As I say in the thread, I have emotions about all that. I love a gadget. They're fun to play with and fun to play is one of my favorite design goals...
It makes one suspicious of "the right tool."
A suite of writing tools ostensibly for novelists, but quite possibly applicable to the fine art of tabletop roleplaying game design.
It lets you divide your text up into manageable chunks & move them about in a family tree. And again, that exists elsewhere.
There some big, nebulous ways I'm excited about the way this works, but big and nebulous suck for communication. So...
Let's play with the Snowflake tool. ❄️
But most of these have complex interactive bits that rely on your thoughts being organized in the first place.
This is why the snowflake tool appeals to me. Let's look at how it works while I try to use it to design a game, shall we?
"An old New England town, nestled in what used to be a prehistoric lake bed, the county seat and commercial center for the sparsely populated surrounding hill towns. ...
I'm delightfully free from having to go into any deeper detail at the moment, because I have an inkling of how the snowflake tool works.
But not right now.
"Two dice:
"🎲 One, the Peril Die, is always a d6.
"🎲 The other, the Hypothesis Die, starts as a d4 and moves up, gaining two sides at a time as you get closer to uncovering the truth, until it's a d12.
"Roll the both...
Since MonkeyDome, I've wanted to examine tone dice where one or more of the dice rolled changes sizes, weighing the tones.
Technically, these aren't tones, but it's in the same conceptual zone.
What works for me here is that I just poop the idea out of my brain, through my fingers & keyboard, unto the virtual card. No need to tag or categorize it. It's just what comes next.
"Oldens! Enough of these games about young, vital folk. I want old people. Folk who have history with the town, who are familiar with what used to be in that storefront 4 cafes & 2 bars ago. Or at least, middle aged folks.
"Curious & vibrant library patrons."
I want to talk about each die type, Peril and Hypothesis, but there's other rules I need to address and I can't just add a card out of the blue.
I'll make a card for the Peril Die, the Hypothesis Die, and for Phases, which I'm thinking of borrowing from Swords Without Master.
"Whenever you lose the Hypothesis Die, you must agree upon a new Hypothesis to adopt going forward. This gives you the next higher die. d4 -> d6 -> d8 -> d10 -> d12
Side note: Scooby-Doo version starts with the most supernatural explanation and builds towards some mundane real estate scam.
"The Peril Die is always a d6. The actual Peril depends on what Phase we're in. If you're in the stacks, digging through tomes and town records, the Peril is more personal. If you're doing fieldwork, the Peril can be a real, physical threat. ...
If the Peril die wins, you must stack it atop of previous Peril Dice. If you cause that stack to fall, the Peril will befall your character. Ha, hidden Dread! You one note motherfucker."
Rolling
"I need to figure out when to roll. Here I'm thinking about something akin to the Rogues' Phase in Swords, but it might not be.
"You know, maybe the dice aren't compared to each other. Maybe they're compared to a target number. ...
"I'll need to make some Phases up. Fieldwork is a good one, for when you're out in the world, digging into what's going on.
I'll need one for when you're digging through the library's stacks or the archives at the Gamefield Historical Society. ...
"And then one for when you're at home, dealing with everyday life. Maybe it should always involve a meal."
"The Hypothesis Die can tell you whether you're going to narrate in accordance with the current hypothesis or if you must contradict it. So it should always be rolled before narrating.
"I'm getting an idea here where you roll both at the top of a phase, and then reroll the lower when something changes."
Oof, this is weak.
Happily, I can edit cards that have already been made.
But now I've got to ponder before moving forward.
We'll see.
"The dice have to be rolled at the top of the phase to set the tone. We need to know if folks are in peril and if we should be narrating within the hypothesis or contradicting it.
I'm drifting away from Swords a bit, and that's good, but right now I'm still clinging to the Phase structure in that game, because it really works.
"In each Phase, after you have narrated, you may hand the dice to someone else, you make an inquiry about their character. 'Will you go into the attic to investigate the lights?' 'Will you pull me out of the river in time for us to flee?'
"They must answer yes or no before rolling, then narrate what happens, taking into account your answer and the result of the dice. If you said no, you are not put in danger by the Peril die if it is highest."
"If the Hypothesis die is lower than the Peril die, you're in trouble and the whole investigation is in Confusion. You need a quorum! The members of the GPLCRS must meet up and agree on a new hypothesis to pursue before you can roll that Hypothesis die again.
I should, however, give them something to back away from.
Hmm....