Helium, the non-renewable resource no one thinks of!

Ugh, work ends even later than before on Mondays and Tuesdays until the end of the month. That will make Tuesday night gaming a little annoying.

Speaking of gaming, it looks like the 31st is the only remaining weekend that we can play Librarians Errant, so no Labor Day expedition to Roseville for me and Dave (who were probably the only ones who might go anyway). Thanksgiving for sure!

Read (manga): Rainbows After Storms vol 2-3 (Luka Kobachi): The two girls who are secretly dating continue to live their blush-filled lives, manage to go on a real date, and have a sleepover with the entire friend group, who apparently remain completely unaware.

Written (game design): 375:

The Actions are much like Blades in the Dark, but looking at Dungeon
World moves made me think of higher-level actions, and that reminded
me of Apocalypse World, which has moves like Seize or Hold By Force,
Go Aggro, Eye on the Door, and the all-purpose move for a PC’s life,
Act Under Fire. Instead of trying to cover the entire adventuring
experience evenly with 12 actions, would it be more useful to pick out a
few specific things and then have a generic move to cover everything
else? It does lack the crunchy thing where every character has a
slightly different chance of accomplishing each task, but if the ones
that are singled out are the important ones, then no one should miss it.

(This does raise the question of why we aren’t just playing any of
the fantasy variations of AW, to which I reply, shut up.)

So what do adventurers do that deserves special attention from the
players and GM? This is slightly different than when we asked what
is everything that adventurers do, and hopefully has a different
answer. Probably different than the answer for Dungeon World, which at
least tries to be a serious and slightly grim old-school game focused on
dungeons. (Not that I’ve ever managed to run a serious game in my life,
and barely played in any, but we can guess what the designers wanted.)

Leaving combat aside for the moment, PCs often want to:
– sneak past guards
– climb over things
– interrogate prisoners
– craft items, magic or otherwise
– cast magic spells or rituals
– identify magic spells or items
– win a dance-off or rap battle
– library research
– persuade people to help out
– spot trouble before it strikes
– search the scene of the crime
– pick locks
– disarm traps
– travel without getting lost
– get the word on the street
– intimidate people into not fighting them
– know about things
– go shopping
– make a daring escape
– steal anything not nailed down
– seduce all the things

I’m sure I’m missing plenty that other tables love and my tables ignore,
but so far it’s not that different from the list before, which I guess
is not surprising. Bah.

Leave a Reply