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Nick Wedig
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A pizza place downtown has a special today on blueberry lemon bacon pizza. That's strange enough that I had to try it. It's really amazingly good.

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A friend of mine is running a psychology study. Would you be able to spare a few minutes so that science can happen?
Hey people, let me analyze your brain!

Ok, seriously, it's not that invasive. Last semester I did a research project and it went so well I'm doing it again because replicating results has to happen. So if you did not take this last semester it would be super awesome if you could take it for me now. It'll probably take you fifteen, twenty minutes and it involves answering some questions about how you think and then solving some math problems.

If you have any questions just message me!

Thanks, guys! Y'all rock :)

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RPG book club, Group 2, week 5
+Peter Hanely
+YG Mitchell
+Dan Maruschak
+Slawomir Wojcik
+James Iles

I had originally planned to offer another game (The Devil, John Moulton) for feedback, but I determined that I'm not really planning to move forward with that game any time soon. At the same time, I made some progress on a different game, and I'd be interested in what you think about that game:

The game I'm working on now is Death Takes a Holiday. It's a lighthearted, whimsical game about death. The player characters are all members of a family that is recruited to act as substitutes for the Grim Reaper while he takes a vacation.

I've worked off and on with this game for years, and I'm pretty happy with the game's premise and settign and such. But it always had the same problem: it tended to create meandering, aimless stories that never really went anywhere. Partly that was because it was GMless. Partly it was that I wasn't ure how to focus the game on what I wanted. (You can see the prior versions of the game in the sub-folder, which can give an idea of the game's aesthetics and previous failings. but you don't have to worry about all of that if you don't want.)

So I've added several new components to the game, on which I'm most interested in feedback. New untested mechanics include the oracle list, complications, the endgame mechanics, the postcards being a separate deck to draw from, the minimum soul threshold for oracle cards, etc. These are created to give the game a skeleton of structure: instead of aimless wandering, the Boxmullers have tasks to perform and a looming, though unpredictable, deadline.

There are still some other parts I have to work on. I have to revise the oracle deck and decide which cards have a minimum soul threshold, meaning they only show up late in the game (and trigger other stuff). One of the oracle cards will possibly direct players to introduce one of the opposition groups that are covered in the latter part of the text. I really have no idea what numerical values are right for things, such as how many complication tokens to have in the game, how to set the minimum soul thresholds on oracle cards, etc. The rules text is all still in rough shape, and still requires considerable rewriting, playtesting and editing.

Anyway, here is the game:

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Artificial intelligence reinvents the language from before the fall of the Tower of Babel. Sounds like the start of an occult conspiracy story to me.

Of course, then some Google developers discover the AI's language has magical properties, and some weird cult types come out of the woodwork trying to learn the secret name of God and you have yourself a nice Unknown Armies plotline.

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Sorcery used to sway 21st century politics? Sounds like an Unknown Armies NPC / plot to me.

Finished writing a rough draft. 500-600 words too long (depending on what you count). Now comes the really hard part, revising until the text is clear and the word count acceptably low.

So why do horror story protagonists stay in the haunted house? Why not just leave?

This is a question that I should probably answer in my game before it starts. I have a place in mind to do so, but I would need 4 broad categories of motivations for staying. I have two categories in mind (Curiosity and Duty). But I'm having trouble figuring out two more similar broad motivations for staying. Maybe you have some useful suggestions?

I wasn't sure if I would have any game for the Golden Cobra this year. But when I mentioned it to my daughters (age 8 and 10), they were super excited to come up with ideas and make a game. So over the weekend, my older daughter and I collaborated on an outline. Now I'm excited about making this game we came up with.

Hey Games on Demand people, where could I find the Games on Demand harassment and related policies?

I know that Origins and Gencon GoD both have standard text that appears in a sheet on each table covering these sorts of issues, and likely other conventions have similar things. Where can I find those?

My wife is trying to get a harassment policy in place for a convention event she works with, and it would be helpful to have a model of existing policies already implemented.

So my basic Game Chef plan:

Somewhere in the distant science fiction future, a colony was established, of people who rejected advanced technology. Sort of like the Amish, they saw the terrible effects of science fiction’s worst weapons and excesses, and they chose to roll back to a time before that. Specifically, the followers of the Prophet decided that the dividing line was WWII: Atomic bombs are a sure sign that technology has gone too far, and so the clock must be turned back to before that time.

So the religion set up a colony on a terraformed world far from Earth, and tried their best to forget about the outside world. It worked, too, for a time. But then something happened with the sunlight on their alien world. A peculiar phenomenon called the Flicker would affect the minds of people and animals in the colony. The Flicker causes uncontrollable seizures, and after too many the body wears down and is stuck shaking like mad all the time. The Flicker keeps getting stronger and worse, and eventually the entire colony will succumb to the dancing sickness, be unable to care for themselves or others, and everyone will die.

At first the Elders were reluctant, but it soon became clear that the colony required assistance from outside. Having rejected advanced scientific knowledge,the believers were unable to find a cure for the dancing sickness or way to prevent the Flicker. So, as a last resort, a group of believers have been chosen to go out into the heathen world beyond and find someone or some thing that can save the colony.

The PCs are this group, on a pilgrimage to save their way of life. But the game is just as much about how the journey changes the PCs. What wonders will they find in the outer world? What mistakes will they make because of their lack of worldly experience? Once they see the amazing and terrible things outside their home village, will they want to return?

Mechanically, it’s looking like a GMless game, using some scene prompt cards to create a semi-random semi-determined flow of scenes, a very simple card based resolution system and characters that grow and develop as the game goes on. At least, that’s what I hope to have. Basic design work is only barely begun at this point.
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