you are 16. you are talking with a gay man in his 50s or 60s, a friend, huge and gentle with a scarf and short fluffy curls of gray hair, who has directed you in two plays staged in your mid-size artsy town. (he has not yet asked you to be in his production of The Laramie Project which will change your life. this conversation will also change your life.)
he is talking about theatre. he is talking about theatre when he was younger. he says, "of course, it was AIDS then." in the pause, you ask him. clumsy and quiet and 16 and "straight," you ask him. what was it like.
he takes a moment in which his face is not like a person's face. "there was a time," he says, "i'm not sure how long, years. when i went to a funeral every weekend." he tells you about two funerals in a day, and choosing between friends when you couldn't make it to both. he does not look at you, he looks at them. his wet grey gaze is so clear that you start to see ghosts. it will be years before you understand why it feels like your grief too. why the ghosts call you family.
when i wrote this post, i didn't expect very many people to read it. i figured it wasn't the kind of thing people liked to read and reblog, but it was late at night, and i was remembering this person, and i was crying, and i had to write it out. so i did.
to this day no other post gets sent to me so often by friends who have encountered it as a repost on some other site. the idea that more than one hundred thousand people have read these words, and know this story now, and maybe feel as i did, is tremendously humbling and unbearably beautiful to me. even by accident, even just passing on a story that is not my own, i often think that it is the best thing i have ever done.
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Its obvious to me when people who post about canaries in mines have never met a canary. Like yeah the miners had a special device to revive the canary because canaries are one of the most adorable creatures on the planet and they make adorable little chirping sounds and honestly probably loved the sounds of machinery and people talking so it was probably loud and friendly with the workers. Whatever though maybe meet a canary sometime and youd understand
If you see this animal every day at work, and it sings to you during your hardest bouts of labor, you will be distraught if it dies. Even if you know this creature is meant to die in lieu of you, you still hear it when the labor is at its hardest and your muscles are struggling against the weight of your work. It is so small, smaller than your soot-stained hands and louder than the death that follows you. You dont want it to die. The same as a woman does not want her candle to run out ; she knows that is the point, its flame is meant to burn the wick and melt the wax ; but she is not indifferent to its wasting away. She may even save her favorite candle as not to burn it too quickly. Now imagine you are that woman, and there is a way to rebuild your favorite candle that you love the smell of and the way it flickers. Would she rather throw her candle out? Or would she rebuild it? That is a canary to these miners. Would you allow an animal to just die when it has been singing for you? It reminds you that it is alive, and you are too. Its stop of song signifies the lethal danger you are in. Why abandon it? Is the miners' love for a little bird really that surprising?
fun fact: these are actual vocal warm ups he would do, and used this as a way to interact with the audience while being able to stretch while performing .
also he was a witch and he used it as a spell like look at that power
This performance at Live Aid literally was unlike anything anyone had seen. No one, and I mean, NO ONE has ever owned a crowd like this.
Other performers have literally said since, “Freddy basically changed live performance forever and left us NOTHING.” (affectionate)
I am convinced he was blessed by the gods. He was a fucking herald for said gods or something. Hell, there’s that vid of the Green Day fans waiting for the concert to begin and fucking singing in perfect fucking harmony to Bohemian Rhapsody! Freddy isn’t even alive and he still fucking commands a crowd!
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One of the weird things about Italian is that they got rid of their T-V distinction at around the same time many other Romance languages were adopting it, to shift to an even more polite form they had developed where you address people using lei, which is normally a third-person pronoun that means "she"
which is already very, you know, ???, but TIL that although this has been widespread in much of Italy for literal centuries, Mussolini banned it because he thought it was lame, and he made everybody go back to using voi as the polite form. So there's just, like, 20 years of Italian history where everybody switched back to using voi for this and then after the Fascists were out of power they just stopped again. This is amazingly stupid, but I kind of love it; I think that every time the government changes they should mess with basic language features a little bit.
That's incredibly interesting about Mussolini! I studied Italian thoroughly, learned to speak it, lived in Italy for several years, and somehow never know this historilinguistic fact!
It's worth noting that adopting the third-person feminine pronoun lei to be used for polite "you" seems to mirror German's use of sie (but capitalized) for the same purpose. I don't recall the origin of this merging of pronouns in German, though.
As I understand it, the use of lei "she" as a second person pronoun comes from the habit of aristocrats to refer to each other as vostra Grazia "your grace", vostra Signoria "your lordship", and so on. As it happens, all these words pertaining to abstractions are grammatically feminine in Italian, so they all got shortened as "she". (I assume something similar is behind sie?)
