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@stirringsagacity

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Awesome
When I was first getting into game design, it was peak Forge era and Ron Edwards' GNS theory was king. Most folks I knew used it as a triple-axis map of a ruleset or player's priorities rather than a fixed set of three possible game types.
Obviously that schema fell out of favour, but the recent return to challenge game/story game categorisation makes me wonder why a binary slider is a more useful tool of analysis than a trinary spectrum like RBG/HSL for colors.
Since you're the closest thing to my dash's resident RPG philosopher, would you mind weighing in? I'd be interested to hear your thoughts.
Please & thank you :)
I don't think challenge/story game is necessarily a useful binary either because even most "story" games will end up engaging primarily with the language of challenge (due to the outsized influence of D&D, a game primarily concerned with challenge) even though they don't realize it. This is something I have touched upon multiple times in the past: most PbtA games tend to cast the player characters as a Group of Heroes whose aim is to Overcome Adversity even though that type of framing is nowhere in the text of Apocalypse World and in fact Apocalypse World is not a good game at all for adventure gaming. A lot of people who think they are making "story-focused" games, whatever that means, still end up making various iterations of D&D.
Like, I don't think we should think about games through a binary slider of story vs. challenge and if that's the impression you've gotten then that might be due to lack of clarity on my part. When I speak of challenge games I primarily speak of a mode of play that largely concerns itself with players putting their characters in adversity and seeking to overcome that adversity, often via knowing how to manipulate the rules and developing system mastery. It's not necessarily indicative of design philosophy.
Like, for example: Daggerheart is, at the end of the day, a challenge game. It might also be a "story" game. Whatever, but it's undoubtedly still very much a challenge or adventure game. The point isn't to create a false binary of story vs. challenge, but to illustrate a blind spot most TTRPG designers have: that TTRPGs tend to be largely about overcoming challenge even when designers think they are bucking the trend.
And there's nothing wrong with games about challenge and I am their fiercest defender! But the reason I draw attention to this is that a different way is possible and many people often end up just making D&Ds (which isn't bad: but the issue is that they end up making D&Ds when they think they're making an anti-D&D).
ohhh that's a really cool point about primordial mechanical assumptions. Without wanting to sound like an MFA, how do you produce story without external challenges for characters to overcome? Or would you define a more story-focussed game as being one where the players get in their own way on purpose?
So, I would class Apocalypse World and Monsterhearts as games that very much work, as written, without external challenges, because these games don't assume cooperation on the player characters' part and in fact do heavily incentivize characters acting at cross purposes to each other. Something like Fiasco is an even more pronounced example because the game doesn't use traditional fortune mechanics to determine success and failure and is, in fact, very much about "playing to lose."
A challenge game is basically a structure built around one player presenting the rest of the group a situation or obstacle course that their characters need to overcome and often relies on an implicit or explicit agreement that the player characters form a coherent unit. Once you remove the idea of a coherent player character unit gameplay often becomes less of an obstacle course and more like a free-for-all.
I don't think there's a binary between challenge game and free-for-all either though. Eureka is very much a challenge game that doesn't always have coherent units and often has PCs working independently and even against each other, and of course it does produce a story but as you and I have constantly said, challenge games do always incidentally produce stories.
I would usually define "story games" as games which are primarily concerned with "collaborative storytelling" and (ideally) give players a lot of narrative control over events in the story like things happening to their characters not just their characters actions. but its like you said, most people who set out to make those "story games" end up building them mostly out of the building blocks of challenge games because they dont know any better, and many people try to play challenge games as if they are story games because they don't know any better.
Oh also when i say " (ideally) give a players a lot of narrative control over events in the story like things happening to their characters not just the characters' actions" i do not mean playing D&D but the GM ignores the rules when the rules go against the story the group wants to tell, i mean the rules of the game actually outline and support this. VtM is still an extremely traditional challenge game even though the rulebook says "the GM should just ignore the rules to tell a good story."
yeah, generally, it's best to regard any and all possible binaries within TTRPG design as illusory at best and hallucinatory more often than not. any two axes you try and draw to divide games will more likely than not not only have games in all four quadrants, but will likely have more games than you realize straddling those axes. and that's assuming you're even evaluating the games themselves, and not simply how people will try and treat them.
The Trump administration is cynically exploiting calls for stricter AI regulation to pass broad censorship measures at the federal level.
So, in terrible news, Trump's trying to pull some strings to pass this massive internet censorship bill, featuring all the kinds of internet censorship we're terrified of, including mandatory ID for accessing basically any website, specifically to crush state regulation of AI, because apparently this man will always see the moral bottom of the barrel and start digging.
So, if you live in the US and hate censorship and AI you know what to do, contact your congresspeople and tell them do not fucking dare let this through or so help us god...

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at least can all we agree that the original gay flag with the magic and sex colours is BEAUTIFUL and it should make a comeback
what’s more iconic than this
What about the final version of the flag by the original creator?
Gilbert Baker added a 9th stripe shortly before his death, with the new stripe representing diversity. He added this stripe in reaction to the 2016 US election. It’s unfortunately not as well known as the 8 and 6 striped versions.
Here’s an image of him sewing together the 9 striped rainbow flag.
Happy pride month everyone
Irish Cob Foals
ほっこり顔の蚊取りブタさん🐽
wait I have one more story. there's a group of anti-abortion protesters who often set up by the Ethiopian cafe I hang out in, and when I was waiting to cross one of them held up an aborted fetus sign and said "how does this make you feel?" and I said "hungry", and then I was so satisfied by my own cleverness that I missed the lights and stepped off the sidewalk into oncoming traffic

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if I was a trump staffer I'd be showing him realistic AI generated videos of Frankenstein beating people up
Mister President it happened again. You have to help them. Please you have to help america.
I've been having trouble with insomnia, but despite that, I feel more comfortable drawing at night, although I sometimes have existential crises..
I have a question.. why do you like my art? Did I manage to make you see sharks in a new light?
blue sunset on Mars is a real phenomenon caused by the way Martian dust scatters sunlight.
Unlike Earth, where sunsets are red and orange due to the scattering of shorter blue wavelengths by our atmosphere, Mars has an extremely fine dust that scatters blue light more efficiently near the Sun.
So during sunset on Mars, the sky turns reddish-brown while the area around the Sun glows a soft blue. It’s the opposite of what we experience on Earth.
NASA’s rovers have captured this eerie sight
1,372 votes and 251 comments so far on Reddit
Go cheer yourselves up, ladies. The comments are absolutely inspired.
Jesus Christ

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Diversity win!! The spike traps are gay!
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