Sadly, I had my hat off while eating the bagel, since it was indoors. Also my arm robot complained extensively about the bagel.

Went to the office, ate a bagel, did some work, ate Mayan rice and chicken and veggie and plantain, learned some kubernetes, got embarrassing praise from one of the guys I helped yesterday.

Watched (anime): My Hero Academia 7.15-16: Just as things were starting to look less bad for the good guys, the bad guys get a major asset back in play. But, the heroes can also bring back some characters from earlier arcs!

Read (manga): Sachi’s Monstrous Appetite vol 6 (Chomoran): It would be wrong to say the mysteries around Makie’s mother are dispelled, but a plot thread is resolved. Actually, a lot of plot threads are resolved, The End!

Written (game design): 160:

The other difficulty with external complications is that the GM might,
entirely legitimately and without any intent to show favoritism, find
Hunted: Evil Magian Fire Worshippers to be a more interesting
complication than Reputation: Atlantean Spy and have it come up more.
Obviously the GM shouldn’t do that, but multiple characters with
multiple complications can be a lot to keep track of, and who wants to
do the extra bookkeeping to make sure all those complications come up
equally. (I mean, maybe somebody does, but we can’t count on every group
having one.)

(This is a point in favor of complications that give points up front, I
guess. There’s your 15 points for a common, strong psychlim, with no
need for the GM to devote brain cells to it.)

One thing we can do to help with this is give the player more
involvement. Instead of Hunted, it’s Nemesis, and the character can
decide to take action against them. This gives the player more GM power,
though, and not everybody wants to have to come up with their own plots:
they just want to hit villains provided by the GM. The worst failure
mode here is if everyone is not on the same page.

We could keep experience even by having a cycle last until everyone
has maxed out on the XP they have coming, so they all get the same
award. There’s still an incentive for each character to suffer for XP,
but it doesn’t give them an advantage over other characters. Or, along
the same lines, all XP goes into a common pool, which is split evenly
among the PCs at the end of the cycle (leftover points stay in the pool
for next time).

How important is it for XP awards to be the same across the team?
Usually all characters start with the same number of points, and points
allgedly express game balance and that’s important in Hero, but is it
really? If you have to be in the adventure to get XP, then once people
start missing sessions, characters are going to have different point
values. Nobody seems to have a problem with it in Hero, so probably it’s
fine.

Of course it’s possible to give XP to characters even if they weren’t in
an adventure, but that’s moving even more away from getting XP for
specific bad decisions/revolting developments. I really like that, but
obviously it’s not the only way to award XP.

I don’t make the rules, man. (Narrator: He totally made up those rules.)

Went to the office, listened to an all-hands meeting, ate some yellow curry tofu, did some work, helped some colleagues, learned some kubernetes.

Read (manga): Sachi’s Monstrous Appetite vol 5 (Chomoran): Road trip episode! Also some backstory for Sachi.

Read (novel): How to Survive This Fairytale (SM Hallow): Hansel escapes his story (with massive PTSD) but is still in a world in which fairytales happen, and a lot of them happen to him, which sucks. But it doesn’t suck forever.

Written (game design): 199.

Mmm, sticky dreams.

Went to the office, listened to a departmental all-hands, did some work, ate some chicken guys and pickled radish, learned some kubernetes.

No gaming, gaming has moved to alternate Fridays, which hopefully will work better for more people.

Read (manga): Sachi’s Monstrous Appetite vol 4 (Chomoran): The giant school-eating monster is vanquished, but Sachi had to accept a major consequence, so it’s time for a road trip. Also half of Makie’s family has appeared, but they don’t seem that important, maybe because they weren’t actually lost, only misplaced.

Read (short): “Why one small American town won’t stop stoning its residents to death” (Charlotte_Stant): Isaac Chotiner interviews the guy from Shirley Jackson’s “The Lottery”. Probably you have to be at least as online as me to appreciate this.

Read (short): “Why Don’t We Just Kill the Kid In the Omelas Hole” (Isabel J Kim): Smash the corrupt system! Um.

Written (game design): 193:

So how do we decide how many/how much complication a character has?
Negative points aren’t a problem, they reduce the character’s
capabilities just like regular points increase them, but what about
narrative complications? There’s two sides to the this, the number
of complications a player has to manage and the amount of XP generated
per session (adventure? in-game week?). The former needs some minimum
to keep characters from being single-note, but I don’t know what
that minimum would be, and anyway, more can be added over time as
they come up in play, especially reputations, hunteds, etc. For a
maximum, it depends on how we set the maximum per experience cycle.
If it’s per complication, then players are encouraged to take as
many as possible and try to get to them all every cycle, which is
probably not ideal. So, an overall limit to keep play from devolving
into chasing after XP, and also a per-complication limit to keep
players from spamming one annoying psychlim. Numbers to be determined by
playtesting or something.

Also, what counts as “causing trouble” for a complication? Hunteds
are easy: if they show up, you get XP. But how about Watched? Okay,
maybe that’s not even a real complication, but Psychlim, Reputation,
Physlim? Actually, those are two different categories, since Psychlim
trouble comes from the PC’s choices, while social and physical
problems are usually inflicted by the GM. But, how bad of a choice
does it take to be worth XP? Does the GM have to offer a point of
XP for making the wrong choice? But in that case, the PC doesn’t
even need psychlims, the GM just needs to know what they would
usually know better than to do. In that case, psychlims would just be
for taking emotional damage. (You know, like my inconsistent
capitalization is doing to any readers I may have.)

For external complications, it’s even fuzzier. Sure, if Antihero
Lad gets harrassed by the cops, that’s XP, but what if the team
makes a plan that happens to keep him away from the cops because
the place his powers help the most is over there? Does it matter whether
the players think to say out loud that this plan avoids that problem? Is
that even enough trouble to count? The saying is, “experience is what
you get when you don’t get what you want” so maybe avoiding the problem
is its own reward, and the XP only comes when the problem tells you to
assume the position.

I typed in a chair instead, which is definitely not as classy.

Went to the office, did some work, learned some kubernetes, ate some beef stroganoff.

Read (graphic novel): Family Force V vol 1 (Matt Braly, Ainsworth Lin): The somewhat (but not very) delinquent daughter of a family sentai team struggles with life, the alien spaceship that gives the sentai teams their powers, new aliens, etc. There is of course a cliffhanger ending.

