[go: up one dir, main page]

Showing posts with label Any Game System. Show all posts
Showing posts with label Any Game System. Show all posts

Sunday, October 9, 2022

information Design and Data Arrays for games : loadout mechanics and scene planning

Osr Notes Spreadsheet

What I take pride in as a special ability is thinking in pivot tables and data arrays. (see link, solving the problem - how to organize gear in a way that characters can have a certain amount of slots and those slots are linked to containers and their gear)

I got a lot of practice in TRPGs, creating traveler ship spreadsheets as well as making a lot of spreadsheets for games.



Some people find this tedious but I find it fun because it is not purely a logic problem but a visual spatial problem for artists with strong logic like me. 

So basically the World Generator Spreadsheet, SHIP generator Spreadsheetd and many other tools are part of the products we make for Mneme.






I sadly didn't do the marketing to showcase it, which I will correct. 

But I have a new and better mechanic for GMs who want to make this fun and easy. 













What is in your Gear is a function of Time to Prepare, load and Intelligence/charisma/wisdom. Let's draw from index card rpg (see drivethrurpg) 

1) You have a number of slots equal to your strength. X2 strength is a disadvantage and half speed of stuff. Set what amount of Load the character will be taking. 

2) So in downtime, every scene (a scene one roll challenge worth of interactions using the mental ability ) the player can fill a number of slots with "stuff". The player notes down the kind of stuff they will get.

Example:
Rolling mental abilities to Source/Find Stuff. Rolling mental abilities to make stuff. Rolling mental abilities to negotiate for stuff.  

3) Opportunities (Time) to do these Downtime scenes is up to the GM and players' OPPORTUNITY costs.

Load + Ability + Time = stuff the characters Carry. 

4) Each stuff has a load value. You can only call on stuff you've had the opportunity to acquire. Every time you need the stuff the GM and players note how much of the load has been occupied. Until the total Load out is reached. 

 I need bandages, crowbar, etc... mark it off and deduct it from the Load. Until you reach the maximum load that character can hold. 


No more long lists of stuff up Upfront. You Can detail it as you go. 

Anecodote: 
So we had one session of shopping. That's not a bad thing as it shows off the town. Of course, after the session will do homework on detailed shopping lists and spreadsheets.

OBJECTIVE: To remove that burden the proposed method will make everyone's job easier. At the end of the day key words are collected and the players just check if they made or they acquired it. every time they pull out stuff from their Loadout mark if off.

I recommend the anime trope of flashbacks and how they got the stuff If they have a strong story influence or shifts alot of the plot.

You can use Lbs/Kg or Encumbrance Slots - it doesn't matter with this system. What matters is that you deal with the details WHEN you need the details. going into World Building vs Players getting engagement is the conflict we seek to  address. GM wants to world build but players want to get to the action. BOTH can be achieved. the same way Taking Minutes during the meeting on a Shared Doc in Clear ACTION statements means no more minutes AFTER the meeting, kanban (the action of moving items is itself a Signaling System) and Andon Systems (the safeguards are built in, when constraints kick in it signals downstream errors outside control ranges) are all about actions that are very efficient (doing more with less motion)

These skills I use and developed in gaming are how I fix the Accounting Collection billing, the Sales reports, the analysis of salaries etc... And automate a lot of the ticketing.I train ojts in these skills (creating Tables, identifying which information goes into ROWs and Columns) hoping they will use it to stand out from the others because they can master data tables.  We've trained engineers, psychology grads, and IT in this. We hope to train accounting and biz admin students in the future. 

Combined with Nicco information design abilities we hope Mneme will get enough people to like it and afford to grow.

Oh the fact that we are artists, animators, science geeks, and Jack of all trades jumping into every skill needed. Do people like Game designers who apply LEAN/TPS and AGILE in game design? I guess they wont care except for the results. As a veteran of Process Improvement - the ritual can be very comforting even if Inefficient - helping people seeing past their Ritual to look at how they Impact Players and GMs (ALL STAKEHOLDERS) requires a lot of marketing and STORYTELLING. 

Telling the story - I love your world building but lets squeeze in a Quick combat in the session? And the GM breaking into Scenes they plan to have - to budget their time



Seth Skorkowsky touches on this specifically in Long Social Interactions (video on the 15 min mark) - to in effect he says "real conversation is actually meandering and unfocused BUT in stories they have to be to the point and efficient in the scene" that's the thing - if you budget your time (pomodoro technique) to a Single Roll per scene - then you have to master getting to the Point and what engages the players.

His examples are GREAT - and are techniques for GMs and Regular people can have in their arsenal. In the REAL world this gives you a strategy when communicating to stakeholders - Do you meander or do you Focus OR how do you smoothly transition to your desired topic. 

TRPS are always a great way to HONE thinking and speaking skills in the real world - play is designed to make humans safely try till they master skills. feeling good when we master small feats is part of the enjoyment of TRPs. 

Wednesday, June 22, 2022

Its ALMOST DONE! gave the second milestone payment.

Almost DONE, by done:
1) Nicco is Wrapping up the Book 
2) the Ojts (Lloyd, Ranz, and Michael) are on the last milestone of the Google Sheet. The harder part is the Planetary System. When the system generates additional planets and samples. It can be tedious but otherwise its the same core mechanics as the Star and Main World. 

Then when fully wrapped up - 
1) Publish. 
2) youtube Video of me and Nicco going through how to use it. 
... 
3) If I'm handling customer complaints then I guess the project is "alive" lolz. indifference is the killer. 




Will it reach people who will like it? I doubt it, I'm a 43 year old man - I'm as uncool as people get in TRPGs, so many of my fellow gamers are unhappy with the state of the gaming community. Someone who did all this work so that a slightly better world-building system that incorporates harder scifi. 

