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Sławomir Wójcik
Knowledge architect, roleplayer, swordsman.
Knowledge architect, roleplayer, swordsman.


2018 RPGs played

Dog Eat Dog *

Fate - Mage: the Ascension hacked setting *

Sword, Crown and Unspeakable Power

Monsterhearts 2 †


Don't Rest Your Head †

Masks †

The King is dead †

Apocalypse World †


Lasers and feelings †

Mage: Ascension 20thA

(* - online, † - convention format)

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A question into the void: does classifying a thing as *punk (so, cyberpunk, steampunk, what have you) necessarily implies that the main theme of the story is going to be fighting to overthrow an oppressive system? Specifically, I want to know if the *punk label makes you assume that people who are rebelling against the system are idealists and not opportunists. In your opinion, do protagonists who are not questioning the system as a whole but only selfishly fighting to improve their own situation break the *punk label?
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Remember about ten-fifteen years ago when millennials were called the conformist generation? The generation without its teenage rebellion.

Welp, it seems we took our time to think about what we want to rebel against.
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I've started playing Wolfenstein II: The New Colossus.
What I expected: a jingoistic murderfest with fast-paced action and forgettable, two-sentence plot that's just an excuse to shoot fantasy Nazi strawmen.
What I got: a game with a protagonist with personality, that still has fast-paced action and fantasy Nazis, but also portrays these Nazis as villains through their actions, makes a bunch of minority, LGBT+, variously-abled and ethnically diverse people heroes. You, the protagonist are not there to singlehandedly save the world, but to help save these diverse people, help them kill Nazis and save the world that complacently surrendered to Nazi rules. And the game opens with you waking up post-surgery, unable to walk, so you grab a wheelchair and spend the next 20 minutes murderizing various Nazis while still on a wheelchair. 11/10 so far and no wonder it made alt-right fanboys cry.
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Heya friends new and old. I have a Patreon where I make experimental story games. So far I've made a queer game about Lesbisnakes, and game writing full time has been AMAZE for my chonic nerve pain. Please share and support on this, a woman's day:
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RPG campaign idea I'll obsess over the next couple of weeks:

A party of adventurers has killed a dragon but died in the process. In the wake of the battle, the local baron's forces as well as the Guild of Adventurers, the envoys from the Circle of Mages and the priests of the Dragonfire Shrine all desire to claim the carcass. With their representatives all sorts of adventurers, unaffiliated warlocks, dragon worshippers, knights and nobles, craftsmen, soothsayers, sages, mercenaries, bards, cutpurses and beggars flock to the place. While all those wild crowds argue on how best to divide money, glory and magic that come with spoils of the dragon's wondrous carcass, you are the survivors of the town in which the battle took place. Tangled deep into this mess you better quickly learn how to deal with the new situation or else you'd wish the dragon has won.
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I've finally managed to play Dog Eat Dog! I've written a play-by-play of the session. It's strange how the horribleness of the game narrative didn't really hit me until the very end.
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I did not enter 2018 with any particular resolutions about game design. Perhaps that's the reason I've felt as inspired as I did. I already managed to rethink a design that 2017 me deemed a complete and unsalvageable failure. 2018 me is more like "fuck it, I'm going to try again, but SIMPLER" and then actually does it, makes progress and has fun. I like 2018 game design me.
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I have developed an aversion to anything that's described as "gritty and visceral". I love all things gritty and all things visceral, but when that's how the description begins I have a feeling the author (or at least the marketing department) is out of ideas and the piece might also be forgettable.
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The Expanse is powered by Fate Core, isn't it?
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