I apologize ahead of time if my physics are all wrong...
Think of a rock hitting a pond. That rock represents the interaction you have with an external tool such as an oracle. For the purposes of this post, lets assume the rock represents a query to said tool.
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Thursday, December 15, 2016
Wednesday, November 30, 2016
Thursday, November 24, 2016
Solo Gaming Appreciation Month 2016: Trollbabe actual play
I don't get to play a lot lately, unfortunately, but this is my way of doing my part for Solo Gaming Appreciation 2016 (#SGAM2016). Hopefully, more scenes to come in the remaining days of November, and if not, December.
Monday, November 7, 2016
Experimental Oracle
Most Plausible...
Scenario:
Best Case Scenario:
Worst Case Scenario:
:
Active Bonus:
What's happened so far:
(Just for fun) Alternative timelines:
Most Plausible...
Timeline:
Best Case Timeline:
Worst Case Timeline:
Friday, September 16, 2016
Alternate Event Table for Oracles like Mythic, etc. I based this on a word cloud of the cyberpunk novel Halo by Tom Maddox (for those who read Mirrorshades, it's the same universe as Snake Eyes; novel link here: http://project.cyberpunk.ru/lib/halo/).
It doesn't have any particular cyberpunk flavor, because it's just a bunch of words without context, but I think it naturally leans towards the modern at least. Hope it's useful to someone.
https://plus.google.com/u/0/108395059461267285712/posts/K96Zfd9wYPG
Friday, February 12, 2016
What would a "Lumpley Principle" for Solo RP look like?
I think I've arrived at a provisional definition of Solo RPGs, along the lines of the Lumpley Principle (see definition of LP at http://big-model.info/wiki/Lumpley_Principle):
System (including but not limited to 'the rules') is defined as the means by which a person commits to (settles on) imagined events during play.
The underlined part is my modification. I'm not sure yet if the best word is "commit" or "settle", so I leave both for now.
Does it matter? Who knows. I'm hoping it tells me or someone something about solo RPGs that takes their design somewhere interesting. Definitely puts the emphasis on how a player settles on what action "really happened" in play. You know, the stuff you report in your actual plays or that makes it into your write ups (if you write).
See some ongoing discussions here:
Story-Games: http://story-games.com/forums/discussion/20535/what-would-a-lumpley-principle-for-solo-rp-look-like-or-is-creative-writing-storytelling-rp
RPGNet: http://forum.rpg.net/showthread.php?775912-theory-wankery-The-quot-Lumpley-Principle-quot-of-Solo-Gaming
G+: https://plus.google.com/u/0/108395059461267285712/posts/5X5oTZ8nJzv
System (including but not limited to 'the rules') is defined as the means by which a person commits to (settles on) imagined events during play.
The underlined part is my modification. I'm not sure yet if the best word is "commit" or "settle", so I leave both for now.
Does it matter? Who knows. I'm hoping it tells me or someone something about solo RPGs that takes their design somewhere interesting. Definitely puts the emphasis on how a player settles on what action "really happened" in play. You know, the stuff you report in your actual plays or that makes it into your write ups (if you write).
See some ongoing discussions here:
Story-Games: http://story-games.com/forums/discussion/20535/what-would-a-lumpley-principle-for-solo-rp-look-like-or-is-creative-writing-storytelling-rp
RPGNet: http://forum.rpg.net/showthread.php?775912-theory-wankery-The-quot-Lumpley-Principle-quot-of-Solo-Gaming
G+: https://plus.google.com/u/0/108395059461267285712/posts/5X5oTZ8nJzv
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