With the trend for Super Simple games - my gamble of a Complicated System simplified with a spreadsheet has long odds. 

anyway my open source advocacy keeps me busy - like my Multip Media Project with the Philippine 1861 - I tried and learned. I don't have the finances to gamble again or more, but at least I can say when It came to spending money on a Hobby I tried to write a book. And to think of how bad I write and how much correction It took to get what I have - small miracles. 

Things I learned:
1) Enough Javascript to make my OWN character building spreadsheet. 

2) Enough about Blender to make Ships and a Kitbash kit for Ship Making. 

3) Enough about Spreadsheets to make a Ship Building Spreadsheet. 

FUTURE projects. 
1) IF I'm going to build ships I better do it in GODOT. A ship builder in GODOT that can EXPORT the ship and its stats would be best. 
2) GM tools in GODOT. 

Sunday, January 23, 2022

Emotional Labor in Games - High Will and Resolve Characters.

 It was my wife and women in my life who had to explain to me the importance of just being Present and being able to listen. While most of my mentors are men in problem-solving and critical thinking, the women in my life had to teach me the value of emotional labor and intelligence. 

In a TRPG we don't have situations of emotional labor, but in real life - Holy crap the amount of emotional labor we have to face outweighs the Problem Solving. Problem Solving can be Googled or you can Youtube it or Crowdsource it - Emotional Labor is like Muscle and Bone density and disposition - you either have it or don't. 

So when I saw Lucina the Brave Herder - I realize she is Sub Optimal in Conan. In a Conan story she would be a damsel in distress - an empowered damsel "unFrazetta Sexy" damsel - but in need of Brawn. 


Emotional Labor in Games are scenes where someone has to Listen and Take on large amount of Stress. Like Listening to End Users and their problems, BUT resisting the urge to solve it for them and instead get it out in the open and make the person feel like they can communicate their problems without their worth being diminished. 

Understanding how we as a society are dysfunctional in the ability to talk about problems is essential in understanding how to frame how Important and life-changing - and dramatic and epic Emotional Labor can be. 

Agency - what we crave in the game - the feeling that despite the odds we matter - is a seed that springs from feeling we matter and someone who makes us feel we matter. When people make bad decisions and in the AGGREGATE all these problematic behaviors create a dysfunctional and scary society - Resolve, Empathy, and Understanding are powerful forces that drive a character to act in a heroic context. 

Too often in Stories focus on the ACTION. while ignoring the CAUSE OF ACTION or CALL TO ACTION. Information/Knowledge - that we matter, that there is someone to protect or care for makes a character into a hero of a story that is interesting and engaging. 

Emotional Labor = the work done by social workers, councilors, suicide hotline volunteers, mediators, therapists, friends and loved ones - is TIME these people will not get back given to another person to repair and recover their agency and their ability to make sense and master their future. 

Imagine if we were taxed by our Time and not money, how "equal" things will be, and how much empathy can we have for people in systemic problems and ills of society. If one cannot value time - it's hard to see our effect on the time of others and those around us. My gamer mindset is always trying to see things in a different set of mechanics and systems. I realize some narratives are not appropriate for some games - i don't think it would be appropriate for this kind of meta agency analysis in a Conan game. Its more for CoC or Kult. So I realize the character is sub-optimal for the sample adventures given, especially when Violence is the agreed-upon catharsis of the group.  


Monday, November 22, 2021

Reflection on Arcane and Notes on Storytelling

After getting out the Arcane Haze, how do I make a scene as emotionally involved without violence or a fight? 

scene: 

Kessler Syndrom - a cascading debris field in Low earth Orbit. This can happen when too much material is destroyed and enters LEO. 



the Crew is scrambling to survive this and the cast of heroes are making sacrifices and rolling the dice. 

foreshadowed flaws and complications are payed off in this scene where our PCs are going to decide what they are going to do. 

its where the Saints falter, and the sinners have a change of heart. The thing is when we look at a story board analysis - we decide if this is a story with mary sues or with mortal flawed characters. Here it would be awesome if the GM was a great speaker or narrator, BUT since its just a bunch of friends playing it doesn't require a mat mercer - it just need a bunch of friends telling a great story.  

the sub-scenes play out, PC to PC as they play out each major decision. Each scene setting up the next character and complicates the payout/payoff. GM wise this is really hard in a technical game - because the stakes are tied to an understanding of the world. 

For example the debris field of a gigaton structure can shred and destroy everything in LEO. the audience needs to know the options of escape and what else is at stake - habitats, travellers being caught up, etc... Same goes for a Solar Storm, or Radiation Storm. 

The GM and Players this would be hard - it would be easier in a writing team to iterate given a time budget and storyboard. Although the GM and Players can PRESS PAUSE and ask them how would this look as a Cool scene? Its having to give an answer immediately that makes things not work as well.

Arcane Season 1 (Spoilers)

I really like the detail and animation, I can notice that Jinx nose is painted on the 3d model as compared to Ekko. I wish my set up could play it higher resolutions - some youtube videos are playing it higher than my firefox browser. 

the powder vs ekko scene is strangely my favorite. I know there was more exchanges in the other fights. but watching the Enemy music video where ekko and powder always playing together being very close seems to make it the most emotionally heavy fight. 


I like the formula in the Analysis - setup-pay-off but the pay-off is also another setup by complicating it. You can plot that tension curve as part of an outline and iterate over and over to get the emotional elements right and consistent. 

I like in the last third they were doing more "slow" to emphasize the speeding up (check out the Studio Mihoyo Henkai cinematics  videos youtube: Honkai Impact 3rd Animation - Final Lesson '; you can find a lot of the videos in their channel) 

I found the earlier fights too fast. 

