Profile cover photo
Profile photo
Grégory Pogorzelski
620 followers -
Deadly internet person
Deadly internet person

620 followers
About
Communities and Collections
View all
Posts

Post has attachment
Photo

Post has attachment
Photo

Post has attachment
Domestic workload be like
Photo

Post has shared content
Not Grim-Dark, Just Kids
probably still pretty grim-dark, gotta say

Post has attachment
Why I love *+Vincent Baker​*'s POISON'D this much for all its talk about fucking pigs, POISON'D is a great exploration of consent in a tabletop roleplaying game.

Its trick is to separate character consent from player consent. The game creates tension between the two with clever and thematically appropriate incentives -- sure having a knife put into your left tigh sucks but... If you consent to it and grit your teeth, you'll be the big scary pirate nonchalantly pulling a knife out of his own tigh, with some X to back it up.

In the end, despite whatever your character might think, nothing will happen to them that you, the player didn't consent to. Not even dying! Okay, maybe circumstances will make surviving sucks more than dying but it's not that often.

In a game about bloody pirates and christian horror and senseless violence that's quite a feat if you ask me. Paradoxically, it often makes the game even more unhinged and violent, but in grotesque, even joyous way? In my experience, players who get it buy into the game's premise even more, because the game tells them "you, the player, are safe". And what we obtain is grotesque violence without that creepy feeling that one player might go to far. Because they can't.

POISON'D is a more violent game than any because being hurt is more than safe: it's sometimes tempting. And thus violence happens.

So yeah APOCALYPSE WORLD is clearly a magnum opus but POISON'D is a hidden gem.

Also you board dozens ships, not a word, but you fuck one pig...
Photo

Post has shared content
This image was on Moon Zappa's Facebook page, and a friend shared it. As for me, I wouldn't call myself a ghost. So what is the unifying entity that's (sort of) driving the meat-coated skeleton? Rather than a ghost, I guess I'd call myself an idea. Not in Plato's sense of something immaterial and pure, but in the everyday sense of something that's the result of the brain's neural workings.
Photo

Post has shared content

Post has attachment
Photo

Post has shared content
Do you want to design a tabletop game?

I’ve designed a couple of indie tabletop RPG games and a couple of indie board games. I’m in the middle of developing one of those board games, so I’m going through the process I’ve cobbled together over the years.

This is part of a series of blog posts in which I provide recommendations about tabletop game design. This won’t necessarily teach you how to design a game, but it will help you along as you build it.

There are four things I’ve learned that dramatically improved my ability to design interesting games.

3 Unique Things

At the beginning of your game document, describe 3 things about your system that are different than almost every other game.

If it’s really not different, why would people play it?

Shape the Conversation

The fundamental activity of a tabletop RPG game is talking. Your players will talk whether they’re playing your game or not, and whether they’re playing your game “correctly” or not.

The goal of your rules is to direct that conversation towards specific topics and experiences.

You should know those topics and experiences as well as you know the inside of your car. You need to know exactly what you want players to be saying. (And here’s a bonus trade secret: they’re perfect for examples of play in your game document.)

Design the Game, Not the Mechanics

This is a corollary to the advice above, but it bears expansion.

Don’t apply dice rolls (or card pulls or whatever) to your game initially. Imagine people talking and playing the game, narrating their characters’ actions.

Write the game to push the players towards the conversations you imagine. Tell them how to create their characters and what kinds of adventures they’ll go on. Build mechanics where you see the conversation getting bogged down.

Conversation usually gets bogged down in conflict resolution, but conflicts in your game may be very different than in other games, so don’t rush to apply another game’s resolution mechanics to your game. Look at how conflicts are shaped in your game, and build mechanics appropriately.

Mechanics Emerge from Play

When designing, don’t create rules for every conceivable situation, and don’t spend a lot of time polishing each rule. Instead, get your game to the table and playtest it. Watch the experience of people with the game, and modify or invent rules to deal with the actual situations and frustrations that you encounter in play.

It’s better to start with a one-page game with only a few basic rules and shape the game as you playtest it, than to try to design it all in your head. Let the games you play make your rules for you.
Wait while more posts are being loaded