Watched (anime): My Hero Academia 7.11-12: Meh, surely that guy wasn’t an important character or anything. Certainly not compared to Tintin-Face Lad, who has returned to the fray.

Written (game design): 286.

Went to the office, possibly freed the team from an onerous burden, didn’t program anything, ate some barbecue, studied some Kubernetes, did some work.

Read (comic collection): Injection vol 2 (Warren Ellis, Declan Shalvey, Jordie Bellaire): The world is falling apart even more, and also we get to see what utter weirdos these characters are. Also, criminal cultists are apparently an exceptionally cowardly and superstitious lot.

Read (essay): “These Stories Teach Us How to Fight” (Dawn Xiana Moon): Learning resistance from reading SF.

Written (game design): 163.

Samantha who? Dunno, I didn’t invent the day! Maybe we should have left it at Dry Beans Day.

Did not sleep well, probably because I ate only spicy burrito for dinner last night and then stayed up too late. I’m really not very good at this life thing.

Went to the new office. It is spacious and pretty and has nice views on every side and complimentary hair product in the bathrooms, but the usability might be a bit low because windows full of natural light don’t really go with monitors. Also we no longer get a room to hide in, so I have given up on masking. Probably I should come back to it, since wearing a mask even most of the time is still better than not. Ate some German-style Impossible sausage with sauerkraut and mustard, did some work. Our boss³ sits right next to us, which on the one hand is not great, but on the other hand means we can always get a policy decision when we need one.

Official schedule is now 9-18:00, so it’s a good thing we’re moving gaming to a night when I don’t have to commute. On the other hand, although I did not get home at a reasonable hour, I did manage to do several things with my evening. Bah, how am I supposed to resent commuting now?

Read (comic collection): Injection vol 1 (Warren Ellis, Declan Shalvey, Jordie Bellaire): Five excessively competent people feel obligated to deal with the weird shit that’s been crawling out of the corners of the world ever since they worked on that project a few years back. Extremely Warren Ellis, but also reminds me of Carl Rigney.

Written (game design): 116:

The smallest skills (familiarity, +1 for a background skill) cost 1
point, so whatever we do with points has to affect skills, probably by
broadening them. As previously established, I’m fine with skills being
more job-like and less individual tasks, but just how broad that is
depends on how chonky points are, so I guess I better decide. One point
per rank is very tempting, although then all limitations have to be one
or more full ranks, no lesser values. That’s if we stick with
limitations that give extra ranks. If we revert to the old fractional
arithmetic system, but with base costs that only go up to 12 or so, is
it not so bad?

Went to the office, ate some jerk pork and bean rice and friend plantains, did some work. Only Coworker K was there, but I was able to foist off the macadamia nuts on her.

I don’t have to go to the office next week, and after that the office is closed for the rest of the month, so this is my last visit to the office for 2025. It’s also my last visit to that office, since after the first of the year we will be in a larger space on the 7th floor, the better to RTO us all.

Watched (anime movie): Fruits Basket ~Prelude~: Despite the title, it’s the end of the manga with Kyo’s feelings and Tohru’s mom’s backstory, and then a little bit of epilogue.

Read (manga): Unearthly vol 1 (Ted Naifeh, Elmer Damaso): I’ve read this before, but it was on the shelf, so reading it and moving it to a different shelf counts. Two girls discover the boy they like has been kidnapped by aliens and set off to find him with the help of an alien jerk. It is very 90s, and apparently never made it into the future, as it was cancelled after one volume.

Written (game design): 218.

Seems a bit late, most people had green bean casserole almost a week ago!

Successfully went into the office, ate some beef and gouda dumplings, did some work, probably didn’t die. Even managed to pick up prescription on the way home.

Read (graphic novel): Flip (Ngozi Ukazu): He’s a rich, athletic white guy at a private boarding school in Texas. She’s an introverted black scholarship girl at the same private school. They mysteriously switch bodies sometimes, much to their consternation.

Written (game design): 223.

No idea what that might be. Maybe aliens will bring it to us when they invade.

Went to the office, ate vat sausage and sauerkraut and mashed potatoes, did some work.

Watched (animation): Hazbin Hotel 2.7-8: Season finale! Clever plans were executed, we got revelations about some characters, the day was saved, there are still plot threads unresolved, and of course a cliffhanger to keep the fandom buzzing until next season drops. Charlie shaped up a little, but still not great.

Read (manga): The Ancient Magus’ Bride vol 21 (Kore Yamazaki): “Hey, Chise, can you help us investigate the mysterious dragon that appeared a couple volumes ago? You know about dragons, right?” And that’s how Chise became Red Dragon Queen of Wales.

Read (TTRPG supplement): SLIME beta (Mikey Hamm): Beta version of a Slugblaster supplement. Includes signature “devices” that are actually alien biology (including Monster Out, which reinforces my opinion that Slugblaster is the new TFOS), a few monsters, a few possible runs, and an all-purpose slime table.

Written (game design): 184:

We calculated that Def should cost 7 per point, but how about Res?
It’s like Def but only stops Body (which hasn’t been compressed)
so 1, but each point of Body is a bigger chunk of the whole, so
maybe it’s more like 2. (Should Def’s cost be changed? It’s based
on a ratio of 3.5 for Stun, which is roughly right, so it’s fine.)
That gives a brick who spends 60 points on defenses something like
7 Def (49 points)and 5 Res (10). A 12d6 attack can still do a little
lethal damage if it rolls up, which seems fine even if it wasn’t that
way in the old system.

Those costs are in old points, of course. If we make points bigger, then
it would be 3 for Def and 1 for Res. But I still don’t know if that’s
the right way to go. Which I guess means we should try it and see if we
run into problems later.

I still don’t know about ranks. It is an idea I really like, but
it makes converting some existing Hero powers hard. Maybe this is
a sign that those powers are poorly implemented? The ones that seem
like they would be most difficult to convert/need the most improvement
are Barrier, Change Environment, Clairsentience, Darkness, Enhanced
Senses, Entangle, Flash, Images, Invisibility, Shapeshift, Summoning,
Teleportation. That’s the ones that can be improved in multiple
ways independent ways, and the ones that deal with senses and sense
groups. (Senses and sense groups are another Hero thing that’s good
if you want to be micromanagey but not if you don’t.) I definitely want
to fiddle with Barrier to have better support for both forcewalls and
real objects, which may or may not require splitting it into two powers,
and as already mentioned, I want to make Change Environment more able to
change the environment, like making zero gravity regions. It may combine
with Darkness and/or Images, and we might also have to change how
environments are implemented outside of powers.

