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Joined 3 years ago
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Cake day: August 31st, 2023

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  • Outer Wilds for me.

    Outer Wilds is a brilliant game that you can only really play properly once in your life, as by the end you’ll have solved all the puzzles and learned all the mysteries, so I’m going to put the rest in a spoiler tag. I encourage anyone who hasn’t played it yet to do so before reading further so as not to cheapen the experience.

    spoiler

    People are very correctly moved by the game’s ending sequence and the message about coming to terms with things outside our control, especially the end of things (life, the universe, everything). But as beautiful and sad as it is, to me it felt more awe inspiring and reflective than outright tear-jerking.

    That part for me came a bit later when I’d had some time to sit with my own feelings and could sort of re-examine the story in the context of the characters. And holy moly, it’s so tragic. You have the Nomai, bright, scientific, endless optimists who reforged their society after a horrible accident left then marooned in the star system. And just as they were beginning to get their feet back under them, they were entirely (and, in all likelihood, horribly painfully) wiped out by the Interloper, a completely external celestial body. There is literally nothing they could have done to save themselves. It’s so terribly unfair, and yet, what do you rail against? The universe? Physics? There was no malice in their fate, just bad luck.

    That’s to say nothing of the smaller scale tragedies you can infer from their bones. The children playing their game in the cave. The crew of escape pod three who committed no errors but were still doomed, with nothing left to do but embrace each other. The Nomad implied to be working inside the Ash Twin project at the time the ghost matter flooded the solar system, who must have heard the sudden silence from his friends and then warped out to investigate, only to die within a few steps.

    Then look at the Hearthians, those plucky, reckless, endlessly inventive and courageous people with the misfortune to be born at the end of the universe. (see the common theme?) They work so hard to explore and understand (Chert and Hornfels) and to conquer their fears (Riebeck and arguably the player character), but through no fault of their own, that day, the inaugural flight of their newest traveller, was their last. And, even though it is only in the weird metaphysical space of the Eye, we see them somehow make peace with it (try talking to “real” Chert during the last few minutes of the loop).

    But you know what isn’t an ambiguous metaphysical mind space? The very last scene. As you witness the birth of a new universe, when everyone else is long gone, you at least get this last moment to witness that it is not the end. And your helmet’s visor cracks. Whatever else happened in the Eye, this at least is real and physical, and the Hatchling gets to witness the continuation for just a moment before being consumed by it.

    DLC spoilers next

    You can even make an argument for the inhabitants of the Stranger. Though they serve as your foes by the time you meet them, all around are clues they, in other, happier circumstances, you might have been great friends. They loved music, art, their home, and each other. The only reason they are monstrous is because they let themselves become consumed by fear until it had twisted them beyond all recognition. It’s the same fear you have to push through in order to learn the truth, and when you do, you get a glimpse of who they might have been. Which is why I think the DLC is brilliantly designed, even though not everyone was a fan of the stealth segments.

    Each story is tragic in its own way, but also told in such an immensely moving and compelling manner. When I finally had the space to really put it all together, well, it did me in.

    I’ve watched several friends and family play through it and even now I still choke up a bit at that final scene, your visor cracking, your suit’s HUD finally winking out, with the grand crescendo of Let There Be Light from the soundtrack swelling, and the new Big Bang expanding on blinding radiance in front of you, the proof that the journey will continue, and is no less meaningful even though your part in it is over.


  • Amber is a classic example that comes up in these discussions.

    Intrepid uses playing cards instead of dice to resolve scenes and combat. For scenes, two people each narrate an outcome, and players vote on the version they prefer using red or black playing cards. A card is then selected and that outcome becomes the truth, so there is still an element of randomness.

    In combat, each suit has a specific meaning for the ebb and flow of the battle, jokers change the scene, and the first person to draw the 4th ace wins the fight.

    Most of Ben Robbins’ don’t have a random element at all and conflicts are resolved through procedure. Follow uses two coloured stones/poker chips/tokenswhich are drawn from a bag, similar to Intrepid. He also provides a “finger dice” system for getting dice-like results without using dice. On a signal, every player throws from 0 to 5 fingers, and groups of 5 fingers are eliminated. The remainder is roughly equivalent to a d6 roll.