Mussolini banned it because he though it was due to foreign influence, specifically Spanish usted, and one of his many bad ideas was a campaign to purge the Italian language of anything too foreign. Sometimes it stuck: chaffeur and coiffeur were successfully replaced by autista and parrucchiere. Sometimes it failed, like the attempt to replace cocktail with codadigallo "tail-of-rooster".
Regarding the double use of voi and lei, there is a very interesting scene in the historical novel The Betrothed (written in the 19th century, and set in the 17th). A righteous but hot-tempered friar is visiting an arrogant aristocrat who is bothering a peasant girl to tell him to knock it off. At first, they both address each other as a respectful lei: a commoner speaking to a nobleman, and a layman speaking to a churchman. But when the aristocrat is too much of an asshole, the friar loses his temper and calls him voi -- still formal, but not deferential anymore. The aristocrat, being a dick, drops to tu. I wonder how this works in an English translation.
(Fun fact: as part of his anti-basically-everything campaign, Mussolini also tried to ban the comics of Mickey Mouse and Donald Duck, but gave up because his own kids like them too much. He tried replacing them with a pro-fascist Mickey knockoff, which nobody liked. However, the names "Mickey Mouse" and "Donal Duck" were successfully replaced by Topolino and Paperino, literally translating to "Mousey" and "Ducky", which sounds incredibly lame, but this how these characters are still known in Italy to this day. The magazine Topolino has been unfailingly running an issue every week since 1947.)
Fun fact: German also used to use "Ihr" as a polite form of address (normally plural 2nd person, same as English "you").
Most sources I've seen trace "Sie" to the third person plural, not the feminine singular. Although the two were already almost identical in MHG, when the T-V distinction began to develop in German.
For adults, the appeal is Sir Patrick Stewart doing a kid’s educational bit in full Shakespearean dress and style; there’s a delightful cognitive dissonance between the very serious presentation and the very simple content.
For very small children, it’s educational: this is the letter “B”; here’s how it’s shaped; here’s some words you know that start with it. Oh, and here’s a word you may not be familiar with that starts with it, so you can recognize that it’s the sound that matters, and not whatever other connection you made between the other two words.
For older kids: you’ve probably heard that “to be or not to be?” speech, or at least part of it, so you can enjoy some of the parody the adults are watching. Also, here’s how to describe how a letter is made - how to teach young siblings who don’t read yet, how to explain both the shape and the sound.
For kids with dyslexia: here’s how you differentiate a “B” from a P or D or E. You may have to go slowly and look carefully at the exact shapes that make up the whole, but there are differences and you can learn to recognize them.
For teens or young college students: In addition to whichever parts of those are relevant to you, here’s what Shakespearean acting sounds like. Here’s how to enunciate clearly and slowly, so your audience can understand terms they may not recognize and still follow the gist of what you’re saying. If you’re reading Shakespeare in school, try sounding it out like this and see if that helps it make sense.
For new RenFaire workers: Here’s how to pronounce “zounds.”
theres something about being disabled and needing to sit down constantly in public spaces that makes you notice how often benches are put up as tributes and memorials. and before i hit an age where i really started to need them as frequently i think i never fully understood the sentiment but now its become very endearing to me. a bit of relief and care for you in the name of someone who offered us the same… i dont think i had a point with this post but i hope everyone thats been memorialized as such knows how loved they were to become synonymous with respite even to total strangers
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If any of y'all had tips for aspiring TTRPG creators, what would they be? I'm hosting a "How to Make your own TTRPG" panel at a con this weekend, and anything to show folks from a fellow indie studio would be great!
Yeah a bunch. Each one of these could basically be its own post, but here are the condensed versions.
Social Media
You need social media. No one will ever hear of your game without a strong social media presence. And as much as it sucks, your best bet is probably tumblr. It’s the only populated social media site that allows your posts to be widely circulated without you having to pay, and also long form enough to actually include information. I dedicate one day a week entirely to social media and that’s just about the only reason we make any money at all.
Also, when using tumblr, the first five tags you put on a post are the most important, those are the tags that make it show up on people’s dashboards. The first twenty tags are the ones that make it show up in search results. Don’t put the name of your game in the first five tags generally, because if no one has heard of it yet, no one is following those tags.