Isn’t that missing the entire point of nachos, though? You need the cheese and sour cream!

Bus was late even though it wasn’t raining. Went to the office, heard through the grapevine that Former Coworker T was fired for poor performance, which is a) bullshit and b) possibly grounds for a lawsuit, ate some green curry chicken, did what seemed like a lot of work. Train was late on the way home.

Watched (animation): Hazbin Hotel 2.3-4: Wow, Charlie is just relentlessly imbecilic. I think Marith’s right that this is the season where she’s going to drive everyone away. Also, Alastor backstory, much less sympathetic than I expected, and also full of mystery. No songs as good as “Gravity” but the Pentious/Cherri remote duet was nice. Jus will be glad that her waifu Velvette gets more screen time.

Read (novel): Into the Labyrinth (John Bierce): This is the series that Jeremy is stealing heavily from for our current campaign,but he also stole lightly from it for the previous campaign (the book Great Library is cooler, alas), so it keeps giving me flashbacks. It’s very heavily about the magic system. The main character is a boy with low self-esteem, which, yeah, relatable to likely readers, but did we have to? I think this is the same guy who wrote The City That Would Eat The World.

Read (manga): After God vol 6 (Sumi Eno): Still in the non-Euclidian palace, more Obikawa tragedy, some Tokinaga revelations, even some Waka backstory.

Written (game design): 349:

This finally brings us back around to the question of rolling a huge
pile of dice for effect rolls.

On the pro side, we know it’s playable, it produces the 3.5:1 ratio
of Stun:Body we’re used to, and it’s not complicated. It also produces
quantitative (or “quantitative”) numeric damage which is easy to apply
to anything, animate or inanimate.

On the other hand, it’s a lot of rolling and adding (movethrough!) for
results that aren’t particularly distinct, as is usually the case with
hit point systems.

There are a few ways we can approach this. Obviously the downsides aren’t
a complete dealbreaker, so we can just accept them in exchange for the
upsides. Roll between 2 and 30 dice, add up Stun and Body, away you go.

Second, we can try to come up with an easier or at least faster way to get
results in the same range, even if we don’t get every possible result.
(Does it actually matter significantly to gameplay that a 10d6 attack
could do either 37 or 38 Stun? Probably not.) EG, we could roll at most
3d6 and use a table lookup or some other operation to expand that range
of results to a reasonable range for more virtual dice. For bonus
points, we could combine this with the success roll, so 3d6 tells you
everything you know. EG, have a base Stun and Body per virtual die, and
then add a certain amount per die for every 1 you roll on the dice for
the success roll. (Or for every 6; maybe you should only get the extra
effect if the success was easy enough you could roll badly and still
make it.)

Or, we could change what an effect roll does (and probably how it’s
rolled). This probably comes down to conditions instead of hit points,
or maybe a short track of statuses. We need to keep some aspect that’s
strongly but not perfectly correlated with the number of dice (or ranks,
or however we rate an effect) for things like escaping from grabs and
maybe knockback, as well as the usual lethal and non-lethal damage.

Also National Love Your Red Hair Day, which I can no longer celebrate, and for the Brits, National Gunpowder Day.

Traffic was terrible because people already forgot how to drive in the rain. Went to the office, found out it’s Coworker T’s penultimate day, ate some pickled daikon and coleslaw and crispy chicken guys, did some work. Got home and it was already entirely dark, because it’s hibernation season.

Read (manga): After God vol 5 (Sumi Eno): We find out a lot more (comparatively) about gods and their interactions, some of it exploitable by humans but none of it actually good.

Written (game design): 215:

As previously mentioned, I think the idea of getting separate Stun and
Body values from one effect roll and applying them individually against
defenses so that heroes can get knocked out without taking much if any
Body is pretty slick. However, in Hero, Body track is half or less of
Stun, which is a little awkward for combining them into one
characteristic as previously threatened. Not insurmountable, though.

If we track damage by counting up rather than tracking remaining hit
points by counting down, then when the total of getting clobbered plus
getting murdered is more than your Con, you’re out, that’s simple (and
includes the old rule of losing one Stun for every Body you lose). But
then we have to say you’re dying/dead when you’re at half Con or
some other less obvious value. But wait! You don’t actually die until
you’ve taken twice your Body (reached negative Body equal to your max),
so if killing damage is more than half Con, you’re just bleeding. Half
Con is also the most damage (killing + normal) you can take in a single
hit without being stunned, so at least it’s not just a spurious value
used in one place for no good reason. It appears spuriously in two
places, which makes it a real value worth tracking.

What, you think I make these things up?

Went to the office at the right time, did some work, ate some pig meat on a bun and potato salad, stayed late for a meeting with Boss³ M about how things are going to work differently here in our brave new world of helping customers without other departments.

Read (manga): The Lying Bride and the Same-Sex Marriage Debate vol 1 (Kodama Naoko): A lesbian office worker’s lonely apartment is invaded by an acquaintance who needs a place to crash while on the outs with her husband, which makes her off-limits in two different ways despite being excessively cute. Feelings ensue.

Written (game design): 412:

We can then have defense levels against other skills: Resist Temptation,
Resist Fasttalk, etc, all with the same mechanic. We’re so clever.

What skills are there for attacking? 6E has OCV as a single
characteristic, which you can then increase for specific powers or
maneuvers or whatever. +1 OCV is more expensive than +1 to any
skill, but about the same as a medium-sized skill level (5 points).
Maybe Melee Attack and Ranged Attack are the skills? In 6E, +1 to two
skills is 4 points, although only 3 as a skill level.

How do we even buy skills now? What skills are there? Do we need to be
as fine-grained as Hero? Probably not, but that may be different for
different campaigns. There aren’t characteristics to base skills on, so
maybe it’s all levels. Are levels bought in ranks too? If everything is
actually levels, that might make sense, but if we have individual bits
like familiarities, then maybe only characteristics and powers are
bought in ranks. The main point of ranks is to simplify adjustment,
which doesn’t come up much for skills.