The closest to making something like this at one individual level is storyboarding. The analysis and the planning that goes in the scene typically is broken down backwards with the key emotional notes identified then the GM working back - it can be asking the player what is this character about and whats at stake and the dice outcomes. 




I just remember when I used to story board back when I was an artist. Its here were you make the "every frame a painting" kind of decision. Some scenes don't translate well, some do. The team doesn't have time to go back - because it may need to go back and edit everything. Note this is a Mixed Media 2d + 3d - they cannot redo a shot at a different angle. Continuity means having to reshoot a LOT if an idea doesn't work out. 

Sunday, October 10, 2021

When to Roll for Information and Senses.

 JUST a simple breakdown or decomposition technique in providing information. 

When to Roll for Information and Senses. 

Narratively. Does the story encounter problems if the PCs fail to sense or detect the object, threat, clue? 

If Yes - then provide the information, otherwise, let the dice fall where it does.   

How much Information to Give? Ask “What is the minimum amount of information does the PC’s need to move to the next part of the story?” 

If Too Little - repeat the question and add a little more

If Too much, what is the next challenge the PCs will encounter through their actions (acting on the information). 

----

Since I'm a process writer in our company -  sometimes i find myself Breaking Down Assumptions and in breaking them down get to how Intuition works and see how to Better intuition. 

Its this Intuition where I realize that one I mastered it i start doing multiple steps of it without thinking, but when I perform the steps too quickly I cannot Troubleshoot why it went wrong. Like opening the Computer Logs or Rewatching a CCTV video of an incident I have to play it back slower to understand the disconnect. 

Most GM's I encounter have a Problem when the PCs think to QUICKLY and move on to bounds and other clues. THE GM DOESN'T NEED TO THINK FASTER THAN THE PCS. He just needs to ask the PCs what Kind of problem will they encounter. 

Just ask the PCs "How can this go wrong?" You can say it the most Naive and Humble way, or you can shift your tone to a Knowing Question. Always ask the Players who can this go wrong and this buys the Referee/GM Time to both think and work on the story. 

If the PC cannot imagine where it will go wrong, the Referee can "Scrub the timeline" like in youtube as you fast forward or rewind in the slider and slow down the speed. You don't need to be a genius, you never needed to - Patient yes, Thoughtful yes, and keen listening or motivated to Listen - Yes. 

Like in the Problem Statement where the Solution seems to appear simultaneously or teasingly once uttered - the Next Challenge that will excite the PCs will come from their understanding of the uncertainty and risks of their actions. 

Key Assumptions
  1. Knowing your players, even a clueless GM can use Session 0 as a way to navigate what the players will find interesting and challenging. 
  2. Knowing some basic storytelling techniques - like presenting a problem or identifying uncertainty or assumptions. 
  3. Learning from Experience - if a newb, then make the mistakes you've never made. if experienced then apply ones experience in working with the techniques you know and testing the techniques you believe you need to master for everyone's enjoyment. 
  4. Lets go back to basics, if we didn't master it thoroughly as to be able to do it reliably and automatically then we are taking more risks and uncertainty with techniques that are more complex applications of basic techniques. 

Saturday, September 25, 2021

If I want the hobby to survive past me - making systems easier to learn

 I'm currently working on another book for DTRPG drawing from my Homebrewing. 

simplifying maintenance, repairs, and damage. Making one wholistic mechanic so that you can think of repairs and maintenance as almost interchangeable while - damage as more serious wear and tear. 

 Seeing Technical Debt = Damage. Using thresholds for conditions.  Reducing the Dice rolls and the number of Factors. Applying Bounded Precision (the diminishing returns of modifier and options in a situation)

One of the strange paradoxes of Simplifying a system is that sometimes we elaborate on A system, but make it apply to more areas. So our brain doesn't switch to different modes as much. 

One of the weirdest old-school sacred cows is changing the mechanics per sub-system. from D&D2ER vs D&D3+ the consolidation of the mechanics from the proficiency checks, initiative, attack rolls, saves, to be all very different to d20+modifier vs DC. 

I understand the nostalgia bomb of such mechanics, but when I'm teaching someone new or I want the Hobby to survive PAST me - I'm like WTF is this!!! I want this hobby to survive past me and teaching multiple sum mechanics when mathematically speaking we can create the same statistical odds. 

My son is 10 and I've been trying to get him into TRPGs and I've helped and taught people both in Games and for Work (QA and IT related) its really a tangible barrier for me to teach multiple mechanics.  

i get the nostalgia bomb - I have friends hard-wired for Exalted, I'm hard-wired for GURPS and D&D3E. But I want the Hobby to survive me - so just because its easy for me because i take it forganted back in the 90s there were fewer Competing distractions - this generation has so many other competing distractions that if the System took 5 more minutes to understand I can lose the audience. I have to make every Elevator Pitch intriguing and I'm not Charming or Charismatic or Convincing; I'm a plain geek. 

The system gotta be at least easy to grasp if it cannot be charming. Well at least for those who want mechanical elegance. I know that I'm not the person you go to if you want a really exciting story - I'm the guy that gets involved when there is a problem that people would need another set of eyes or a different point of view. 

 

Monday, September 13, 2021

Less Rolls, Uncertainty for the GM, and more focus on Reading the Players.

if the GM is fast and loose about the success of the players action to action, how can they create challenges or engage the players? I think it's by reading the players and giving them the opportunity to pursue what they want - (note not giving them what they want, give them the opportunity to take the actions toward what they want).  


The gumshoe system is making me rethink success rolls. Particularly if anything moves the story forward. Activity on Node or A Network Schedule Diagram is a visualization of Actions and their relationship. Actions can be the same as story events. 






It basically creates a AON that doesn't have risk where you have to think of any alternative paths. Which is MUCH EASIER on the GM. You end up simplifying it like this. 

