This has been a great week of slingin’ code for the Day Job, throwin’ out more code for the Contract Job, getting things organized for the Non-Profit Job, and poundin’ out the words for the Writing Job. Yep. You counted that right: four jobs. It’s been fantastic for all of them. Lots done for each.
I think part of my productivity is coming from a slow week in the RPG blogosphere. I think the hum of productivity after the holidays is hitting everyone, and folks don’t have the time or energy to post quite as much. I know I’d love to post more, but that’s not in the cards for me… at the moment.
On with the links!
This post has three great ideas, and one that I don’t agree with. The three I like are the first two and the last one. The “Hand Over the Dice” idea… Well… That doesn’t sit well with me. While I may be in the GM seat most of the time, I’m still playing the game. I want to be as involved as the PCs at the table. I want the excitement of rolling dice, doing math (yes, math is exciting!), and determining outcomes. Robbing me of that aspect of playing the game will make the work and effort of GMing a game no longer worth it. Then again, that’s just my personal take.
This video rambled around the Internet this week, but the first place I spotted it was at HeroPress. Do yourself a favor and click-through to watch the best display of archery I’ve ever seen. Make sure to stick out all 5:52 of the video. The final feat at the end of the video dropped my jaw.
Ever been inspired to create your own game? I have. I’ve even followed through on it a few times. I usually have disastrous results because the ideas are half-baked when I start scribbling ideas down on paper. There’s something concrete about an idea on paper. Something immutable. Don’t do that to yourself. When inspired, take a few moments (or days or weeks) to examine that inspiration. See what other ideas can be baked into the whole with what just flashed through the creative parts of your mind. Don’t just take a single seed. Snag as many ideas as you can and see what meshes well, and what doesn’t. Both of those will inform your next steps. Want more than what I’ve given you here? Check out Mike’s article.
More art (maps can be art, too!) from Dyson, and it’s still wonderful. Keep up the good work Dyson. I’m just wondering (and maybe he’s answered this question) if the entirety of the MegaDelve is going to be stitched together and published? I’d love a wall map of everything put together!
I’ve never been a huge fan of one-player games. I’ve never been the player, always the GM when in these situations. I’ve run offshoot and one-shot adventures for a single player before. I guess the thing that bothers me the most is that the character must be the hero. They must not die. They must succeed… oops…. That last one! They don’t have to succeed! They can fail. Those are called plot twists and alternate story lines. Guess what? Mike delves into these ideas pretty deeply in this post. Go check it out!