I was thinking we could have backgrounds instead of skills, like Soldier
11- or Mad Scientist 14-, with a cost depending on how much it covers,
quantified in some fashion that I don’t yet know. The system for
quantifying coverage might be an awful lot like asking which individual
skills it gives you. Rolling them together into a background could still
be worthwhile since it would cover any minor bits between the skills.

Maybe break out the different things people do with skills (persuade
people, analyze evidence, use equipment, etc) and for each of those,
rate the background on whether it lets you do that in
no/few/several/most/all circumstances? Then if you just want to do a
specific thing, you can buy a background that does that in all
circumstances and the rest in no circumstances. I like this in theory,
but it may be running into the same problem with pigeonholing all PC
activities into equal-sized boxes that we originally had in the fantasy
game. But the boxes don’t have to be equal, we can charge more for the
bigger ones! But but, how do we calculate the costs with our big chunky
points? Have I failed already?

Technically it’s International Internet Day and National Cat Day, but the Internet is for cats.

Also it’s Republicans are Bad for the Economy, Actually, Day. 96th anniversary.

Betrayed by transit, eventually made it to the office, nobody was there, ate an Indian food, did some work.

Finally logged into Kit’s Discord, immediately ran into people from the Old Old Days. For whatever reason, they don’t hate me.

I need to learn to manage being on multiple discords. Reading everything is a lot!

Read (manga): Go With the Clouds North-by-Northwest vol 7 (Aki Irie): We do get a small cutscene to Lilja in Iceland, but mostly it’s still Kei in Japan, looking into Michitaka’s backstory, and it’s just as messed up as you might expect.

Written (game design): 176:

(Yes, I am aware that making the cost of a generic power 4-5 points
would make a +/-1 cost change a lot like a +/-1/4 modifier. But I
invoked the gavel emoji, so we’re stuck doing this way until the
appeal.)

Looking at other signature Hero things, what exactly should be done
about OCV vs DCV? Ideally we’d have one mechanic for resolving attacks,
skills, and any other success roll, but do we want the simple roll-under
version, the complicated target number version, some other version?

A compromise would be to have an attack skill, or skills, that you roll
under, with each point of defense being a -1 penalty to the skill (or
add 1 to the roll, whatever). Attack 11- would be the equivalent of OCV
3, 0 defensive levels would be the equivalent of DCV 3. This frees the
malicious GM to apply penalties to other skill rolls, but there’s an
obvious and easy default of -0, which might cut down on the handwaving.

Also National Fossil Day and Hagfish Day, so Underappreciated Things in general.

Went to the office, ate meat and vegetables and rice, had a half-yearly review with my boss² who is in town this week and my boss³. Apparently I was supposed to come up with more to say on the mandatory self-criticism form, but they didn’t fire me, so whatever. I know I should care more, but it’s 2025.

I think my character for Kaiju Academy is going to have mushroom (well, fungus) magic to go with her dungeon magic. How can you go wrong with mushroom summoning?

Read (manga): Chainsaw Man vol 13 (Tatsuki Fujimoto): Our new MC almost made a friend, but then there was a devil contract and some more mass murder. Also Denji is completely failing at getting chicks.

Written (catgirl): 188.

Got it covered.

Despite this being Monday the 13th, the most cursed day, the surprise meeting was not that bad. Yes, Boss³ M thinks we suck, but he’s not firing all of us or even putting us in solitary for not understanding Boss T’s explanation of the plan. In fact, the plan sounds a lot like what we were doing before upper management started changing middle management all the time. Fancy that.

Ate Indian food with sufficient naan, did a work, almost drowned trying to cross the street on my way home. Why is drainage such a foreign concept to North California?

Read (manga): Alice & Zoroku vol 1 (Tetsuya Imai): A semi-feral young girl with vast psionic(?) conjuration powers escapes the lab and is adopted by a lawful good old guy and his granddaughter. Other psionics pursue, etc.

Written (catgirl): 243.

Or something like that.

Went to the office, Coworker D is still out so I had the room to myself, spent a million hours helping a customer on a call, ate some freekeh (roasted green wheat?) and falafel and other Mediterranean yummies.

Read (manga): Bungo Stray Dogs vol 1 (Kafka Asagiri, Sango Harukawa): Didn’t seem significantly different than the first bit of the anime.

Written (catgirl): 256.

Interrobang?!

Went to the office, had the room to myself, ate a huge pile of slightly spicy chicken and some corn, did some work.

Read (manga): Yotsuba&! vol 15 (Kiyohiko Azuma): I’m pretty sure you can identify the end of childhood by the point at which searching for good rocks is no longer fun.

Read (novel): Please Don’t Tell My Parents I Bought Superpowers (Richard Roberts): Another high-school frosh gets extremely sketchy superpowers, so that she can be center of attention as she rightfully deserves. Her variable monster girl transformation power is definitely eye-catching, but also attracts the attention of mad fashion science, ruins her life, forces her to confront monster-defeating monsters in the underground, etc. She does get the attention she wants, though, and of course it works out in the end, somehow. It’s good to see a teen female protagonist who is all, “no, I’m awesome, don’t overlook me!”.

Written (game design): 128:

Wait, are Fancy Temple Wizards the Man? So PCs have to be renegade or at
least politically unsound ones if they’re that kind of wizard? But
mostly they’re other kinds, prophets and pyschics and whatnot. Same with
martial artists who learn the approved styles vs ones who invent their
own forms based on what they learn in living dungeons, or whatever.
Because if you follow the established ways, you definitely won’t turn
into a monster.

Is this too much concrete setting, as opposed to elements people can use
in their settings? Maybe, but let’s keep it for now. Not that tables
can’t ignore it, since the only difference between an unsound FTW and a
sound one isn’t mechanical (much). We can encourage rebellion with the
sample/quickstart characters.

This ties in with another thought I had, which is that at least some
fields of magic aren’t fully explored. In D&D terms, maybe only Fancy
Temple Wizardry goes all the way to 20th level. Blood fire magic
might only go to 10th level, and after that you have to seek out or
develop new techniques. Since we don’t actually have classes or levels,
I’m not sure what this looks like in practice. Maybe it’s just an excuse
to not create higher-end powers to buy off a list.

Even if there are extremely high-level FTW anointments, they probably
are only available to the Politically Sound, which means not these
weirdos. But they’re there, taunting you.