  • I think you’ve done well with the concept! Solid history without being too ornate, lots of open room for development and questions answered, and sounds like you’ve already got ideas about how to highlight with mechanics.

    The only piece of advice I would give is, in addition to thinking about leaving hooks open for the DM to work into the story, also consider the other direction: how is your character going to be moved, compelled, and changed by the broad strokes of the adventure they are going to get into and the companions they are going to be adventuring with? How can this character help set up other characters to do “their thing”? I’ve found the games I’ve played in to only be improved by having those dialogues with the DM and other players up front



  • I use LogSeq to organise all my notes. My group meets in-person, but I use Foundry to put background art, NPC portraits, etc. up on a screen, as well as to manage any NPC character sheets.

    It may stretch the definition of ‘tool’ a bit, but the other thing I do is set up my laptop with four desktops/workspaces (notes, Foundry, music, rules) so I can switch between them with Ctrl+Windows+Left/Right. It’s a minor thing, but I am constantly surprised by how many people I run into who don’t know that you can do it. Switching desktops feels like much less friction to me than Alt+Tabbing between windows for some reason.





  • Ahhh, loads of them!

    D&D adjacent stuff like Pathfinder 2e.

    PBTA and kin like Dungeon World, Monster of the Week, Ironsworn. Blades in the Dark.

    Delta Green.

    I have a whole folder of freeform, GMless stuff like Microscope, Kingdom, Follow, Archipelago, Dawn of Worlds, Dialect, Intrepid, The Quiet Year.

    Gonzo one shot stuff like Paranoia, The Sorcerer Supreme, Ten Candles, peace was never an option (think untitled goose game: the rpg).

    I recently had a test run or two of Fate Condensed and got completely hooked.

    Most of those I’d be content to run or play, but the game I really want to GM myself is a campaign I’ve been dreaming up for about year now that I call the “sedition sandbox”. The scope is focussed to a single city, the capital of a hostile foreign empire. The PCs are an elite team of saboteurs and infiltrators, sent by a nation desperate to turn the tides of a losing war. Their only objective is to bring down the empire from within. Intrigue, plots, rebellions, sabotage, faction politics, assassinations, propaganda, blackmail, anything the players can think of to achieve that goal is fair game. How far will they go to stop the greater evil?

    I think it would be a blast (naturally, I guess), and one or two players in my local network have expressed a little interest, but I’ve yet to rally the kind of commitment I think I’d need to really get off the ground. And the inexorable march of time makes it less likely with every passing day, as my friends either move away or are subjected to all life’s little tyrannies of responsibility ¯\_(ツ)_/¯


  • Seconded! OP, in a similar vein as the world building games you already mentioned, you might find Intrepid interesting. I could see it being used to do world building + history of some of the major players and nations therein.

    I could also imagine the relationship map it uses being hacked a bit to allow for some Disco Elysium style personality skills / thought cabinet shenanigans if you were interested in leaning into that in particular.


  • I think you’ve received lots of great advice here already. One additional thing you may want to keep in mind as you’re weighing your options is how the manner in which this character exits may impact other players.

    Obviously, the needs of this player come first, and making whatever changes they need to ensure they can keep having fun in the game is most important. But I bring it up because, in a similar situation where I was running a game for a player who wanted to switch characters, I executed the change in a bit of a clumsy way that one of my other players found frustrating.

    I had worked together with the player who wanted to change to craft a heroic last stand scenario in which their old character would sacrifice himself to allow the rest of the party to escape. Critically, we didn’t discuss these intentions with anyone else at the table. One of my other players picked up on what was happening the moment we started playing it out, and did everything he could to prevent the loss of a party member. I essentially railroaded right over anything they tried.

    Afterwards, they told me that while they understood why I ran it that way once the other player had a chance to explain their intentions and new character, it still wasn’t very much fun to play through in the moment.

    All this to say, if I had to do it again, I would make sure I have some sort of buy-in from the other players. They wouldn’t need to know all the details, certainly, but I think a little heads-up would have made that experience much smoother for everyone.