Sage has this one covered.

Watched (TV animation): Knights of Guinevere pilot: Theme park dystopia, two down-on-their-luck mechanics find a busted princess mascot robot, or maybe the princess mascot robot, and adventure ensues. Seems like it has potential.

Watched (live-action TV): Leverage: Redemption 2.2-3: The one with the plastic waste mogul and the one with the video game tournament. I’m glad they’re keeping Parker weird.

Read (manga): FAIL. I have no excuse, I just suck.

Written (game design): 135:

Now that I think about it, reducing all characters, or even just all
PCs, to a handful of numbers isn’t very anticapitalist, so a quarter
point for getting rid of stats and also fixed skill lists? Maybe an
eighth. Whatever, I’m good with keeping it. Put what makes your
character different on the sheet, not what makes them the same. (Okay,
and a fallback, characters aren’t that different.)

Which is not helping figure out what magic does and how to write it up
for characters, although it does kind of suggest magic should be unique
rather than D&D-pigeonholed (no classes!). So we need a system to make
all kinds of magic in a way we can actually play, which is either a
story game or reinventing Hero.

This is why people hate theory, isn’t it?

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