I had been thinking that prophets, as they “level up”, become more like
FTWs, and it occurs to me that it should probably be optional, but slightly
mechanically advantageous, to do that. It’s always more profitable to
gentrify than to keep your town weird. (This is the same reasoning as
not giving out-of-character rewards for good deeds.) But, they can be
weird in solidarity. Each god (where do they come from? spontaneous
excitations in the bureau-magical quantum field triggered by the
expansion of the world’s edge?) has probably three attributes, like
being the god of rainbows, capybaras, and sailing. There’s only one god
of that combination, and only one prophet of that god, but there can be
a god of rainbows, capybaras, and basket weaving, or rainbows/sea
snakes/sailing,and if the prophets of these gods don’t kill each other,
possibly they can combine them into a larger god with more attributes.
This is probably how the “Celestial Bureaucracy” started.

What does it mean for a power to be high level? Just expensive, or
prerequisites, or what? How does any of this work? Pregenerated
lists of powers is easiest for the player, but even a large list
is pretty limited compared to players’ imaginations. Earlier I
mentioned a point-buy system, but a full Hero-level implementation
would be both a lot of work for the designer (me!) and the
(hypothetical) players. We definitely don’t have to pretend that
we can balance things to less than one percent of a character; ten
percent (ie, you get to pick ten powers/feats/whatevers, or fewer
if some of them count double) is maybe plausible. Not that we are
extremely concerned with balancing combat power, but it should be
somewhat fair for players. At least, it should not make them grouchy
about the unfairness.

So, our points system is for calculating what fits into a power slot (or
a double-size or even triple-sized slot for something really great). If
prerequisites are applicable as disads, then yes, of course the prereqs
will always exactly match what the character already has, but it’s not
like they get the points back from those, so I think it’s okay. We need
to figure out how to handle feats that affect other feats, though, which
is the other way of building up. It’s adjustment powers all the way
down!

I’ve been reading something where people get magical powers from
the attention and emotions of others, and now I’m thinking, what
if at least some magic doesn’t work when you’re by yourself? No
more brooding loners! Or at least not as many. Is this how Fancy Temple
Wizardry works? That would explain why it’s popular in civilization,
where they can get large congegrations, even if the congregations aren’t
that invested individually. Wandering wizards have much smaller groups,
but have bonded under fire, so they count more. Does this work with the
Celestial Bureaucracy metaphor? Maybe you have to have a metaphorical
petition from the people? Or maybe you don’t count as human without
connections? So people who turn into monsters and lurk alone in the
desolate places of the world can’t do that kind of magic? I don’t know
if it’s right for XZQJY, but I do like that.

New tangent, “bonding under fire”. Am I really keeping black powder
ray guns? I like them, and they’re not historic which makes them more
fantastical and also maybe reduces the pedantry level? On the other
tentacle, guns and bullets have been around long enough to be part of
the mythology in a way energy weapons obviously haven’t, and people have
a better intuitive feel for them. Also, exorcising the ghost with a
golden bullet cast from the locket of its lover is a better story beat
than tuning your laser to the peak color of sunlight or whatever. On the
other other tentacle, D&D players have been okay with smiting their
enemies with beams of radiance since at least 4E. So, maybe?

Back to character creation/advancement. It’s not just spells and
martial arts techniques and ancestry feats that go in these slots,
it’s moves other than Act Under Fire, it’s extra Readiness dice,
Attack dice, Harmony if we have that, armor, inventory and Psyche
slots, it’s bonuses to action ratings, and probably other things I’m not
remembering or haven’t considered yet, so we have to figure out how much
of each of those goes into one slot. That sounds uncomfortably like
work.

I like the idea of purely diagetic advancement, but punishing players
for NOT harassing the GM seems counterproductive, and would definitely
not seem fair. Also I like the idea of getting XP for failing, as
previously mentioned, so that also has to be sorted.

Still going in circles.

More honored in the breach, etc etc.

Went to the office, got blamed by customers for not knowing things they hadn’t told us, New Boss T sent LLM output to the customer but nobody except me noticed, ate a stroganoff of beef.

Read (manga): HoriMiya vol 1 (Hero, Daisuke Hagiwara): Apparently this has been sitting on my TBR shelf since the days I thought boys had any place in romance stories. Anyway, she is glamorous at school but practical to take care of her little brother the rest of the time, he is emo and boring at school but secretly pierced and tattooed, together they shop for groceries and entertain the little brother.

Read (novel): The Shattering Peace (John Scalzi): Seventh(?) in the “Old Man’s War” series. Not quite what it says on the tin, although side effects of Consu meddling come close. The main character is pretty awesome. Possibly excessively so, but I like her.

Written (game design): 252:

The name came later, but Harmony was one of the first mechanics I put in
to get rid of spell slots and ten thousand abilities each with their own
set of charges and recharge condition. Now I’m throwing it out? And even
before adding MP, I got rid of health-based HP and now I’m bringing them
back? What is wrong with me? Am I just not smart enough to break free of
the D&D paradigm, even when I have all these other games to steal from?
Am I failing by trying to keep some crunch and not going full
story-game? Have I really reached the point where living dungeons and
black powder masers aren’t enough of a distraction and I have to go back
to the beginning on the system?

And, how do I make any of this anticapitalist, anticolonialist, and
antifascist? Starting with the PCs being outcasts from society instead
of members of a community probably isn’t great. Arguably living dungeons
and meteor monsters are colonizing the world? And wicked people turning
into monsters is spot on as long as we define wickedness appropriately.
And the visitors from the higher realms are definitely colonialist,
showing up and paving over things without regard to the mortals living
there. Whoever recycles souls (I’m pretty sure it’s not the higher
realms nor the celestial bureaucracy that FTWs work with, but some third
group) is also not great in this respect.

But, does the mere existence of colonialist entities presented
unfavorably make the game anticolonialist?

It sure seems like all news is bad news, so I guess that would follow.

Went to the office, only Coworker K was there, did some work, ate some chicken nuggets.

Watched (animated TV): Helluva Boss 1.1: Not sure about the number, this is the redone pilot that is more like what happens before the first episode, but 73% less gonzo and funny. I’m not at all sure this is a better introduction

Watched (live-action TV): Leverage: Redemption 1.13: The one with the hurricane and Maria.