RISK points are where the story diverges instead of where STOPS. 



Visualizing the Planning of a Game as a simple chains of actions/events with diverging paths - that these paths need only be engaging to the players (Quality based Approach) - it doesn't have to fulfill any other unnecessary criteria. 

In Gum Shoe - all the data on the Investigation is Present the Players just need to process it. It doesn't have to be limited to Data - all the actions can succeed if the Players can use reasonable or low risk actions - aka Tedious Work - the rolls and risk come in at the decisions Points when the Stakes have Risen. 

The GM allows the Players to take Actions - to move forward. Even if they can succeed in most obstacles they have to choose a PATH, they cannot take All paths simultaneously. This is how to engage the players without having to  worry about the GM side implications if the PCs do not succeed. 

Bounty hunter is a dice lice RPG where players are limited by the number of Actions they can take. 

If you are worried about the Players steamrolling through everything, it's about setting Expectations about the SCALE of the success and the scope of what the game and character can do. Basically, the stealthy rogue will succeed in the stealthy rogue things but will only have a Scale and Stakes as high as their level or established capabilities. Stealthy rogue stealing stuff in a town, vs stealing the Dark lords jewel are different in scale. 

This is meditation and reflection how to more easily run games. Why not succeed. 


Sunday, July 11, 2021

Simple Behavioral Mechanics

 I have a SIMPLE bad mood Mechanic. 

We have personalities that make us have a Bad mood as related to our dislikes. If I like Games and dont get to play them I am in a (various degrees of bad) mood. 

My likes and Dislikes predict what will get me into a BAD mood. 

Every degree of bad mood affects my behavior and decisions. 

There are two common strategies (not the only two) - Process it OR Defer it (aka Distract from it). A common Distraction is something Pleasurable - again this depends on my personality what gives me pleasure as well as other Attention shifting strategies. 

Then there is PROCESSING it and the most common type of processing is Talking about it, then there is talking about it with oneself in writing, and then there is Reflection and meditation. 

Deferring it is FAST and the go-to given most circumstances since we have very Spare or scarce attention. Processing eliminates the Cause and Reshapes the personality but takes the most time and INACCESSIBLE for most people because of a lack of relationships, time, or access to sources. 

Lately, I've made any "Disadvantage" or Trait where the character has to behave in a particular way affect their mood and their mood will distract them and change their behavior. They can be hostile, unfriendly, or distracted and troubled. 

I found it interesting to Role-play because basically, that's how my personality works. 

Stuff that sucks - makes me feel bad. I can either process it or defer it. Most of the time, because of the scarcity of time and knowledge I defer it, most of my personal improvement and change comes from Processing it. 

Its like a story where We confront our behavior and our behavior leads us down interesting stories. Stories about who we are and with the opportunity to process we come out of it differently - grown. 

Not tackled is the vicious cycle when our bad mood leads us dark paths and we let these bad decisions Define us. That tricky thing about permanent and changeable: Are we changeable? Are we permanently this way? Does bad actions make us Bad People? Or can Good people do bad things? 

In the end - Time and Opportunity determine how well we can Process or Defer our Problems. 

I basically threw out the GURPS disadvantage control numbers in the game and said: IF you don't act like your character you feel shitty - and you role play being shitty. 

An honest person not being honest feels shitty, greedy not getting hustling feeling shitty, people who fail their own codes feeling shitty, etc... People are not 100% their trait but they feel bad when they don't live up to it. The Vegan Pacifist will eat some cheese and throw a punch - but will feel BAD when he does.

ROLE PLAY Feeling BAD - that's fucking MIND BLOWING - when have we asked or stepped into someone's bad mood, feeling shitty, loss, confusion, dissonance, etc...

And OMG that's so effective - it makes more sense "We do what we do because we are avoiding feeling shitty" (Oversimplified of course). 

So even the characters where Players intentionally choose "SAFE Disadvantages" they are STATIC - nothing to PUSH no Issues, no ideals, no beliefs, nothing - the character is NOTHING - our problems - the disadvantages or traits that PUSH us to Action are Important. 

These are our FLAWS our FLAWS are us - if a character is Completely STABLE then they are stagnant. They DO NOT ACT! They do not CHANGE! They ATROPHY! they fall into Viscious Cycles!

It makes you realize why in nature there are Humans with Higher Risk Appetites - who like to venture to the Unknown (like my Dad, gamblers, risk takers, Idealists, Scientists, Adventurers etc...). 

Psychological Traits will BORE most people, Combining Psychology, Storytelling, and Engineering is not respectable - especially when one argues that our flaws and irrationality is the seed for a Virtuous Cycle - like the first Life - by random accident of nature and its cycles - some bunch of elements got together and began to replicate itself. Our irrationality - the behavior that is sub-optimal - is life and is us changing and making ourselves and others better off. 

Wednesday, April 21, 2021

Game design elements i like correcting - pointless rolls, lost player turns, penalizing cooperation, robbing success from players


1) do not take any turn away from players, if there are costs then give penalties or costs but never take a turn away from a player. Example - No-Action Conditions in combat or Lost turns in Board Games. My favorite way of correcting it - Make the condition the challenge of the PC, and give them something to roll for. 

2) you succeed you get something, if you can give little wins then GO! never have a roll that has nothing to gain, that's bad design. Example: Task Chain in MGT2, rolling a success of 0 has no benefit in the Task Chain (and Failure has penalties).  

3)  Reward Cooperation, look at the system if it Punishes Cooperation - Example. current Task Chain in MGT2 punishes cooperation. Heck- reward AIDING, if a Player sacrifices their turn to AID, automatic BONUS, no need to roll. TREAT turns like they matter! 

