I want a game to tell me my parameters. I don't want to push against them, I don't wanna make D&D into something it isn't 'cos that's just sticking a plaster on it and saying it's all good. If what a game is is "gross" "stupid" or worst of all "boring" then that's what it is and I don't want people to get better at hiding how dull they are or else we might arrive at a time where Hasbro tricks me into thinking they're good people and trying to make good art.
Don't fix things, break them and abandon them for better things. Make better things. Let boring and awful things and people be boring and awful. The only thing worse than a massive spider on your wall is a spider that was on your wall until just a minute ago.
The centre from which things are made will be only that which needs to take shape at that point.
Theory July 1st: It's Ok It's Ok
I'm not good at following instructions so I'm just going to write in the state that I am on learning what I should be writing about today. So there.
I design with absolute insincerity. It is not me speaking from my soul or anything like that, it is me creating a space that will force the viewer to enter it in the shape I want without them knowing. This is possible because RPG writing and reading is naive and trusting and I exploit that.
Mindreading is fake but it works. If I tell you mindreading is fake and then do it anyway it creates a different feeling.
When I read a book on psuedoscientific theory or weird anthropology I always take it in good faith and believe them utterly while I'm there. Then I take that belief with me after and hold on to it like a keyring from the giftshop on the way out. I will believe what is most pleasant or interesting to believe.
Gene Wolfe lies to his readers all the time. Good books can lie.
Writing anything is magic. It's a spell. Literally a spell. You write magic words to create an effect. The greater the effect the more powerful the spell you need. If I want to topple the western world I'd have to be a pretty potent magus.
Voice is not natural. If every book sounds the same then what's the point.
If an RPG is just rules on how to play a game then it's only a fraction of a complete game. If an RPG book doesn't make me feel the game with every bit of my body then it's weak magic. I should be able to read a book and then be so overwhelmed with power that I must expel it immediately by making something.
Good writing always makes you over filled with magic that needs emptying.
If you want someone to do something you don't say "do this thing" you make them want to do it themselves without asking. You've created a play cycle, or a mindset.
"It's ok. It's ok." Sometimes you have to break a spell. Say "you do not need this" over and varied. Say "you may do this" and some people will be released from a decades old curse. Often they need stronger magic. It's whacking the radio.
RPG design should also consider the spaces between the games. How will the game exist outside of the play environment. Unlike a novel it is reliant on a social space. If your solution to creating that space is "marketing" then you are weak. Marketing is a vector to deliver your game's power. It's a magic wand, a fetish. If you are weak then you will die when you run out of money.
Ok I'm done for today.
I design with absolute insincerity. It is not me speaking from my soul or anything like that, it is me creating a space that will force the viewer to enter it in the shape I want without them knowing. This is possible because RPG writing and reading is naive and trusting and I exploit that.
Mindreading is fake but it works. If I tell you mindreading is fake and then do it anyway it creates a different feeling.
When I read a book on psuedoscientific theory or weird anthropology I always take it in good faith and believe them utterly while I'm there. Then I take that belief with me after and hold on to it like a keyring from the giftshop on the way out. I will believe what is most pleasant or interesting to believe.
Gene Wolfe lies to his readers all the time. Good books can lie.
Writing anything is magic. It's a spell. Literally a spell. You write magic words to create an effect. The greater the effect the more powerful the spell you need. If I want to topple the western world I'd have to be a pretty potent magus.
Voice is not natural. If every book sounds the same then what's the point.
If an RPG is just rules on how to play a game then it's only a fraction of a complete game. If an RPG book doesn't make me feel the game with every bit of my body then it's weak magic. I should be able to read a book and then be so overwhelmed with power that I must expel it immediately by making something.
Good writing always makes you over filled with magic that needs emptying.
If you want someone to do something you don't say "do this thing" you make them want to do it themselves without asking. You've created a play cycle, or a mindset.
"It's ok. It's ok." Sometimes you have to break a spell. Say "you do not need this" over and varied. Say "you may do this" and some people will be released from a decades old curse. Often they need stronger magic. It's whacking the radio.
RPG design should also consider the spaces between the games. How will the game exist outside of the play environment. Unlike a novel it is reliant on a social space. If your solution to creating that space is "marketing" then you are weak. Marketing is a vector to deliver your game's power. It's a magic wand, a fetish. If you are weak then you will die when you run out of money.
Ok I'm done for today.
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