Read (manga): This Monster Wants to Eat Me vol 4 (Sai Naekawa): Main character and her two monsters go to basketball camp, where of course there is more horror, and also the mermaid insisting she’s a monster and doesn’t like the MC at all.

Written (game design): 284.

Watch, by next year this will be National Charlie Kirk Martyrdom Day. Maybe we can stuff some Nazis into the LHC.

Went to the office, ate a sandwich, did some work, read some news. Poor Coworker D was stuck on a customer call until well past his quitting time. I only had a couple hours of customer call.

Read (manga): Princess Resurrection vol 4 (Yasunori Mitsunaga): More monsters, so many more monsters. Some can be defeated with Hime’s encyclopedic knowledge of the supernatural, but a chainsaw is still always handy.

Read (manga): Throw Away the Suit Together vol 3 (Keyyang): I guess I see the appeal of billionaire romances, since any story that involves job-hunting in the 21st century is guaranteed to be a downer, but at least they still have each other, so it probably counts as HEA?

Written (game design): 317:

Actually, lots of terms, if we’re going to have multiple kinds of
magic (whether distinguished by what it’s like to cast them, what
kind of effects they get, or both), and each needs at least what
its own practitioners call it and what everybody else calls it.
Which brings us back to the unresolved question from weeks ago,
“how does magic even?”.

There’s at least invoking the powers that be, and channeling your chi.
Turning your blood into flaming spears to fling at your enemies? Begging
the god of snails and sunsets and palindromes to give you a protective
shell? Letting the conjured phoenix out of the little cage you keep it
in? Breathing fire like the dragon you’re descended from? Growing spikes
like the mutant porcupine you ate the heart of? Monstering out by
drinking a mysterious potion? Calling up the spirits of the dead to drag
their shameful descendants to the grave?

How does necromancy (either D&D-style armies of undead, or OG divination
by spirits of the dead) work if souls get reprocessed? Are the parts
that know stuff or animate bodies reprocessed, or discarded back into
the environment, or what? What even is a soul? Egyptians had multi-part
souls, it’s not that much of a stretch.

For that matter, what is a spirit of the dead? Is that the same as
an individual ghost, or a more generalized vat of soul (which, not
being a physical substance, can be accessible everywhere)? There’s more
exciting friction (ie, the PCs are more boned) if you have to go where
somebody died to ask their spirit questions, but the Greeks did okay
with random locations and vats of blood, right?

And what’s an undead? I prefer the dead rising from their graves
to cause trouble as an omen of worse things to come over necromancers
calling up stupid shambling comic-relief zombies, but neither has
to be very common before cremation or sky burial or woodchipper has
always been everyone’s mandatory funeral custom. I guess if it’s rare
and there’s a very strong preference for burying intact bodies, maybe it
could still happen? Nothing horrible a PC can do is going to stay rare,
though. Some number of bodies get lost, though, so those could still
come back. Of course the bodies of wandering weirdos are most likely to
not get recovered, so maybe that’s another reason normal people don’t
like the touched. That gets us both headless horsemen and ghost ships,
which are vitally (hah) necessary part of undead stories.

I suppose bodies don’t need to get woodchipped to be safe from returning
from the dead if they have proper funeral rites. They could still be
animated as objects, though.

Hi Sherilyn!

Had a dream about the main character of the project I haven’t been working on. It had name-brand superheroes and wasn’t anything like the situation she’s in, but still. Maybe I should work on that. I figured out the emotional arc of the main character, but it’s getting to the point where I should be starting over to include all the stuff I’ve figured out and that would be the 3596th time I’ve started over because I don’t actually know how to write.

Went to the office, ate some pork and veggies and rice but had to leave the rest to call a customer, learned about a new product, gave some advice to my coworkers.

Watched (live-action TV): Leverage Redemption 1.9-10: The one with the librarian and the one covered in bees. Are Harry and Sophie going anywhere with this?

Read (manga): Princess Resurrection vol 1 (Yasunori Mitsunaga): I remembered liking this a lot when I read it in 2012, enough to hunt down pirated scans of the volumes that didn’t get published over here, but apparently I remember it too well now. Will probably finish rereading what I have, and then we’ll see.

Written (game design): 291:

The creation could be ongoing: surprise, there’s a new god! Or a
new school of magic! Or swinging back the other way, a new curse. Or
every month, in the dark of the moon where no one can see, the gods add
a new hex to the edge of the map.

Being able to explore new regions can come in many forms. Maybe the new
regions are actually newly created, but maybe the gods have provided a
gate to another world, or a bridge over the sea of corrosive mist to the
next island. Maybe someone has invented a new kind of transportation
(boats! riding moose! bigger boats! flying carpets!) or protective gear
to travel across the Vast Deadly Desert surrounding Oz (or maybe just
shoes).

If the PCs have better travel ability, but everyone they meet is better
at murdering, then they aren’t likely to be colonialists, but might have
to worry about being colonized. That would be a different game than
fantasy adventure, I think. More like fantasy Star Trek, which is not
bad, but are we digressing from the original goal? We could be
discarding it as unworthy, but I think we’re just digressing.

Back to bad things happening, what if instead of new gods, we lost the
old gods? Any pantheon can drift off into space, but should these ones
plummet to Earth, leaving mountain-range-sized bodies of divine flesh
and lakes of holy blood, none of which leaves things unaltered? Probably
not; I’m stealing that from a smutty webcomic. Also I already did a game
where the entire landscape was smushed beneath the fallen palaces of
Heaven.

Which brings us back to not knowing what to do or how much to do it, but
at least it was an interesting tangent.

Like takeout boxes full of brains!

Went to the office, tried to eat a braised pork bowl but it was too fatty, did some work.

Read (manga): How Do I Turn My Best Friend Into My Girlfriend? vol 4 (Syu Yasaka): Despite each still not realizing the other is gay, they spend Christmas and New Year’s and into the school ski trip getting closer and closer to either making out or dying of heart attacks.

Written (game design): 338:

We’re not making a time-travel game (I hope), so the present of whatever
our vague setting is does depend on its past. What are our options for
the general trajectory?

