Individual copies of NGELALANGKA and DRAWINGS PART TWO, previously lost in shipping limbo, are now available for purchase on the #AThousandThousandIslands webstore:
This has always been the most obvious thing to me:
"TTRPGs are a conversation; how you get people into the conversation is design. How you describe a particular place, how you’ve drawn a particular character are as important as mechanical rules."
1/
"TTRPGs are a conversation", particularly-
It feels like a useless thing to point out; every instance of RPG play (that isn't solo play) is obviously "people, talking".
But I've come to realise that this simple observation underpins everything I want do, re: RPG design.
2/
The idea that everything said at the table-
"They've left a key on the table. Do you take it?"
"My character hates dwarves ..."
"Yes, but what *direction* do we flee in?"
Is play. Is the heart of the game, working. Not just when conversation triggers resolution mechanics.
3/
" Gul and others's mistrust [of vaccinations] stems from a much more sinister source ... hunting for Bin Laden in the Pakistani city of Abbottabad, the CIA organized a fake hepatitis B vaccination program to aid in their search. "
" ... though the White House announced that the CIA would no longer use vaccination programs as cover for espionage, Pakistan moved from being a country that had almost eradicated polio to one whose polio cases accounted for a whopping 85 percent of the global share. "
Even if you expect a baseline of USian interventionist evil, this is *beyond the pale* HOLY SHIT
To contextualise my thoughts re: incentivizing ethical decisions in RPGs:
Yesterday I played in a game, running through @DonnStroud 's "The Isle of the Plangent Mage". At the start of the adventure, a scene of townsfolk slaughtering beached whales.
1/
The parent whale had already been killed; its three children were still on the beach, breathing.
The bulk of our session became: "How do we save these whale babies???"
2/
We were playing with Old School Essentials. OSE's rules-sanctioned incentive for play is as old-school as it gets: gold for XP; monsters defeated for XP.
3/
Bear in mind I'm not saying that pro-social play can't have "rewarding" outcomes for players:
Any decision should have (diegetic?) consequences in the fiction. The townsfolk are thankful; the goblins remember your mercy, etc.
But extra XP tickets for ethical decisions stinks.
If you give bonus XP for sparing goblins your players aren't making a decisions based on how much their value life. They are making a decision based on how much they want XP.
A subtle but *absolutely* essential distinction, when it comes to ethics.
Tried reading Lancer RPG several times now. (It's been on my bedside table for a month.)
And it is *genuinely* difficult for me to see its setting's central polity, Union, as anything but an analogue to imperial US America.
Union:
* centralised polity with clear metropole worlds
* absolutely intertwined with megacorporations
* "safeguarded" by a secret intelligence bureau a la the CIA / KGB
* foreign policy against its "periphery" is expansionism / corpocratic brush war
* sure of its moral rectitude
The text uses the word "utopia" / "utopian" 18 times. (Not counting the phrase "Utopian Pillars", Union's charter.)
I kept looking to see whether it was using this world ironically. It does not.