Don’t Paywall Your Game
You deserve to be paid for your work if you indeed did any work at all (we’ll get to that), but that just isn’t the world we live in. Unless you have an advertising budget to essentially trick people into buying a game that might end up being crap, you need something to prove that your game is worth spending money on. Without an advertising budget, that proof has to be your game. Setting your game to pay-what-you-want, or providing “community copies,” lets people try your game before they buy. Plenty of people will buy up-front when given the option, and others who can’t afford it at that moment will download it for free then come back and pay later. Some people will never pay, but what that means for you is that they either never experience your game, or they pirate it. People experiencing your game, showing it to their friends, and talking about it is one of the most valuable pieces of advertisement you can ever have. It will ultimately lead to more people who are willing and able to pay learning about your game.
Start Small but Not Too Small
Do not make a one-page game for your first game. Do not be like us and make a 700-page game for your first game. Try to aim for something between 20 and 200 pages, especially if you’re one person or a small team.
Play and Read a lot of RPGs or Your Game Will Suck
Would you watch a movie by a director who had only ever watched one movie? Would you read a book by an author who had only ever read one book? Hell no, those would suck.
Read many rpg rulebooks, from many different genres and decades, play as many of them as you can (by the rules) to understand how the rules work and why they’re there. This will give you the creative tools you need to make something that isn’t just a weaker version of the last RPG you played. No, listening to "actual plays" does not count.
Most actual plays stray significantly from presenting a regular gameplay experience in favor of an experience that is entertaining for an audience. If you want to learn martial arts, you should be watching martial arts tournaments, not WWE.
If you want an actual play podcast that has my “actually mostly presents a real gameplay experience” approval, try Tiny Table.
If you say you don’t have time to read rulebooks, then you don’t have time to design a good game. Studying is part of the process of creating. If you don't, you won't even know about gleeblor.
This will let you know whether your "innovation" is more like "Cars don't need to run on gasoline!" or "Cars don't need crumple zones and airbags!"
The Rules Matter, So Design with Intent
The rules matter the rules fucking matter holy shit what you actually write down on the page matters I can’t believe this is actually the seemingly most needed piece of advice on this list. The. rules. matter.
Design your game to be played in the way you designed it. The rules affect the tone and genre of your game, they affect the type of people PCs can be and the kind of stories that will result from gameplay. Bonuses encourage PC behaviors, penalties discourage PC behaviors.
Do not fall for the trap of “oh well people will just play it their own way based on vibes anyway so it doesn’t matter what I write the rules to be.” Write that you wrote this game to be played by the rules and that significant changes to the rules mean that players are no-longer playing the game you made. Write like you deserve for your art to be acknowledged by its audience. If you don’t, then there is no point in anyone playing the game you made, because if the person who wrote it doesn’t even care what the rules say, why should anyone? The people whose “playing” of TTRPGs consists of never opening the rulebook and improving based on “vibes” will still do that no matter what, but the people who would have actually tried to engage with your game will find that it sucks if you don’t even care what the rules are yourself.
Playtest
You need to playtest your game if you want it to work as intended. You need multiple sets of eyes on it. If you don’t have the opportunity personally to do so, just release your game anyway with the acknowledgement that it’s unfinished. Call it an alpha or a beta version, and ask for people that do play it to give feedback, then update and fix the game based on that feedback.
Ignore Feedback
Most people do not have any game design credibility, perhaps least of all TTRPG players. You do not, in fact, have to listen to everything people say about your game. Once you ask for feedback, people will come to you with the most deranged, asinine, bad-faith “feedback” you can imagine, and then get really mad at you when you don’t fall to your knees and kiss their feet about it. You do not need to take this feedback at face value, instead you need to learn to read between the lines and find out which parts of the rules text are being misinterpreted by players, and which incorrect assumptions players are making about your game. Then, you update and improve the game by clearing those up. Only like 30% of “feedback” you receive will actually be a directly helpful suggestion in its own right at face value.
You can’t please everyone, and shouldn’t, so appeal to the people who actually like your game for being what it is, not the people who don’t.
Read Eureka: Investigative Urban Fantasy
A TTRPG for deep character roleplay, realistic combat, player deduction, and secret monster antics!
Yeah this one sounds self-serving but hear me out. Eureka: Investigative Urban Fantasy is as much a treatise on TTRPG game design as it is a game itself. When it presents mechanics and rules, it tells you what they are, why they are, how they are, and what you’re intended to do with them. This makes it an excellent example to read for anyone wanting to get serious about game design and learn how TTRPGs tick under the hood, and an excellent example of a TTRPG that expects players to play it the way it was written to be played, and why that is a good thing. Also you can download it for free.
Thanks for the response and the immense level of detail! It isn't easy to design games in the first place, let alone release them. Seeing y'all's advice is great, and it also points to a few points I myself overlooked and am 100% going to have to include in the panel.
