So, that Rat clock from Blades?

Tonight is the night
This is a gift to the universe, but most especially for @strasa
So far tonight, Pewter has eaten a rune and a lot of hallucinogens, Streak has started a fire, and Packer and Scars teamed up to roll a taser cage onto a cat.
Quoth the players: "I want to watch this cartoon"
Scars has seen things that no rat has seens
He has tasted the forbidden blood.
And, the game wrapped successfully. The Rats escaped the lab, trashed the shop, terrified the cat, and found their way to freedom on the city streets.
The player, BTW, had no idea this was coming. I started out by having them each pick a word (the rat names) and then giving them that rat.
Mechanical Notes: Pewter ended up having more options in play, and Packer fewer than ideal. Should have given Packer more control. Pewter self corrected when the time came to do rat things. Poorly.
Separating Deduce (Understand human stuff) and Control (use human stuff) diluted dice pools and also made it harder to do one of the most fun rat things (repurpose stuff cleverly) so that needs reworking.
Blades suffers when the skill list gets that abbreviated. High risk of samey-ness. I probably should have gone shorter and broader, but I wanted it to be recognizably blades-ish.
The mode of play? Worked like a charm. Band of rats plays fantastically.
Turned out today was Packer's player's birthday, so this ended up being something of a special treat, which was enough of a bonus that I wish I had planned it that way.
Streak was well suited to do what Streak did (Run fast, be distracting).

Streak's *player* will likely be burning their dice after tonight, so the actual result was mixed.
Anyway, I think that everyone had a blast. I am SUPER looking forward to the crew coming back to their burned and wreck shop. :)

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More from @rdonoghue

16 Oct
There is a thing in Fire Emblem which illustrated why mechanical balancing in RPGs will always be second best for me.
One of the characters is HELLA strong. Like, probably superhumanly strong. Utter whirlwind of death on the battlefield.

The problem is, he wants to be a good king, but all he's good at is killing

(he's REALLY good at killing)
In a mechanically balanced system, something needs to mitigate that combat effectiveness.

In my ideal, hypothetical system, I am ALL IN on a character like this because his capabilities are at odds with his aspirations, which is my jam.
Read 21 tweets
15 Oct
There are days when my calendar feels like a map, and days when it feels like an illustration of oncoming traffic.
The difference, I begin to suspect, is all about mise en place (which is to say, the combination of working environment and tools on hand). When a 5 minute gap comes along, am I in a position to use it to move something forward, or is it just going to be spent waiting?
What makes this complicated is not just the starting, but also the stopping. I can absolutely start working on something 5 minutes before the next meeting, but there's a real risk that I'll miss the start of that meeting as I get sucked into the work.
Read 4 tweets
14 Oct
This is awesome for several reasons:
* Fonts!
* Bioshock!
* Return to Normalcy reference
* Responses from people who pretty clearly don't even have a Wikipedia understanding of who Warren G Harding was!
And to subtext further, part of what makes this delightful is that 45's more or less *is* Warren G Harding. Media personality, ran on a slogan of returning things to where they were. And, well, OTHER similarities.
So, yes, if Biden were to lean into that iconography and messaging, it would be genuinely hilarious to at least half a dozen nerds.

(He won't, but he will appeal to the more generic "let's get back to when things didn't suck" which is pretty much boilerplate)
Read 6 tweets
14 Oct
Ok, hypothesis that has been bubbling around in my head ever since @Kiranansi started that thread on co-op.

Mechanical support for player interaction in a TTRPG can be very strongly driven with an emphasis on what characters cannot do.
Specifically, what *individual* characters cannot do but other characters may be able to.

There's an initial layer of this that's fairly obvious - if the group has differing capabilities, then coming together as a group allows that to be addressed. Roles, as it were.
But part of what has had me chewing on this is that the applicability to tactics and teamwork is obvious, but I got more curious as I thought about the interactions within a game like the Amber DRPG, which is *incredibly* lateral (player on player) in its experience.
Read 24 tweets
22 Aug
Thinking out loud through somewhat crunchier Blades in the Dark Style combat. Stepping away from narrative for the moment and thinking about fights and effects.
At the heart of the system we have a 4 tiered resolution system. The 4 tiers map to harm (Minor, Medium, Serious and fatal) in approximately the same way they map to filling clocks. The dual track of health complicated it, but the structure is pretty workable.
So when w treat harm as mechanical, it begins at some level and is modified up and down by circumstance - abilities, stance, stuff like that.
Read 22 tweets
17 Jul
So, here's a counterintuitive pitch - The excess of games is a reason for you to *raise* the price of your game, not lower it. Especially online.

Why this is counterintuitive: Simple scarcity, right? More games should be pushing prices down!

Nope.
RPGs have decades of fear based pricing behind them. We're underpriced by every metric imaginable because of this (and we also underpay as a result). Compare an RPG book to any comparable product in another field and the price delta is HUGE.
But the FEAR has always been that introducing a barrier to adoption would (like fair pricing) might scare people off, and our sense/fear has always been that people are EASILY scared off.

Read whatever psychology you want into that. It's a rich vein, but I'm not gonna touch it.
Read 58 tweets

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