Simple Correction - allow Effect to Transfer to the next character in the task Chain. "Oh no, the players are COOPERATING and maxing out their bonuses" Oh Tragedy. The fucking GM/REf can just give them something HARDER to do. yeah, a group of people OVERCOMING PROBLEMS by working together "That's Broken and OP!"- 

Why do people do drills, work as a team, coordinate, talk out their problems and resolve them - could it BE that working together has BENEFITS!?

4)Effects, degrees of Success and failure matter. I realize its the GMs that learn IMPROV  who know how to make Mixed Blessings/Costly Success/Complications and Escalations - Make something bad or good depending on Context - this is a fucking important life skill - if I know when X becomes terrible or a blessing on context then I have the ability not to get Tricked/Deceived - "Outrages headline, Click Bait, etc..." is defeated by CONTEXT.   

I have a bit of a fever since the Summer here in the Tropics is at 90F and my body is getting shocked at the temperature changes. I wish i can work on my book.  

There was someone at WORK refusing work because "Thats not my Job" what happened because of the pandemic was they had to take Forced leaves because they could not justify their work hours - the department that needed their helped was overturned and have overlaping skills and capabilities. That resulted in Lost workdays during a FUCKING pandemic - WHY: because "Fuck everyone I'm here for myself". That stressed me so much I got a stomach ache and disturbed my sleep for the week. 

When i See bad systems that dont seem to reflect Working together to survive (especially given the pandemic) - Thats red flag in design. 

I'll fix it in my book, that's the thing about being NICHE - a ton of game Designers doing this Part time and Drawing from their life and experience to make a Niche product and Support their patrons. Imagine I BUY a book and I can talk to the Author and give feedback how his stuff can be BETTER! win-win! 

Monday, April 19, 2021

Imagining a Smarter person than me: A Virtualized Model in my head

 TRPGS contributed to making me better imagine and predict what people would do. Simply because we have to think about what we are going to role-play and something believable would be something "We wouldn't do" or actions that reveal our behavior. 

This technique is almost a cornerstone to how I proceed with my limited attention, education, intelligence, and my self-doubt.  I am definitely not the smarter person - but it is enough to imagine someone who acts differently based on different Information than myself. 

The Smarter Person would:

  1. Stronger Logical Rigor than me. Unlike me they would know what argument or logic principle that applies. Unlike me they don't need to check google over and over again what are the terms and principles of the Logic, they would know. And thus they work with a Narrower set of Actions and more Confidence. All I can do is Google and Try to keep up. 
  2. They would know all the Patterns and Anti-PAtterns of Actions, Criteria, and Systems. They would be able to extrapolate the Checklist they will need to organize to Eliminate and Falsify the  Factors and Theory/Hypothesis. I am just a little monkey trying to ape their intelligence - I know what it looks like and have to go in search of something that LOOKS like it. 
  3. They have the Working Memory I dont have, and probably all those who draw from my genetic pool.  If eugenics was ever allowed I'd imagine my family would have been removed from the gene pool with our spectrum of flaws. Its a depressing to not have the working memory of a regular person and have to rely on VISUAL loading - writing all the information down, Drawing them as Diagrams, and using so many techniques just to keep up. When i draw and diagram and take notes I am monkeying poorly what a more intelligent person would do in their head. Knowing I am far inferior but having written it and drawn my solutions and formulas I can have others check my failures and issues. (soo many books and people who believe they are the Genius Savior of the World and people I personally know who believe less intelligent people are not worth saving, I've been only lucky to pretend to have enough intelligence to keep up - only my family's wealth has allowed me to survive when otherwise I would have been eliminated).😰😥
  4. That they have the attention to detail because their intelligence allows them to better Filter out the noise and red herrings. That I can only ruminate and doubt while they have the genius to be certain. They can seem so charismatic by how much attention and thought they can bring to bear and "pretend" to care or play the role the other party wants to see
I have a strong bias and you can say weakness to people as Ignorant as me😅. I want there to be understanding but I know they have to endure the humiliation of being in a world that is very "Intelligence" conscious and working our way to areas far smarter people come to with less effort or loss. I am part of the people who many believe "drag people" down. And my gene pool - and many of us like myself may rely on Ambiguity and luck to come with the ultimate "equalizer" money and power not to be "culled" for mediocrity. 

Survival of the Fittest = Might Makes Right...  and the Weak is to be enslaved. 

I'm just the scared and cautious simpleton who apes the smart person. Games are where I practice pretending to be smart and the illusion is easier to maintain 😅

I think I wrote about this before. Highly aware I'm a broken record. 

Sunday, March 14, 2021

Theory and Practice - the dilemma on Guides

 I hate it how its so Theoretical - having to write a guide - but in my experience PLAYING is the BEST WAY to learn - making mistakes is the best way to learn. There is so much context in a few mistakes - a mistake, when applying the limits of the internal logic - is like so many  Examples.
I know the best example is trying to predict Ideal behavior and counter-intuitive Context that changes the ideal behavior. 

Example: 
  1. When is it BEST to divide your forces? When the adversary concentrates their force - leaving an area of vulnerability. 
  2. When is this False/Wrong (falsifiability has been very helpful technique)- when you cannot coordinate - and dividing further diminishes one's resources that neither force can exploit a vulnerability or escape/delay a concentrated force. 
  3. When is the Above Wrong - when the adversary will behave believing you have sufficient force to delay their concentrated force AND exploit their vulnerability. 
  4. When is the Above wrong... etc 
There are many other ways one rule can have exceptions Depending on the Context, and we only know the context when we are immersed in the practice and fully loaded with all the data of a highly dynamic and changing set of conditions. 

How did I learn this - THEORY gives me the tools to discuss PRACTICE. But because humans have a finite bandwidth to discuss experiences we have no amount of THEORY can replace the information and context dense nature of Practice?