Social Media
Social Media, as much as it sometimes can be difficult, is indeed one of the best ways to get a game out there. I think going in depth onit is also enough of something for its own hour panel, but not including it would really be an oversight on my part for those who want to sell what they make, or have others see it.
Paywalling and Cost of Games
The insight on not paywalling is something I already included too, but I just want to double down on what you said here. Indie TTRPGs don't really have the luxury of being high cost most of the time, and certainly don't have the luxury of being required payment to have. At least digitally. IF indie TTRPGs are going to expand, they need to be accessible in cost and trust folks to pay if they can when they can.
Starting small and the size of games
While the smallest section, I am also happy you included actual figures on size. It's hard to tell people "make something small" because I often see the response to that being a one page ttrpg. Which themselves are effectively Game Design Challenges. They are NOT easy, and require lots of work to still communicate ideas well (which even then, rely on assumptions).
Many new ttrpg designers (myself included, unfortunately) want to make our Big Thing, and that isn't usually feasible. While I am all for Make It If You Must, you should still TRY to make something smaller if you can.
Designing with Intent/Play and Read TTRPGs (and not just copying or spiting media)
A lot of my panel is going to be "Do what I say, not what I did" and this one is... very true. Painfully true, really. To add though, I want to point out that rules matter, and that means every rule added should be in service of a main design goal or mantra. From the small addendums to the massive backbones of the system like what dice should be used.
For Shattered Neon, the big gripe I'm going to be discussing and my cardinal mistake was this. I'd say about 70% of Shattered Neon is built for the purpose of making a tactical cyberpunk-fantasy TTRPG. The other 30% has been there... well, largely because of my initial goal of "Make Shadowrun, but actually playable and fun to learn". That could be a goal, but in reality it is simply a comparison. It also showcases how, while I like the genre and had a lot of movies and shows at my back, I didn't read enough TTRPGs early on in the genre to really make educated choices.
Something more obtainable that would make a good end result would be something like "Make a horror ttrpg that explains the trans experience in governmental work" (my next project) or "Make a party game about a solarpunk library after the bombs fell" or whatever. The big point however is none of those are tied to one system or inspirational media. They have legs to stand on and whole genres to pull from. They also have clear and executable "fantasies" to create. But that is a whole other addendum.
Playtesting and Feedback
Feedback is important, playtesting is important. That much is obvious and I already included it (as well as the many ways to playtest things and get playtesters) but I hadn't thought of making the point you made. Feedback isn't always useful, and it isn't always something that should be listened to. Don't just kowtow to playtesters and fans. Look into what you can use for your art first and foremost.
(also I just realized I responded on the studio page and asked on the personal. Woops! Oh well.)
Per Shattered Neon, I don’t actually think that’s a bad idea and that isn't really what I was condemning.
I think there’s actually plenty of older TTRPGs that would benefit from a “remake” that provides very similar gameplay but with the benefit of several more decades of experimentation and knowledge of TTRPG game design (and a fucking editor).
What I’m saying is that it isn’t folly to want to make a better version of Shadowrun - Eureka: Investigative Urban Fantasy started as an attempt to make a better version of Call of Cthulhu and Gumshoe - what I’m saying is that if you try to make a better version of Shadowrun (or try to make anything at all), but you’ve only played Shadowrun, all you will be able to make is a worse Shadowrun.
To make a better Shadowrun, it you have to understand where Shadowrun succeeds and fails in comparison to other games and what those other games are doing differently and why.
Grandma and Grandpa had a shotgun wedding when Grandma was 19. Grandpa went off to Vietnam which left her, a severely mentally young mother, alone. Never heard a complaint about her side piece Jeff. He seemed to make her happy and for that I salute him.
I’ve been collecting the best Jorts tweets and waiting until the moment he showed up on my dash to post them. So here you are, the curated best of the past, oh, day or so:
An update for those not following Jorts’ twitter account, starting with a transcription of the Wellerman cover:
Link to the lovely video
There once was a ship that put to sea
The name of the ship was the Jorts and Jean
The ship she rolled and her closet doors closed
Oh no, where’s Jorts? Oh no!
Soon may the smarter cat come
To save poor Jorts so orange and dumb
One day when the butterin’s done
We’ll take our leave and go
When Pam came on, she had a plan
To teach our Jorts about garbage cans
Pam meant well but her plans fell flat
When HR said, “don’t butter the cat”
Soon may the smarter cat come
To save poor Jorts so orange and dumb
One day when the butterin’s done
We’ll take our leave and go
Now Jean the smart cat comes
She saves poor Jorts so orange and dumb
Now that the butterin’s done
We’ll take our leave and go
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