consumed by 1d6 normal rats; thinking adventures thought leader; lead writer at Tuesday Knight Games (Mothership etc); email at lukegearing.games
@gmail
.com; 4⁄3
i wont get in the trenches about social mechanics i wont get in the trenches about social mechanics i wont get in the trenches about social mechanics i wont get in the trenches about social mechanics i wont get in the trenches about social mechanics i wont get in the trenches ab
so i got to read a draft of the mothership Warden's Operation Manual early and there's one technique that has massively changed my games for the better.
keeping a good notebook...
cyberpunk is popular because it can be hollowed out and turned into nothing but self-referential aesthetics - the critical representation of capital becomes the 'default dystopia' - the reduction of different cultures to 'product' becomes 'wow cool katana' -
with the addition of Wandering Isles & Sea Monsters, Wolves upon the Coast is now complete. thank you everyone for coming along on this journey. for those unfamiliar, itch in the reply. tldr early medieval hexcrawl in not-quite northern europe
solo ttrpgs represent the neoliberalification of what was once an inherently social medium
"They are casting their problems at gaming groups. And, you know, there's no such thing as gaming groups. There are individual game players and there are games."
wolves upon the coast updated to have actual real maps throughout rather than my hideous scrawls. hire
@AllThingsTruly
for your dungeon maps - she does great work
anyone else noticed an uptick in gnomes this winter? i have to empty the traps like twice a week. usually i let them stay in there and suffer as a warning to the others but this year they just eat the trapped ones. i swear i saw one with a screwdriver near the window last night
"The Emperor of Texas has heard the plight of his allies across the desert. The Plague wracks them and empties out villages. From his riches he promises to provide medicine. The price is their independence."
new thing is out - post-apocalyptic/western hexcrawl, minimally keyed.
okay this has been preying on my mind a while BUT
i want to give back to the wider community. i'm offering to work with one person at a time to help develop your idea or manuscript and help you get it published - whether that be self-pub or an established publisher. 1/3
before i quit my normal job a lot of business freaks would talk about how AI could improve this workflow or save the company money or whatever. if you looked them in the eye and just said "how" they had nothing to say but "using AI"
introducing a fun new character to the twitter experience, the versimillipede. she shows up and critiques your rpg writing for a lack of verisimilitude. it is impossible to impress her.
write* for one hour every morning
have a procedure for hexfills
write an intro to each area to use as a touchstone when you get stuck
if you need to skip something, do it
*this includes time spent staring at a blank page thinking, making lists of ideas, crossing them out etc.
one of the things that's really interesting with writing Wolves and my self-imposed limits is doing a lot of reflecting about the stuff in Volume 2: Monsters &. Stuff resonates together that I had no awareness of when writing it:
xp for gold models a world which rewards greed. the way to gather power is raw brute accumulation. i wonder if we all live under a similar system which rewards accumulation at the cost at others??? maybe doing good in the presence of this is more impactful and meaningful
did you know you can kludge together a sci-fi dungeon crawler using a horrible mix of 40k first edition, od&d dungeon stocking procedures and the realms of chaos books
i bet you didn't
i've pulled broken system
#000
from sale. it was made 10 years ago by a couple of teenagers pulling images from public domain archives. the way some of these images were used, considering their history, was inappropriate and disrespectful. for that i apologise. [thread]
play report from someone running wolves for 8 months
"Wolves Upon the Coast is a masterpiece. It is one of the best things to come from the OSR. I prefer it to Wilderlands. Highly recommended. 5/5."
This is a scorpion that has been completely replaced by copper. The piece was on display at the 2019 Tucson Gem and Mineral Show and demonstrates the process, similar to what happens in petrified wood formation, caused by copper-rich fluids [read more: ]
if you would like to spend exactly $62 on a giant hexcrawl with integrated monster manual, treasure book and rules system buddy do i have good news for you
"they flee combat, but don't worry - they'll fight if you're trying to break into their mudcastle in order to kidnap their children to sell into slavery" bro what the f u c k
A spectre is haunting Europe — the spectre is Dracula. All the powers of old Europe have entered into a holy alliance against Dracula: Pope and Tsar, Metternich and Guizot, French Radicals and German police-spies.
liberate yourself from mechanics
burn your core books - or at least give them away to those who covet them - your apprenticeship to the Designer is over - play
play
play
I think GW made a mistake in taking the direction they did with Space Marines. I much prefer the idea of Space Marines being only semi-lucid drugged up psychopaths who spend most of their time crushing dissidents for the crime of asking for a five day work week or rights.
once again pondering how to use sniper fire in an engaging and interesting way in rpgs.
the 'red dot moment' is iconic but is extremely movie-logic, but having the "realistic" (verisimilitudinous) action of just killing off a PC sucks - taking out NPCs first is an easy fix...
did another wolves retrospective
tl;dr: people talking about your game is invaluable. thank you so much to everyone who has done so. you have enabled this project to be a success.
Anthony Joyce-Rivera (
@AJoyce_Rivera
) is a Hispanic, two-time ENnie-nominated game designer, entertainment and gaming military consultant, and an active-duty U.S. Army Strategist.
it's actually super cool how a bunch of big names with connections and entrenched relationships can have a huge chilling effect on discussions and thought!
something i've noticed in newer writers is "writer voice". don't worry about trying to sound like a writer and just write the idea - your voice will emerge there, not by trying to be writerly
okay so medium+ sized publishers can have lower prices and make up for it by having much higher net sales. you can't (if you want to make money), but you're still in the same market, so the pressure of their low prices is going to effect you. what can you do?
@StrigaRosa
What the fuck is this tom-fuckery?
Incentivising behaviour is bad for your game?! That's just basic fucking game design, what senseless idiot wrote this nonsense!?
I want a specific individual so I know exactly who to bludgeon to death with copies of Critical Play
thank you everyone who has spoken about, played or read Wolves. releasing something like this in a non-traditional slowfund, at a high price, without art or layout (except those great maps by
@AllThingsTruly
) *and* no marketing was a big risk - and one that'd paid off immensely.
out now - the sequel to Volume 2: Monsters & ....
&&&&&&&&& TREASURE
- 130 magic items with terse description and implications beyond themselves
- new treasure tables without letter codes
- a6 format and spiral bound
lnk below
rules light in terms of 'total corpus of rules'
vs
rules light in terms of 'rules used in play'
games can be rules light in different ways - games which process everything via rules aren't rules light by second view, despite being lighter in word count
it is my birthday. please post the most despicable thing your character (or players) have ever done. mine is when when blood meridian'd a frontier settlement with 100 dogs. close second is collapsing a dig site with the workers still in it because the monolith dig up did nothing