What is Practice? Actual Experience and GAMES are also practice - when it seeks to teach, learn, test, etc... I'm one of the few lucky people who had really Intense Games in a safe and constructive environment that allowed me to make mistakes and fail fast. 

Game in the Brain and Gaming Work is about struggling with this bottleneck - and trying to give the people the ability to create some unique experiences in their gaming that allows them to test theory and make mistakes. 

I'm frustrated when I talk Theory - because from experience I'm really bad at it. If I was a better writer I'd be a different person - but my strength is the precarious balance of Analysis, Practice, Experimentation, and Failing to Communicate - and sadly those who are lucky may glimpse sense in my writings. 

Thursday, March 11, 2021

Got back to Roll20, this is my Review.

Since 2015, what has changed is that I've had more Work Experience in IT, Project Management, and Quality Management. This is how it affects how I game. 

My Bias is that if I find a skill in either TRPGs, Hobbies, or Work and its Better than all the other ways in any discipline I've encountered I apply that skill in all the disciplines. Of course I modify the skill for the Tolerances of the discipline - hobbies have a HIGHER tolerance for failure vs work, personal finances (like applying my project management skills in managing the vendor who will construct our new home is higher than hobbies but less than work). 
  1. 75x75 is the limit if I can make it 25x25 it would be better. 
    1. Depends on how much Tactical DATA and Context to process of the Players. 
    2. How much players are willing to work with Uncertainty
  2. If I want Larger Scale then I need to increase the meters per hex. 
  3. I have to Translate the Actions and movement into new Scale. 
  4. Its just more simple to scale in 3s, x3, x10, scale. 
  5. Its better to have simple colors than to have "realistic" pictures because I want players to know they are walking into Broken Ground because its not Brown or Color Coded. 
  6. Tactical Language or Language of Constraints. this means color coding, legends or references, being able to communicate highly dense information to Players and thus SHORTEN the prep time. 
  7. This will Translate to my Ship Combat Rules as well. 
  8. The GOAL is to systemize encounters (be it ship, social, combat etc...)
    1. easily replicable
    2. GMs can decide what they will keep and their trade offs. 
    3. GMs can easily streamline their prep
This is again drawn from Airsoft and Milsims experience where I play out many of the scenarios as I understand them and Applying Occams razor to the scenarios. 




Monday, March 8, 2021

Earthsea Influence - hopefully make a Magic System

 I can't wait/impatient to work on a magic system after listening to so much Earthsea. 

I'm imagining a simple one where the level of Activity is an account compared to the Endurance Threshold. A very simple work model - similar to HP is a threshold vs Damage. 

The more "Work" I accumulate I compare it against my Endurance, and  it represents how Tired a character is. 

  • For example - the endurance threshold is 14 hours of Light Activity.
  • Moderate Acvitivy = Medium Load = x2 Light Activity of Work. 
  • Strenous Activity = Heavy load = x3 Light Actvity of Work. 
  • exceeding the threshold calls for Rolls which may result in Damage, and damage results in penalties. 

As for the Magic - A basic Concep-Affinity System. the Feat of magic has a Cost and margin of success and failure determine both Costs and Consequence/Outcome. With thresholds where various damage and magical tradeoffs occur. 

The thing about ANY magic system is that GMs cannot just RUN it without knowing. They are always inherently going to be about more intense and condensed rules. The few things one can do to make magic easier is to use existing mechanics - like Fatigue, concentration, skill checks, damage, conditions, etc... 

the only way it becomes easier to learn a magic system if it BUILDS over existing rules and uses existing rules in special cases. 

When I think of this kind of design I keep thinking of Global Maxima vs Local Optima. we tend to go back to Fundamentals over and over again and happen to learn ways to SCALE-UP fundamentals instead of creating new Global Maximums. 

https://www.youtube.com/watch?v=M4jwmAB3wpM 

Local Maximums


TRPGs dont benefit from a lot of AGILE or Incremental Improvements or Total Quality Management type of Engineering. People will argue "its an Art" - but like Wintergatan who seeks to improve his craft and I myself coming from an Art Degree - if we stick to it being an ART then we cannot improve - we will be always limited by "Talent" as a bottleneck and limiter. 

For those of us not born with Talent - Engineering - the application of Science is our edge. The great thing about Engineering is that those who dont have talent can participate in it in some degree. Science is not supposed to have Gate-Keepers, so are TRPGs (better the more accessible it is). 

One of my Problems is many Magic Systems is they Don't build on Foundations of Fundamentals. the introduction of NEW exceptions should be very limited as the magic effect scales up. 

One of my design philosophies is USE EXISTING KNOWLEDGE - the use of many real world heuristics in my TRPGs instead of specialized or EXCEPTION mechanics. 


Sunday, March 7, 2021

Load Outs Rabbit Hole. How games taught me to be good at lists.

I've made a couple of spreadsheets to automate load outs, as well as long series of load-outs, as well as planned my loadout for trips abroad, airsoft, family outing very systematically over time and I know from experience - no one likes to do this, while its necessary for some, its not necessary for most. 

I realize this skill of getting materials all organized and planned is part of PMBOK, manufacturing and construction. As I help prepare the Bill of Materials and Quantities systems - this is all about Load outs. 

Since I'm part of the QA and I do the summary analysis of our Non-Conforming Outputs - many of our issues are "lacking materials" tools, missing parts, furniture, and works. 

Project Management Lists for Dummies, The Checklist Manifesto, etc... come to mind. 

The strange part of language where Schedule means Lists or Table of Data (Schedule of Parts), 表格 biaoge or Form or Table, or Schedule or Template. 买单 buying list means receipt AND menu of options.排队,安排,整理,经理,etc... words to mean Order or Arrange slowly drifting to mean Schedules, Tables, Lists, and grids drifting to mean Manager, Director, Controller, etc... 

