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LeviKornelsen, to random
@LeviKornelsen@dice.camp avatar

It's been a minute; let's do this again:

If you are a Tabletop RPG nerd and have less than, say, 500 followers (or think you have less than 500 that are actually active):

  1. Write a post to introduce yourself and your particular nerdery, if you haven't already got one pinned.

  2. Reply in the comments with a link to or copy of that post.

  3. Share, check back to find people you want to follow, all that.

ludopolitics,
@ludopolitics@dice.camp avatar

@LeviKornelsen

Hi folks, this is me:

https://dice.camp/@ludopolitics/112278380605545658

Summary: I've been making weird indie RPGs for a long time, and I now teach game design at Carnegie Mellon.

annaleen, to random
@annaleen@wandering.shop avatar

Where do psyops come from? Find out in my forthcoming book STORIES ARE WEAPONS, now available for pre-order! Want a signed and/or personalized copy? Order one from the glorious Green Apple Books today! https://www.greenapplebooks.com/signed-annalee-newitz

ludopolitics,
@ludopolitics@dice.camp avatar

@annaleen So exciting! It'll be REALLY useful to have a recent, updated take on this thread -- the "hidden" history of weaponized Comm & Media Studies, basically -- and your thoughts on how it's continued in recent decades!

ludopolitics,
@ludopolitics@dice.camp avatar

@annaleen For sure! We read Simpson's "Science of Coercion" in my Comm PhD program as our introduction to the history of our discipline.

ludopolitics,
@ludopolitics@dice.camp avatar

@annaleen No, but their stuff looks super interesting. Thanks for the rec! Actually, Wolfe's books look really useful for something I'm working on right now.

ludopolitics, to random
@ludopolitics@dice.camp avatar

Oh no. This is a 1960s Japanese electric banjo available on eBay. Be still my heart.

ludopolitics,
@ludopolitics@dice.camp avatar

@Tim_Eagon They vary a lot, especially because you have a lot of options for altering the sound. This one sounds something like this: https://www.youtube.com/watch?v=I_bB3J8kLH8

LeviKornelsen, to random
@LeviKornelsen@dice.camp avatar

When you fully accept that gamers are largely fundamentally competent at having a good time roleplaying, you realize that most design objectives OTHER THAN "save people work" and "get them excited" can be managed with a box of parts and a discussion of how to assemble them.

But those two, hoo boy.

ludopolitics,
@ludopolitics@dice.camp avatar

@LeviKornelsen I don't know, friend. I grew up playing Palladium games and we had the hardest time figuring out how to make them consistently fun.

ludopolitics,
@ludopolitics@dice.camp avatar

@LeviKornelsen Fair, but I also think the practice of roleplaying can be opaque to outsiders -- maybe less so now that there's video examples. My students, for example, tend to have difficult figuring out how to play "serious" or emotional TRPG content, rather than playing for yucks.

ludopolitics, to random
@ludopolitics@dice.camp avatar

Last few years, I've been feeling that @megueyb + @lumpley's Apocalypse World and Avery's most recent half-dozen games (since Quiet Year) -- plus everything released since -- have left me thinking a lot about "responding to a prompt" as the micro-foundation of TRPG play.

I don't know if I can fully articulate it, or put it into a clouds-and-arrows diagram. And, in the end, it's not particularly complicated or insightful. But I think it helps reframe TRPGs (and all play?) in useful ways.

ludopolitics,
@ludopolitics@dice.camp avatar

It also potentially reframes the work of game designers and players in ways that I find useful.

There is nothing about "responding to a prompt" that requires a game designer. Players can just do it by themselves. But both game designers and players are engaged in the work of figuring out how to generate interesting & appropriate prompts + interesting & appropriate responses (for whatever "interesting" and "appropriate" mean for their play goals).

And that often leads to structures & processes.

ludopolitics,
@ludopolitics@dice.camp avatar

These structures & processes can take the form of designed objects, certainly, but they can also be more abstract, like methods, procedures, perspectives, patterns.

Often a prompt built into the mechanics is not so much a direct provocation -- though it can be that -- as much as it is an opportunity or an affordance. Frex: drawing a card & answering one question in Quiet Year is a pretty direct prompt. But an MC or player-side move in AW is more like an opportunity -- inviting you to pick it.

ludopolitics,
@ludopolitics@dice.camp avatar

Anyway, it's been useful for me. Maybe I should write it up for something?

ludopolitics,
@ludopolitics@dice.camp avatar

Thinking more about it, I feel like the "responding to a prompt" stuff was perhaps initially made clear by stuff like Baron Munchausen, Breaking the Ice, @megueyb's 1001 Nights, etc. -- early games that avoided standard RPG design tropes in favor of structuring narrative in other ways. And that came full circle with card larps, Companion's Tale, Quiet Year, For the Queen, keepsake & solo games, etc.

ludopolitics,
@ludopolitics@dice.camp avatar

@benrobbins For sure. I feel like your games fit into this structure well. What is a question in Microscope if not a prompt to respond to?

ludopolitics,
@ludopolitics@dice.camp avatar

@benrobbins The first prompt is someone asking if you want to play a game? But your life is also full of past prompts.

ludopolitics,
@ludopolitics@dice.camp avatar

@benrobbins It's prompts all the way down, Ben. First prompt was the Big Bang.

annaleen, to random
@annaleen@wandering.shop avatar

I have trained my media studies students to refer to Stuart Hall as "Uncle Stuart Hall" and I'm not sorry.

ludopolitics,
@ludopolitics@dice.camp avatar

@annaleen Definitely want Stuart Hall and Benjamin to be my media uncles.

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