Post-apocalyptic and ancient world were already mentioned. They are
similar in that most good (valuable or interesting) stuff comes from the
past, but the aesthetics are different: in one, everything is “normal”
just busted up (nuked, dehydrated, zombie-infested), while in the other
the beaches sparkle dazzlingly because they’re a billion years of wear
from structural diamond girders, the landscape is covered with huge
circular lakes from the Age of Relativistic Bombardment, that mountain
range is a buried arcology, etc. Post-apoc is usually SF because the
previous world is supposed to be relatable, meaning usually our world,
but I don’t think that’s strictly necessary. A sufficiently
well-understood fictional setting (generic D&D) would probably work just
as well, and a novel setting that’s fallen apart is just part of the
current setting, which people are fine with being novel. Probably.

Ancient world/deep time settings tend more to be science-fantasy,
with the fantasy usually being psionics and other dubious
science/technology with Clarke’s Law (Numenera), but sometimes real
magic (Ultraviolet Grasslands). The science part is almost always there,
because pure fantasy deep time can be anything, and isn’t more engaging
that pure fantasy that was poofed into existence. Black powder masers
notwithstanding, I don’t think I want to go the science-fantasy route,
but maybe that’s wrong of me. Apparently it’s how D&D started.

If it’s post-apocalyptic but the good stuff is new, and the old bad
stuff has been rejected, I think that’s solarpunk. I feel like that
needs more a link to our world than regular post-apoc, so that we
understand how bad it was. We can tay the ancients’ magic was innately
cursed and that’s why they fell, but do the players care? I guess maybe
if there’s a point in the campaign where they discover what’s in the
basement of the ruins of *m*l*s.

Even though I’m an extremely basic sucker for the OSR Aesthetic, not all
settings have to have apocalypses. That doesn’t mean peace; I’m thinking
of like early China where it was a heap of little kingdoms constantly
conquering each other. It wasn’t much fun for people in the way, but not
everything everywhere was destroyed all at once, so civilization as a
whole carried on. Lower-intensity would be Celts/Sartarites and constant
cattle-raiding skirmishes. Or, everything could be a peaceful utopia,
which is why PCs have to go Anywhere Else. (But that may lead to
colonialism.)

The world could even be improving (see Frieren, where they actually
develop new spells), which again just means less atrocity, not none,
although the improved state does have to be enough better for the
players to appreciate it. Also, if things are already getting better,
what do PCs do? Obviously they help improve things, but this implies
(does not require?) them to be more a part of society than murderhobos
usually are. That might not be a bad thing, but it’s probably more
limiting than D&D.

And of course, on the other side, maybe there’s not an apocalypse yet, but
everything is deteriorating. Probably not what people want to play in
this year 2025, but on the other hand, if the PCs play their cards
right, they could be the apocalypse! Requires a height to fall from,
probably.

Going up one level and then going to the other side, what if something
good happened (euapocalypse? I think that means something different, and
has calamitous koalas)? That can be just as disruptive and exciting as
an apocalypse, although not always as murdery. The biggest one would of
course be the creation of people, by the gods or space bats or whatever.
Maybe the world was created at the same time, or maybe it existed
earlier and didn’t matter because no one was around to see it. This
lends itself to an exploration campaign, which could be light or dark
depending on what they find out there in the world or what people at
home do with it.

Less drastic, but still a pretty big deal would be a sketchy titan
offering mortals a light around the back of the temple, the goddess
Etain bringing the secrets of writing, the wheel, and the double-blind
experiment, or the Okay Sage discovering Zero so you don’t have to herd
pigs any more. People having existed before this and probably gotten used
to how things were, there seems likely to be some social strife, even if
it’s good overall. Also exploration-oriented, but maybe more
competitive, and again, dependent on what possibilities in the world
have opened up.

Speaking of opening up, maybe the new thing is a region or world to
explore. If it’s not inhabited, though, it might not be very
interesting, and if it is, that can lead to colonialism. Maybe that’s
interesting to navigate?

A popular arguably-good change is magic appearing or returning.
That’s almost always in a modern or future setting, but what if a
psuedo-historic setting suddenly becomes a fantasy setting? Nobody
knows what kinds of magic there are, or what the limits could be. I
think this would need a stronger magic system than a settign that had
always had magic, even if only the GM knows it to begin with. Either
that, or some meta-system for discovering the magic system in play, like
the emergent mystery systems from Brindlewood, Ex Tenebris, etc. This
wouldn’t be a general fantasy-adventure system, but it could be
interesting.

A twist on that would be, surprise, there’s gods now! Could be very
similar, could be more social upheaval depending on what people think of
these gods and whether they had preconceptions.

I wish I remembered my dreams better, some of them are pretty good.

Went to the office, ate some veggies and meat and rice and veggies, had too much meeting and didn’t like it, did some work.

Watched (live-action TV): Leverage: Redemption 1.6: The one with the Martin Shkreli stand-in and Breanna’s speech about fandom. (Did she come out as queer there, or just allyship?)

Read (manga): Spy x Family vol 14 (Tatsuya Endo): Ski cabin mystery! Then Anya’s first school dance, and a lot of backstory on secondary characters and the horrible war.

Read (novel): Demon in Disguise (Deborah Wilde): Main character has come out to just about everybody she knows, is at least tentatively back together with her ex, time for everything to go bad and end on a cliffhanger.

Written (game design): 328:

So you have the fancy temple wizards, who draw circles to establish
holy domains and write the true names of gods around them and recite
genealogies back to Creation or cite the exact section, paragraph,
and clause of the Celestial Ordinances that applies, etc, etc. They can
make something happen right away, or bless your weapons, or whatever.
Wizards who aren’t so fancy take longer to make spells, but then they
can stash them in their rings or toads or whatever for later use. Some
don’t bother with storing spells and evoke spirits to follow them around
and do stuff for them. Alchemists don’t cast spells at all, they refine
philosopher’s phosphorus or whatever by actually refining it. Mystics
and martial artists also don’t cast spells, but gain special powers over
body and mind by rigorous training and self-discipline. (This is
completely different than the way people get special powers when they
turn into monsters, how dare you.)

Is this too explainy and mechanical? I don’t want to be as completely
vibes-based as some story games (cough DW Wizard’s primary move cough),
because players need to be able to plan in at least a slightly crunchy
way, but it is magic and shouldn’t be boring like D&D. Do I need to go
full post-apocalyptic “we can turn it on and replace the batteries if we
find new ones but no idea how to repair it”?