It's so weird and I find myself so weird in how these all are interconnected in such a weird way. 

Mentally I visualize it a Bullets and parent and child trees, Pivot Tables (shifting tables of relationships), Arrays, Flow charts, mind maps, and how I need to switch Visualization of how I want to see the data - the categories, relationships, and interconnections. 

https://docs.google.com/document/d/1X0Rg-BslqXSCBbMYa6X4e1FygtzCy7Sq1eKJa5FnZ1g/edit   

Monday, February 22, 2021

Superiority - Open Mechanic

In a resource Superiority contest (Time, Manpower, Material, Attention, etc...) - Organization skills like Admin or Profession (appropriate to a specific trade) determines How much Attention one can allocate. Attention is how much resources can be efficiently employed, beyond the attention is deployed poorly or with greater risk of ineffective. 

I noticed that We Split the Party against a Superior Foe in hopes to cause the Superior foe to SPLIT its attention. It only works if there is a TIME constraint and the superior foe has to Parallel its Tasks in PMBOK -Schedule Compression - it doesn't work if the Foe can Take its Time. 

When the Superior Adversary has to sacrifice attention - then more empowered and High Agency individuals stand a chance. It's like the Attention Economy. 

In ANY superiority contest - CONDITIONS AND TERRAIN - are another overlaying Factor of success. When resources are scarce - exploiting Conditions (Information, Difficulty and Easy of Movement and Visibility, Threat, etc...)  is where an Inferior force can win. 

The thing about it Chance plays a BIG part in all of this. Its like each side has a only marginal chance to win or lose - like 55% or 45% and if Time is a constraint they have to take that chance.  


Skills that are about Organization and Control determine how much resource there is Available per UNIT OF ATTENTION/AGENCY. 

In Asymmetric Warfare or Contests (if not about violence but Market or Social Contests).  Attention and Time are HARD CONSTRAINTS that GMS have to plan for, and Players have to monitor to Change their Strategy. 

As I slowly move towards HARD SCI-FI - I find myself thinking of Project management as a Way to be Engaging with the Players. I Fantasize talking about Project Scope, Accidents, problems that are Encountered, and Players applying their General Intelligence and Diligence in Approaching and Tacking this - like Novels of Seveneves, Delta-V, the Martian, etc... 

I know that Violence is one of the main sources of Agency in TRPGs because of the UNIVERSALITY of survival but I think one day GMS will be equipped in framing adventures as Win-Win and not Zero-Sum. I hope to contribute to that. 

Sunday, February 21, 2021

Visualizing Administration - as fluid mechanics

 Anyone here finds Precedence Diagramming Technique / Sequencing Actions /Critical Chain/Path or Workflow/Resource Optimization /Resource Leveling helpful in narrating how A PC aids another PC given the limits of their skills and resources? 

Basically, you can Imagine the Task - inputs, discrete activities, and outputs and know what tasks can be "parallel". 

Imagine Actions and Resources as a Fluid that moves along the terrain and constraints. Without having to go into the grit of this - you can just use your inherent imagination.

One of my problems now is Action Economic Implications in SCIFI, particularly traveler, If you have players who like expressing their skills creatively and allow them to let it bleed into the Game - the scifi elements of Traveller (or GURPS) can lead to some complexity. 

With Robots, Autonomous Programs (like INTELLECT and AGENT), cheap electronics, Expert Programs, someone with Electronics and Admin can use their 1-week Jumps to prepare some very useful protocols.... and that's pretty much what professionals do on their "downtime" - make tools to make the job easier.  

This can be the same for spells that achieve the same autonomy - and aid in work. 

Admin -  is not limited to lists, with TL8+ software - Modeling, Wargaming, (Statistical) Simulations, as well as Probabilistic Models - and stuff I've mentioned before - Critical path/Chain - Taking the Complex and sorting it to Human Comprehendable visuals. 

Abstracting it for game mechanics - I tend to use a Homebrew mechanic called Resource Arbitrage/Difference - Basically ratio of resource (Time, Manpower, Materials) vs another Party's time, manpower, and materials. The Degree of Difference modifies the Difficulty and roll. Someone with more Resources just has a better chance - but not an absolute certainty on some things. 

I tend to see it in anything - 2 vs 1, someone who Aids another, Suppression Fire and Flanking, its all having more resources against another party with less. Sometimes the resource is attention. Like splitting up against a larger Foe with centralized leadership - I'm trying to divide my enemy's Leadership Attention, by sacrificing the opportunity to consolidate my resource and scale and creating more independent challenges. When one Subdivides attention of their adversary - there is a chance of a mismatched encounter. 


Monday, February 15, 2021

Initiative is not Sequence in Time, but Influence in Chaos.

What if Initiative is not Speed. If everything is happening "simultaneously" then Initiative is the action that has the strongest influence (among many influencing factors, it just happens to be the largest influence see plurality). 

The Guy who acts first in the order of initiative Influences everyone's actions and options. 

If I try to make it an element of Sequence - it contradicts simultaneity - the initiative is the Actor and the Actions that shape the initial conditions. 

Everything is happening Simultaneously - but Some Actions influence Others more. 


 


What happens is that that as the Player Converts/Transform the Conditions into his Actions the GM determines the Difficulty and Modifiers for the Roll, and then considers the effects. 



Sunday, February 14, 2021

Traveller Auto Fire Rules and AnyDice Tutorial Studies

I've been bothered by some Traveller Dice statistics/probabilities. Particularly Dice statistics of Autofire Rules.
I found a great Tutorial on Anydice by just googling. 

