Around the internet…

Here are some things I am reading hither and yon:

Bret wrote about our game of Mouse Guard:

I feel like I spend a lot of time failing die rolls, but at the end of the game when I tallied up advancement rolls I had more successes than failures. Why did I feel like I got beat down the whole game? I think it’s because I feel like our mice are really fragile. I mean, they’re not any more fragile than any other game, but I feel really protective of them and want only good things to happen to them. I mean, they’re little mice with swords.

Vincent wrote something interesting over at Anyway:

Giving the group a creative process – a set of rules – doesn’t give them everything they need. They also need an initial something, seed content, to work with.

And Joshua wrote about Middle Eastern truckers in a way that made me want to play a sci-fi game where the spaceship crew’s political alliances are carved into the ship’s hull, because that is how Joshua rolls:

If you look at pictures of Afghan and Pakistani trucks online, you can see they are covered with jewelry and paintings, which serve to announce their alliances.

*looks at interesting links and such*

Yeah, that is about it.

You reading anything interesting?

4 thoughts on “Around the internet…

  1. I’ve been reading Blue Collar Space and Deadly Fredly recently. Notable posts follow.

    Deadly Fredly:
    “Because I’m not just making sales to Evil Hat’s fans, I’m building relationships with them, and a fan is far more valuable to me in the long term than a few extra bucks. Fans watch your back and write your name across the sky. Customers just grab the bag and walk back out the door.”

    Blue Collar Space:
    “Any story element that’s going to work has to be invented and deployed almost as fast as it takes to speak. And not only does it need to be deployed, it needs to be instantly received as well. And that means it needs to be visceral — spinal even. It needs as much shared subtext as possible so that the slightest effort produces rich communication. And bad fiction does that. “A dark and stormy night” is a great way to set a scene for a game. “I am your father” resonates like crazy instantly.”

    Solid stuff.


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