
One Canuck built the #ttrpg tag and the #mecha tag. And that was me.
Cohost Cultural Institution: @Making-up-Mech-Pilots
Priv: @Scampriv
I’m very happy that in my current overview of games, designers aren’t using “hold” anymore. A big problem with that to me was that the language that describes hold doesn’t really explain that it’s a resource. It mixes hold as noun and hold as verb. I think that this is flawed because you should not have to wrap your head around resource expenditure by interpreting a word game. That’s fine to read and write but detracts from a game that has to be cooperatively interpreted. I’m very pleased that these kinds of abilities that give you an opportunity for your character to do cool things are now tied to a more standardized resource system.
crossposted from twitter at @scampir's request: the secret to good character creation options in tabletop RPGs is to figure out what the chuunis want
This is totally my wavelength. This is the kind of shit I need to read to get hooked. This is what had me fall in love with FIST, ICON, Robins, and Spire: The City Must Fall.
I had D&D 3.5 and Pathfinder. Also 4e. And like, maybe these games are different now but it has one fatal flaw to this desire I had. And it's that they all start you out as small-scale door kickers.
I, PERSONALLY, NEED THE OPPORTUNITY TO WRAP, NO SWADDLE MYSELF IN THE DRAMA OF THE CHARACTER. AND I HAVE ALWAYS NEEDED THIS.
That moment where I wanted to be someone special, and so did all of my friends, but we had no idea on how to engage with each other. It was a lot of fandom-centric nicknames that we would assign each other or pull off of personality quizzes. That's how we were engaging with fandom in middle school! that's what we did as play! And the key moment for that via text rp was talking through just the rawest, most messy character drama that we knew about.
TTRPGs as, horribly dramatic things that happen to incredibly powerful people is just, it's the formula for this. All I have here is self-reflection but I think that there's something to ttrpgs making a space where people can enjoy making those characters and roll through the game's feedback in the relative safety of play.