Scope Core has proved especially interesting to some of my readers and testers because while overall it is a much lighter/tighter system than its closest comparison, some aspects are actually more complex. Turned out pleasant surprise, thankfully! Unexpected but cool.
Big classic had trad physical health. Spiritual/mental health offloaded to a fiddly resource/resistance stat.
Scope Core uses 3 distinct health ladders [basically physical, mental, spiritual], each with a penalty track. Down on one track, unable to act *in that category*.
From the feedback and from my POV as a designer, there's some introduced *rules complexity* due to 3 tracks and linked 3 categories of stats & skills. But it's also a *tighter design* as all types of health/resistance are combined in unified rules. Emphasis for thought seed.
This is a concept I'd like to pick your brains on at some point when my brain is more on, @DrakeandDice and @NaviMusing. Rules complexity and design focus/tightness contrasted or distinguished.
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OK, so people saw the dice pools in Scope, the main stat + skills in Scope SRD, and know there's a vampire game template. And so people have some questions about similarities and differences to the obvious comparison. Let's explore in a thread! 🧵 #TTRPG#IndieGameDev#Vampire
Starting off at the top, there is a functional character concept as you would expect in a Cypher or Fate. This is part of the basic Scope SRD.
Also player-facing with a PC-relative scale. No "objective" stats. NPCs instead have modifiers for PC rolls.
Two big differences!
Some other concepts & design perspective covered in the Scope SRD, along with the core mechanic and basic character structure. Give it a read if you're into #TTRPG#GameDesign and want a "modernized retro" framework inspired by 80s/90s RPGs. [🧵 continues] open.thoughtpunks.com/library-text/s…
Gen X "Elder" here. 1) Shorter life expec due to a wild variety of factors. Note OVER HALF of the Traditionalist LGBT population vanished. 2) Note the 2020 dip and bounce back for Boomers. Peer pressure to stay closeted. 3) LGBT Gen X *more than doubled*. The biggest in-gen gain.
4) And related to #2 and why #3 isn't even larger, and a really serious community issue: Many spaces are extremely ageist and hostile to older LGBTQ folks. There's a fair number of us elders still around. We ain't all dead. I fare better but it's a real problem for many peers.
Someone directly asked me why I think I fare better. Lots of factors, tbh. But the two biggies, imo: 1) I still listen to more recent music. Easier to connect with a cultural Rosetta Stone. 2) My LGBTQ subculture Venns are relatively intergenerational. More of a mix.
By complexity, I mean there's 3 separate tracks and players have to track them & their penalties individually. There's also stuff about accumulating permanent flaws, what happens when you go over, etc. But this is all the main Stress/ladder rules right here. Not overwhelming.
While it works on its own as tested, it's also intended to provide direct hooks and examples for design levers. That negative spiral could invert into heroic grit, getting stronger the more you are hurt. Recovery can be tuned grittier/nastier or more action/episodic.
Similarly, the choice to use multiple ladders is meant to provide an obvious example of how that aspect of Scope can be built out. The choices can get considerably more abstract and apply to a wide variety of concepts.
It would be a variety channel with, well, a variety of programming.
The starting programming will focus on:
Surreal, b-movie, and "adult" games.
Occult streamers and discussions.
Room for guests & mini-series in the punk, grime, street, & after-hours sphere.
I've just found there are actually web-based streaming options that will work for me. And I feel we could use a little more subculture in our subculture. *I* want to see more content like that. And I find that I may be able to do that in coming months.
This timeline sucks so hard. Please get me back to one slightly less terrible.
Two of the big contracting marketplaces I use for copywriting and consulting gigs have completely shut down for at least the next week. Rebuilding their system so they can use better AI detection.
I really don't need the loss of income right now, when I'm fighting to collect enough to avoid eviction.
They pay well for freelance markets, which is why the AI problem is standing out so badly. Clients are paying enough to actually care about the accuracy and quality.
They had problems before and ironed them out. But f, someone bought or hacked some aged accounts and fucking ruined it for everyone. Or that seems to be the general vibe and consensus on the mailing lists. Some large clients threw fits when they proofread them.
So some people have been having fun embracing an hour of chaos with Anarchy Goat. One thing people keep mentioning is that it vibes like I got the bugs in those Goat & Goose games meshed in. A couple asked for #TTRPG design advice.
Honestly? It's both purposeful AND accidental.
*For me*, I have a strong sense of "vibes" and aesthetic in the art I enjoy. So for me, it comes down to starting with a strong sense of what genre, themes, and just general aesthetic I'm going for. What is the core concept? How do I initially imagine it playing out?
For this there was a conversation here that spurred me on. Plus I generally like wild chaos games and animal stuff. Like I made an Everyone Is John hack called Just A Normal Human about a horde of critters pretending to be human. So, right in my weird lane [embrace *your* weird].