Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

MagpieMirrorTest

3
Posts
12
Followers
37
Following
A member registered Feb 05, 2019 · View creator page →

Creator of

Recent community posts

In addition to what others said, while chess doesn't have many built in safety tools, the rules of chess venues (such as tournaments) do function as those tools. For example there are rules about personal conduct, noise levels in playing area, and designated people to speak with if you have an issue (usually arbiters or tournament directors). All of these rules, while not perfect, ideally serve the function of making the playing space safer for the participants.

(1 edit)

Hello, you can call me magpie for short and I use They/Them Pronouns. I started playing ttrpgs in earnest recently (withing the past two years). I primarily played PbtA and Forged in the Dark games, (and will hopefully be design a few of my own). My design obsessions are focusing on rpgs as conversation and designing systems to tell thematically deep stories.

I put up my first game, A Long Night in the Mech Bay, for the #sadmechjam earlier this year.  I am currently trying to make a game about people solving  supernatural problems, similar to anime like Mushishi.

And you can find me on twitter @Magpie_Mirror.

This is really interesting, but I still need a moment to take that all in. Two quick question: First, how do you think the playstyle of a group interfaces with the playstyle implied by a game? Second, are your categories above exhaustive, or are they just examples of ways we have fun playing role playing games?

A related thought that I had been having though was reflecting on Jared Sorensen's three questions for rpgs. Specially I was thinking about the question "How does my game encourage/reward you to engage with it's core idea in play?" What I was trying to grapple with is that my game (and my others, especially microgames) don't necessarily provide rewards for players outside of the kinds of fun involved in playing a game. How do you conceptualize these types of fun as being part of the reward system of a game? And how do we account for, design, and gauge this fun when working on games?