Mechanics: Discussion – Dense Social Skill Usage

Ok, these are helpful so let’s continue with them.

A while ago, I wrote an article about why there is a fundamental difference between fighting (combat mechanics) and talking (social mechanics). In that article I did mention that there’s a reason why people try to mix the two, trying to transplant combat mechanics into the social aspect of RPGs.

But as I worked on re-designing my conversation mechanics, I noticed something that I didn’t do entirely consciously but in hindsight is strongly related to that topic. And that’s the dense usage of social skills.

Intellectual And Creative Poverty

So, in some circles of particularly snobbish personages, two terms get thrown around from time to time: intellectual and creative poverty in particular. I feel that understanding where these terms come from sheds a lot of light on the general dissatisfaction many people express with things like books, moves or games.

And now let’s delve into the not particularly riveting world of today’s mediocrity celebrating media.

Mechanics: Discussion – Pondering Assumptions

Let’s play around with something. Follow my process on revising something I’ve been considering as a minor game mechanic from the start, but never felt I got as much out of as I thought I could.

What I’m referring to are assumption. Those are the little icons that show up before various choices in the game. They inform the player on what the character is thinking about the consequences of the various actions listed — an insight into the future based, among other things, on the character’s skills.

You Will (Not) Make These Pancakes

Vanripper is a man of sublime taste in women but subpar preferences in pancake filling. So here’s an alternative. Just keep in mind, I’m not going to go over the process of preparing the pancakes, only the filling. If for some reason you decide to ignore this note, don’t get surprised when the pancakes fail […]

All Good Stories End

All good stories end. This is an important lesson most writers fail to learn. Now, completing a story doesn’t mean you cannot return to the characters, the setting or the concepts, it’s just a matter of how it is done and recognising that some narratives require finality to be meaningful.

There are three main reasons why a story should conclude – the stakes, the payoff and the audience. And I’ll describe it in that order, as soon as I get one more thing out of the way – stories that were meant to end, but didn’t.

The Mystery of +1 Swords

You ever heard of a game called The Void, Tension, Turgor or Тургор? Well, technically those are two games… or maybe more like 1.5? That doesn’t matter, I’m not here to actually discuss The Void, but one day I just might. Just… not today.

Instead, I’m here to talk about explaining game mechanics from an in-universe perspective, and that that says about your game and world.

Mechanics: Resolving Conflicts – Interlude – Verbal Combat

Recently two video games got my attention. One of them is Griftlands, the other is Signs of the Sojourner. While both being (virtual) card games, these are very different games in how they play. But they have something in common apart from the usage of smol rectangles as a gameplay abstraction. They both deal with the issue of gamifying social interactions.

But I’m not here to talk about those games directly, compare their mechanics or pass some judgement over them. Even though if you are familiar with them and read on, you might catch on that I find SotS more successful with the whole social thing. I’m here just to talk about one thing, and that’s why social interactions and combat are not the same thing, and as such, rarely can be represented with the same systemic abstractions.

Scripting: Random NPC Conversation Syntax

So I thought that I might as well write a little explanation of how the syntax for random NPC conversations works. This isn’t a syntax for generating conversations; however, any potential conversation generating code will likely output this same format.