Watching this first look at Mothership and craving a sci-fi ttrpg that isn't colonialist and really unsure how you even go about that, maintain the outer shell of sci-fi, and make a game that doesn't end up leaning overly uwu/let's all always be friends. Gotta think, I guess.
I haven't done a thread in a while. Let's talk out the theoretical non-colonialist sci-fi ttrpg narrative while I try to fall asleep and get me a little nap. Maybe we'll hit something.
Jul 18, 2019 • 20 tweets • 5 min read
Okay, let's get this thread rolling. Let's chat about D&D, 5e's slow tonal shifts, actual plays, and how all this has changed expectations of what a campaign of D&D looks like.
As always, mute this if you're uninterested while I write the actual body of the thread.
Let's begin with what D&D had been about for a pretty long time to many people: serious high fantasy with high-powered characters who have been tasked with saving the world. Premise a bit thin? That's because it's unimportant to what the game is actually about: shoot-loot-scoot.
Jul 13, 2019 • 26 tweets • 5 min read
I fell asleep super early then woke up in the middle of the night and haven't been able to go back to sleep because I'm also sick so let's do a thread! Mute this if you're uninterested.
Today's topic: player buy-in, how to earn it, and how to keep it.
So, while playing For The Queen (which is very good and you should try it) at GPNW, I came to a really stark realization: all these small "easy to play" games that I love to play and design so much have a pretty fatal flaw. You need some deep buy-in to make all of them work.