ON #DUNGEON23

I had already written about this before but now that's 2023 and I see talk of it I'll do so again. I've been working in TTRPGs full time since 2017 so you can consider me someone who has a habit and a long time relationship with the act of design.

1/15
I could start saying that #dungeon23 is just another marketing ploy meant to boost trendsetters under the veneer of late 2010s hype culture type bs. Instead, I'll tell you why for MOST people, this sort of thing is outright detrimental to achieving any sense of fulfillment.

2/15
The first problem with #dungeon23 is that it is yet another productivist trend: propagating the myth that the process of art creation is more about "making things" rather than, say, creating moments in time that are worth living, reproducing people we wanna be with, etc.

3/15
This is the same line of thought that leads people to believe that, say, images rendered via IA are art, or that one can measure an artist's sense of fulfillment based on quantifiable output, or that all of this can be simplified to productive processes. It can't.

4/15
IMO it's fair to think that most people partaking in #dungeon23 look up to the work that us long term designers have done and be like "I wanna do something like that", but they would misunderstand the real meaning of what we do by seeing only the output and not the process.

5/15
Which goes back to the core of the bish: creative ideas - the ones that shake you to your very core - happen when you are relaxing, taking a long bath, going for a walk, at a cafe with friends, napping. As Byung Chul Han would say, you need to allow yourself to be bored.

6/15
When you allow yourself to res, thats where the ideas that are really worth it come. And when they come, you don't treat the execution of those ideas like homework, doing some wackshit 2000 words a day thing you read on King's book. You work at your pace.

7/15
Maybe you are very excited about this idea and spend 9 hours writing. Maybe then you stop writing for like 4 weeks. Creativity doesn't clock in at 8 fam. Ideas mature over time; you'll come back to an idea months after and give it a new spin.

8/15
This is one of the environmental, chronological reasons why indie games, made outside of corporate 1st draft/2nd draft/final frameworks of production, tend be better. Regimented, homeworkesque frameworks do not give breathing space to ideas: they cannot mature.

9/15
Respecting the creative process means giving space so that an idea I wrote down in January can, after an inspiring biking trip in November, be reworked into something truly marvelous - an idea that's an amalgam of past-me and present-me.

10/15
Those are the only ideas around which one can build a real sense of community. Not a hashtag, not the latest TTRPG product marketing trend, but games that inspire people to continue to meet each other. #dungeon23 and the like create a false sense of community.

11/15
False community in #dungeon23 is easy to reckon because its built inherently as some sort of accountability construct, in which all endstates (yes, all) are most likely to produce disappointment. If you don't make it to the end, you'll feel bad. If you do, you'll end up...

12/15
...with a bunch of uninspired stuff *because* uninspired stuff is the logical product of productivist approaches to art. Not only that, but "the market" will duly be, at the same time, flooded with this stuff. The only winners are the trendsetters who started the #

13/15
The TLDR is that y'all need to stop thinking about "creating games" and more about creating spaces in which you have fun and you can relax while making games, in making of games a place you go to when you want to express something and not when you are coerced to.

14/15
Nap. Walk in the beach. Go to the local art exhibit. Get together with friends. Read a cool book. Ride a bike or whatever. Therein lies the way to blissfully making RPGs.

15/15
ADDENDUM: A lot of y'all who wanna make anticapitalist games and art and shit, y'all should start seeing the obvious fact that these are tools for capitalist oppression of the self (psychopolitics) and refuse to partake in them. Oppose work. Sleep under the sun. Self actualize.

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More from @FSohns

Sep 25, 2022
I've talked re. cyberpunk and its irrelevance many times but I'd like to point that one problem people have in realizing it is that most understand Technology only thru aesthetic.

We have more advanced control technologies than the ones depicted in Bladerunner, CP77, etc.

1/9
When you understand how social institutions form part of the technological canon, how hustle culture, the grindset, entrepreneurialism of the self are *all* technologies that outsource oppression from institutions to individuals, you understand the difference.

2/9
Who needs super advanced nanobot mind suppressors when people just believe grinding oneself to dust is a morally redemptive act? The present form of capitalism wields social technologies more encompassing than any flashy piece of tech imagined by 70s sci-fi revivalists.

3/9
Read 10 tweets
Sep 23, 2022
This is one of the coolest little Features written into Zephyr and the creative potential is astounding. I am so excited to see what people come up with. Image
It basically means I can plug any of the 50-something pieces of windfolk tradition, knowledge, and internalized technology and - through my own cool explanation of mechanism - make it the mechanical effect of an existing tool ImageImage
During our Summer playtest, @akooros made a spear that channeled a particular tech that allowed the crafting of arrows that whistled with the calling of a particular animal species. The resulting spear had a hollow body that, when swung, would produce different animal noises. Image
Read 5 tweets
Sep 23, 2022
Within the crafts that go into the creation of TTRPGs (prose, game design, graphic design), illustration creates perceived value like NOTHING ELSE in the space. Writing does fuckall for perceived value in comparison with illustration. This is both a blessing and a curse.
While we do complain a lot about design or prose not being valued, it is also true that there is no market pressure to learn and question oneself and grow as a designer. This creates an abyssal disparity between perception of what goes into creating art vs systems and text.
Simply put, every other creative sphere can pump out actual shit for games as long as they play well with platform economies, influencer dynamics and have a couple of fancy images. Artists cannot take that luxury. They have to learn composition, color theory, study on and on
Read 5 tweets
Jul 13, 2022
Very frequently some of us in this space talk of ideological reproduction through game mechanics and I want to bring up an example that I think is crystal clear on what this means. Brace yourselves for an πŸ’…ANECDOTEπŸ’… about the Game of Musical Chairs

1/12
Having a chat with a friend of my mom and she mentions that the game communicates the reality of cutthroat competition; we take off chairs as the game goes on, and people are left out of the game, which (depending on schoolyard experience) might have had different framings.

2/12
The framing is vital of course; if the game is just presented as a normal way of having fun with friends (one which excludes people and leaves them out as play progresses) you are reproducing certain ideas through the medium. What are those, you may ask?...

3/12
Read 12 tweets
Aug 14, 2021
THE COST OF MAKING A TTRPG MEGATHREAD
(The "I Have Receipts Edition")

I had to make this thread because randos keep jumping on my mentions to defend some 6 figure-making companies while making absolutely BASELESS claims about how much games cost. So saddle up.

1/24
To start off, I wanna make a divide between production modes. In TTRPGs, you're likely to have (in order from smallest to largest press):

1) Zines
2) Print on Demand books
3) Offset Books

This will be focused on the third, since it's the one most people don't understand.

2/24
The thread aims to explain:
1) That the drop in unit price is not only abysmal when going from PoD to Offset, but that higher qttys drop that price DRAMATICALLY.
2) Why large printing houses are shifting more and more to IP based TTRPGs.

I will use my game as case study.

3/24
Read 24 tweets
Aug 13, 2021
CRUNCH EXPERIMENT

Playing Anima lately made me think about the ideas behind crunch and the way granularity (when done right) can be a vehicle of self expression. My disappointment is how most of times crunch is tied to expression re. violence. But what if it were different?

1/6
Say that I make a game about Asking Someone a Favor. What aspects come into play in those scenarios? It's interesting to think about it, given that a bunch of colonialist jackasses did in the past develop nuance over menial details re. violence. What nuances we can explore?

2/6
When we ask someone a favor, there are several factors involved. That someone's goodwill towards us. They way we approach them: are we being too forward? Or, sometimes even worse, are we being too evasive? What sort of natural impediments to we have?

3/6
Read 6 tweets

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