Welcome, new folks! I'm a game designer, writer, and editor specializing in mechanics design, with a focus on player experience. I've worked with ENWorld, MCDM, and numerous other RPG developers. Here's a sampling of my work (links to works and portfolio in replies)
Spine of Eternity: Everybody Wants to be a Star is a Powered by the Apocalypse Tabletop RPG.
In a modern fantasy setting where fame is power you play as an adventurer traveling the land to earn the strength to reach the Stars.
Coming out November 16.
https://t.co/zynOuJ7Tk6
I want to defend this tweet. It's a silly little vignette where everything is a little bit wrong.
1) You can't just come back early from a moon mission. Getting to Earth from the moon is a huge ordeal.
2) If you did come back early from a moon mission, NASA would know, because they monitor space missions intently.
3) If you somehow managed to come back early from a moon mission, the NASA guys would be shocked and confused, not casual.
4) Ghosts don't exist.
5) A gun can't shoot a ghost.
6) You can't go back to your rocketship after taking it to the moon (at least before SpaceX figured out how to do that).
7) You can't just hop on a rocket and go back to the moon. These things take a ton of prep.
So with just four short lines of dialogue and one action (loading the gun) you get a scene with many strange and absurd implications. It's funny because it overwhelms the reader with questions.
@DMVecna@MoseyDm It's still there, and it's still just as funny; it was never really meant to be a serious thing people do at the table, just a fun thought experiment.
@TheHealerDM@BDaveWalters Incredibly true. Back in Psych, I learned that anger is, evolutionarily, the default emotional response to unfairness or injustice.
Learning that really turned my perspective on anger upside down, and it's stayed there ever since.
@WardukeAtHome@martingoesquest@MothershipRPG Mothership borrows heavily from OSR styling to create its horror, hearkening back to the idea of adventurers as ordinary people in a terrible place. Gradient Descent is perhaps the most direct example of this, as it's functionally a megadungeon.
So just an update on this, the server is live, and I have been gradually inviting people to it. I have closed replies on this for now as I figure out how to moderate the space as it grows.
+sending out the links caused my account to be temporarily locked for suspected spam lmao
So uhhh...
who would be interested in a little community server for folks working on stuff with this and future Draw Steel licenses?
I'd love to connect and share work and plan collabs, so reply if you're interested.
Okay, okay, so I've got a server put together. However, I'd like to stress test it a little before throwing open the gates. So for now, I'm just gonna let in folks I know, and see if they notice anything that immediately breaks. If you've replied and want in, just be patient.
@PrismaticWastes Greyhawk, where famously Mordenkainen used the basement of his castle to film movies and send them back to our world, is a very serious and historical setting that would *definitely* be disrupted by cultural cuisine.
@boymonster This I think comes down to the kinds of games you play. It's really hard for me to retain mystery about the thing in the woods if all the players can very clearly see I have the Monster Manual open on the table to the Kobold page lmao
People really gotta remember when working in these open-concept horror spaces that they might have post-secondary education in media literacy and be sharing space with teens and preteens lmao