not even a little serious.  Because the "Game designer" identity is a toy; so are the games.  And toys are for playing with.

Sudden Moment of Clarity:
I don't want to build Role-Playing Games, I want to build Role-Portraying games. Role-Playing as it is used in modern parlance implies "Play" as in game, something with extrinsic value, such as a win-state. Role portraying emphasizes portray as in a character, and the intrinsic value of portraying a character that mirrors the player in depth and meaning.

Pardon my pedantry.

After reading the first two chapters of +John Harper 's beautiful Lady Blackbird I noticed the character sheets had an affinity for letting players re-roll dice in certain contexts. I got to thinking, why doesn't this mechanic appear in PbtA? Is it the disconnect between the fiction and the mechanic, the implication that something has been reset? Or is it to further emphasize the finality of the moves you make and the gravity of the consequences?

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I've been working with awesome people like +Jessica Hammer, +Mark Diaz Truman, +Avery Mcdaldno on a new project called Different Play. Our goal is supporting and increasing diversity in analog games.

Our first effort, which I'm so excited for, is starting a Patreon: we're going to find new, diverse designers with cool ideas, and help them develop those into finished games. We've got all-star talent to help out with mentoring, playtesting, editing, and art, including +Lillian Cohen-Moore, +Lizzie Stark, +Ryan Macklin, and others.

We're raising the money because diversity can't be founded on charity. The designers we're speaking to, like +Wendy Gorman (whose supercool game "Letters from Shama" will be one of our first projects) are awesome, and to help connect them to the broader community as equals, that means paying everybody involved like the professionals they are.

So:
* Support the Patreon here: http://www.patreon.com/different_play
* Are you somebody with an idea for a game?  Whether you're published, unpublished, or somewhere in between, get in touch with us at submissions@differentplay.com. We're looking for more designers for the Patreon from traditionally underepresented communities. You can be interested in making story games, freeform, larp, or dungeon crawls, we'll find experts to help make your game happen.

Please reshare this! Please consider helping us out! And in 2015, we're going to have a lot more to announce, which you can see a peek at http://www.differentplay.com

feedback welcome, and please spread the message far and wide

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 Wireless internet abysmally slow on your new Surface Pro 3? Go to your network connections and right click the properties of your wifi connection. Configure your Marvell AVASTAR Wireless-AC Network Controller, go to the Advanced tab, make sure the Band value is 5 GHz or 2.4 GHz for older routers. NOT AUTO. Did it work? I hope so.
Totally unrelated, check out this neat blog page by Barb Bowman:
#surfacepro3   #troubleshooting  

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