Writing, Art, and Game Design with a different flair
Interlude
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So much change. I'm still not recovered but mostly I'm happy. This year's Pan Ohio is approaching, work is jumping, so many good things going on in general.
Today's post is a result of my ongoing discussion on game design and adapting your chosen system to fit your ideal setting. It'll get a little mechanical but I'll try and keep it out of the weeds for those who don't want to grok the mechanics of character advancement in the d20-ish systems. First off... lets talk about choices. Choices are the most important thing in my games. Sure there are these messy rules that limit what you or I can do in a simulated world, but ultimately for me to enjoy a game as either a storyteller or a player I have to feel like the results of the situation are based upon choice not fate. When I've most enjoyed games, especially tabletop role-playing games, I think back and realize that it was my sense of connection, ownership and agency that most contributed to maximizing the impact of the game. I resonate when I get to make a decision and see the outcome. This, I guess, is also true in life.
Leading is hard. I don't know many people who have had responsibility and accountability for coordinating and achieving important things who would question that "duh" statement. I've spent a lot of years following and learning to lead. I've had a series of pretty challenging weeks and months in my current professional life. My role and my understanding of it has continued to evolve and when I take a step back and think about what I am doing versus what I should be doing I find a gap. Transitioning from the "smart guy who knows things" to the "smart guy who leads" is not an easy transition for me. I've spent a lot of time doing a pretty good job motivating others to help achieve some outcome or another.. but I know that I've got a lot of room to grow as a leader. I'm also failing far too often at detachment. The trait of leadership that allows us to get above the fray, see the facts absent of our emotional bias and response. In cris
Discussing game mechanics with those who don't play or run games is always a challenge. The goal is to explain how the rules work to enable the player to feel the progression and evolution of their characters while also maintaining some level of "fairness" and symmetry with the systems, math and capabilities of the obstacles and environment around them.
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