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Sławomir Wójcik
Data scientist, roleplayer, swordsman.
Data scientist, roleplayer, swordsman.


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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Well, I didn't really do any of these, which is a shame, but this question resonates with what's been currently on my mind. I need to look at the list again.

Question 8: Talk about your typical approach to preparation for running an RPG. Is there a particular method you generally follow? What use do you make of published setting or adventure material, if any?

In my games the people, the NPCs are the most important. Whatever the adventure cue is, it's how the NPCs react to players, what they do and how they treat each other is what matters.

So I make NPCs. Deep, complex NPCs. For each one I start with the narrative function - the storytelling reason for the NPC to be there in the first place. Is it a MacGuffin NPC or an ally? A power crutch, a call to action, a constant obstacle? It tells me how I want to use the NPC and therefore, how to present it. Then I note their motivation, what makes them tick (irrespective of what players do), and often a method - what they do to achieve whatever their goal is. In larger games I also note the default action/location, which tells me where the players can find this NPC. Then it's all conditional, sometimes they have a secret, other times they have specific ties to other NPCs, or even an affiliation if the game is heavy on factions and politics. I always note a few words about their personality and appearance, but mostly I prefer to find visual aids and images I can attach to each NPC instead.
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This might be a bit premature but I want to post my 2018 RPG plans hopes NOW so that I can reflect on them before the next year actually starts and prepare accordingly. Most of these I never had a chance to play, shame on me. #rpgplans

TOP PRIORITY - play at all costs
Dog Eat Dog (third time on the list, I WILL PLAY IT THIS YEAR GOD DAMMIT!)
Fate - Mage: the Ascension setting (hacked by yours truly)
Sword, Crown and Unspeakable Power (when it's actually out)
Dialect (again, when it's out)
After Adventures (playtest)

BIG PLAYS - play a proper campaign
Monsterhearts (yeah, I missed that one)
Age of Anarchy (when it's out)
Night Witches (I played it, but I want to run it)

SMALL PLAYS - try a one-shot, con game or a short arc
Bite Me!
The Warren
The * Hack (preferably Black Hack or Indie Hack)
Don't Rest You Head
Cthulhu Dark
Tales from the Loop
Blades in the Dark
Apocalypse World

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