That feeling when you know you've nailed a character voice, but now you have to do it consistently for 3 hours.
That feeling when you know you've nailed a character voice, but now you have to do it consistently for 3 hours.
My coffee-to-prep-work ratio has become scientifically important since going full-time GM
What a day!
Saturday Morning Cartoons launched this morning and honestly exceeded every expectation I had. Huge thank you to everyone who joined us for the inaugural stream.
Already buzzing about tomorrow's game: High Noon Dust + Shadows at 12pm CDT.
www.twitch.tv/nonplayablea...
IT'S HAPPENING! Saturday Morning Cartoons goes live tomorrow! ๐ฅฃ
Join me tomorrow, August 2nd, at 10am Central on Twitch for the launch of Saturday Morning Cartoons, a Monster of the Week actual play stream that captures all those nostalgic Saturday morning vibes.
Watch: www.twitch.tv/nonplayablea...
This Friday, the 'rents are coming to town for the weekend. What are the must-dos of Minneapolis if they've got a short trip to cross a few off?
#Minneapolis #recommendations
Try a system that makes you uncomfortable. Play a game where the rules actively work against your instincts.
Your storytelling brain will thank you.
What system broke YOUR brain?
Now I run mostly MOTW on StartPlayingGames, but when I do run D&D, I bring lessons from other systems:
~Complications make success more interesting
~Player failure can drive better stories than success
If you've only played D&D, I'm not saying abandon it. I'm saying expand your horizons.
~Powered by the Apocalypse games where "success with complications" is more interesting than clean wins
~Blades in the Dark where you plan AFTER the heist starts
~Ten Candles where EVERYONE dies
D&D taught me to think tactically. Other systems taught me to think dramatically.
When my character's "brilliant" heist plan collapsed because I rolled poorly on the chaos dice, we didn't groan. We cheered. Because now we had the setup for an even better catastrophe.
That opened the floodgates. I started seeking out games that challenged D&D's assumptions
The revelation hit me like a truck: This game wasn't about overcoming obstacles. It was about creating the most entertaining disaster possible.
Failure wasn't the enemy. Failure was THE POINT.
My D&D brain couldn't compute. But once I leaned into it? Pure magic.
The system is DESIGNED to make everything go sideways.
Dice determine how spectacularly your plans will backfire.
First session, I kept trying to "win." Kept strategizing to avoid the disaster mechanics. My fellow players were cackling as their characters made increasingly terrible decisions.
Success = good numbers. Failure = bad numbers. The math was simple, the dopamine predictable.
Then someone handed me a copy of Fiasco.
In Fiasco, you play ordinary people with powerful ambition and poor impulse control. Think Fargo meets Ocean's Eleven. The twist?
After 10 years of D&D, I thought I knew what TTRPGs were. Then I played a game where failure was more fun than success and winning meant everyone died. My mind = blown
For a decade, I have lived in the D&D paradigm: roll high, kill monsters, get loot, level up.
Forcing "balance" in party composition is a video game concept that has unnecessarily constrained TTRPG design. Give me a party of all bards any day.