Look at the Left at the Target Number and the % to make that roll.You will notice after the FIRST extra attack roll 41% chance to hit jumps to 66%!Then it slowly climbs up to 88%,A TN 12 with 1 attack was 2.7% and now 10.66%

X: 2d6

output X named "this is a [X]"

output [highest 1 of 2dX] named "Autofire 2"

output [highest 1 of 3dX] named "Autofire 3"

output [highest 1 of 4dX] named "Autofire 4"

https://anydice.com/program/20775 






Sunday, January 17, 2021

What will it look like? Future or games as we have better Tools and Access.

 As we increase in understanding and have that understanding accessible - thanks to games like kerbal and world building and history modeling tools - What does fiction and story telling look like? What do games look like when people capitalize this knowledge? 


Authors develop a way to visualize the world in their storytelling, GMs and its audience now have a better model of something complex. Many Authors create many competing concepts and Tribes of models compete which is best - the tribe that can communicate the best is the most popular - even if its not the most accurate. ACCESSIBILITY is what determines if its popular. 


Material - Shows, Games, and other Books that are inspired by this Imperfectly communicate these concepts. These concepts Compete with older and established concepts that have so much Inertia to be changed. 


Finishing Edith Hamilton's MYthology and Comparing them to my Author notes of Keneth Hite, Stephen King, etc...  What changes is our ability to Manage the Attention of the Audience - to tell a story focusing on REVENGE, relationships, conflicts, virtues etc... 


Future fiction (scifi, historical, and fantasy) will have DATA that probably Exists now - told in stories that few can tell a layman audience. 


You learn HEMA and now the Biomechanics of a Fight but the Italian terms for Various Biomechanic Forms and movements will be lost on the Audience, you draw from Physical Therapy and Generic Exercise forms. 


You learn Logistics and Mechanics of the Roman, Indus, Greek (through Alexander and Xenophon), and Chinese Warfare and extrapolate the warfare of Assyrians, Medes, Achaemenids, Ur, Babylonians, Akkadian etc..  


You learn marvelous concepts - but they are all useless if you cannot Engage your audience and give them the tools to understand the logic and APPLY it. 


As an Author or GM you learn to apply the logic - by letting your players predict and see if their predictions are correct. An author does this with repeated Hooks and Conflict/Tension throughout the story (mini-games) to see if the Audience can almost predict the course of the story. The GM is easier, allowing the PCs to apply and test their abilities and understanding of the system. 


What it will look like 5 to 10 years from now will be very different. What it will look like 3-4 months from now as GM and Author world builds in a Budget of time will add only so much as not to alienate the audience with something so different. Something very different and profound happens when we accommodate more people to be able to enjoy the work. 




Friday, January 8, 2021

GMing and Writing - Identify Stakeholder and Collect Requirements

 Everyday I review my PMBOK with ANKI. 

I realize that 

  1. Players are the Stakeholders - End Users of the TRPG. 
  2. Applying PMBOK - thus we identify the players and what makes them Enjoy the game. 
  3. What makes them enjoy the Game are the Requirements. 
  4. Don't forget the GM. he's also a Stakeholder and should also enjoy the Game. 
  5. Lets simplify things: The GM can only juggle so many strategies to make the players enjoy the game. Let's Say 2-3 strategies. We want to limit the strategies because the GM's job is a lot. 
  6. of the 2-3 strategies you have to: Categorize them, and you have to ALIGN them with the Stakeholders. 
    1. CATEGORIZE STRATEGIES
      1. Let's try ACTION Combat. let's say this is narrative pacing where the Players and the GM improvise. There is the Hook and an Immediate Feedback/ACtion from the Player, then the GM feedback/Escalates. I would recommend WORKING with your storytelling metrics - how much bandwidth does the GM have to plan out and "ANIMATE" the scenario. the GM's ability to ANIMATE scenario - his improvisation, his knowledge of scenarios, his ability to ESCALATE and DE-ESCALATE, his ability to create Conflict or Tension and to be able to release this tension (Catharsis). 
        1. Whats special about ACTION storytelling is the ABILITY of the player to ACT. You don't have to think - emotion and its catharsis. "he attacks, you hit him back." EMOTION + CATHARSIS. Throw consistency out the window until you get a hang of what presses your player's buttons. 
        2. Not limited to Combat - it can be SOCIAL, Technical, etc... if the PLAYER can respond instantly with an action that makes them feel catharsis then its working. 
      2. Lets say PUZZLES. Let's say this is narrative pacing where the Players can Look at DATA and process it. they have the Opportunity to Look for an Angle. The ability of the PLAYERS to apply their PERSONAL skills and intelligence on a problem. 
        This also includes TALKING points and Interactions. 
        1. It can be planning the Ship Rout in Traveller, SHOPPING, preparing for an Encounter, social puzzles/mysteries, etc... 
        2. Give the Player DATA that his strengths will complement. Like ACTION but a slower burn.  
      3. Role-Playing - Interacting with REALITY and being SOMEONE else. reinforcing the WORLD and reality the PCs exist in for the Player's immersion. 
    2. ALIGN.
      1. WHO enjoys what. Lets try a SURVEY using https://en.wikipedia.org/wiki/Ranked_voting Players All give RANKING to the various things the GM can offer: Puzzles, Role-playing,  (after learning about RANKED voting - and how it works I LIKE it for most DEMOCRATIC decision making)
      2. NEGOTIATE, CHANGE/MODIFY, and ADAPT. Interview and feedback with the players - negotiate what they ENJOY and how they expect to use their time. 
  7. Prepare and Plan Accordingly. MINIMUM VIABLE PRODUCT. have X scenarios that are employed with the Strategies. At my 40s I can run probably 2-3 hours. I'm exhausted and dizzy after that.