(D&D is advertised as medieval, but it’s really a combination of
Renaissance (cities, inns, cash economy) plus post-apocalyptic (perilous
ruins, incomprehensible artifacts) plus Wild West (murder-hobos, clear
the subhuman savages to expand civilization). Various editions have
emphasized different aspects: 1e was relatively heavier on the Wild West
since it was supposed to transition into domain play but the
colonialism aspect has faded over time; 4e was more post-apocalyptic
with the “scattered points of light”, etc. I’m also leaning toward the
post-apoc genre, since ancient magic going haywire is a great excuse for
monsters and other problems.)

What do you mean, “why”?

Went to the office, ate a pad thai, did some work.Train was late on the way back, probably because someone was an idiot on the tracks, but not so late that I couldn’t feed the cats on time.

Read (manga): Dandadan vol 14 (Yukinobu Tatsu): More huge fight against aliens, some plotlines even got resolved. I’m sure there will be new ones any minute, though, since there’s not danger of running out of weirdos

Written (game design): 256:

Since we’re repudiating any distinction between arcane and divine magic,
drawing circles and burning incense and chanting is obviously prayer
stuff, invoking greater powers to do the thing. What the greater powers
think of this or how they implement it is obviously ineffable. Are these
the same entities from the higher realms that can appear as monsters? I
don’t think so, those are from the cosmic horror side. What humans pray
to are embedded in the same flow of the universe that Harmony harmonizes
with, ex-humans providing an interface that isn’t people any more, but
similar enough to translate between religious ceremony and fundamental
forces of the universe.

(The higher realms aren’t places, they’re states of being in a completely
different way. In theory you could translate someone from the world to
be something in the higher realms, but it wouldn’t be the same person,
probably not even a person at all. Why does it work the other way? You’d
understand after the translation process.)

When I say the gods or ancestors or saints or whatever aren’t people, I
mean you can’t have a conversation with them and get them to just answer
questions or give you that little bit more power for your really good
cause. You do the thing, the flow of the universe is altered (lose
Harmony) in accordance with the opaque rules. In a lot of cases the
thing may be saying what you want to have happen, but you can’t just say
whatever and hope to get anything.

They Frolic.

Went to the office, ate mild masamun meatball curry, did a work.

Watched (live-action TV): Leverage: Redemption 2.1: Amazon, what are you doing?! But that explains why some time seemed to have passed. The one with the dictator and his debutante daughter.

Read (novel): Coffeeshop in an Alternate Universe (CB Lee): Interdimensional meet-cute, followed by more cuteness but also impending doom which ties into one girl’s family backstory and there are feelings and conspiracies but overall it’s really pretty cozy.

Read (manga): Yuri Espoir vol 3 (Mai Naoi): Yuri-fantasizing girl continues to be extremely traumatized by the existence of this man-thing she has to marry, although other people seem to be able to deal with him just fine and he’s drawn with a face when she’s not there an everything. Also, scenes from the very gay lives of the women she sketches. Best Friend is kind of sus, but I think we saw that before.

Written (game design): 221:

We can definitely come up with lists of potential consequences for
the specific Actions, since they’re more constrained than “Act Under
Pressure”. Another possibility is allowing partial success: “They’re
your friend now, but only as long as you keep the presents coming,”
or whatever. “Act Under Pressure” is by definition for things that
aren’t as interesting to play out in detail, so it can be pass/fail.

Now we’re back to having to construct the list of Actions, because the
one before wasn’t good enough. And we haven’t even gotten into actions
for fighting a guy.

Oh, another possibility for the results of Actions is that you could
give the GM some kind of metacurrency, which they can then spend to give
you a failure later, or some stroke of horrible luck. GM metacurrency is
tricky, since it has to be distinct from what the GM can do normally
according to the rules of the game, but on the other hand, how great is
it to have a stack of Quantifiable Doom to taunt the players with?

I think that’s one of those jobs that seems way more exciting on the screen than in real life. (Like most jobs.)

Went to the office, had the room to myself, ate some jerk pork, did some work, nicked some extra jerk pork to eat for dinner.

Read (manga): There’s No Freaking Way I’ll Be Your Lover! Unless… vol 7 (Musshu, Teren Mikami, Eku Takeshima): Rena and Ajisai finish their runaway episode with Mai’s “help”, Ajisai admits that she loves Rena (to herself, readers already knew), nobody is actually murdered by their family.

Written (game design): 278:

One of the problems with stealing PbtA moves is that they’re completely
player-facing, so we finally have to decide on how to resist social
skills, which may be the impetus need to make a rule for opposed
actions.

The quality of your action, which may only matter for opposed actions,
is the lowest value on any of your successful dice. If you didn’t roll
because you were at Difficulty 0, your quality is the same as your skill
rating. If you rolled and have no successful dice, your quality is 0.
Higher, or highest, quality wins.

Actual harm still goes through Readiness to get to your tender flesh or
soul, but mere blandishments can be resisted with an opposed roll using
“Be a Stubborn Ass” against whatever the other person is using. This is
like a save, but subtly different for reasons to be explained later.

Another question is, why would players choose these more specific
Actions that have to have their own ratings instead of always Acting
Under Pressure and spending all their XP on improving that one rating?
Of course the rule is that if there’s a specific move for what you’re
doing, you have to use it, but never underestimate a player’s
willingness to argue that they’re doing something slightly different and
therefore that rule doesn’t apply. We can make Act Under Pressure more
expensive to buy up, although probably not as expensive as everything
else put together. (But maybe.)

Using the carrot instead of the stick, we can make the outcomes for
using a specific move better (for the player) or more concrete (for the
GM). Or we could if we had any ideas how to do that.

Squamate! Squamate! OK!

Went to the office, attended an all-hands where none of the (minor and completely surmountable) problems could be construed as the fault of my team, ate a rice pork burger-shaped thing that made me vaguely queasy, did some work.

Watched (live-action TV): Leverage: Redemption 1.2: Still chasing the opiate billionaire, Hardison has to bail to the other side of the world but look! there’s a new hacker that he vouches for. (We knew this was coming, the actor wasn’t able to commit to the whole season.) She has good ideas, though, and an appropriate regard for Parker.

Read (manga): Daemons of the Shadow Realm vol 8 (Hiromu Arakawa): The complicated city-wide murdering scene is over, now all the characters are regrouping. So many characters, who are all these people? But many of them are entertaining people, so it’s okay.

Read (novel): Primer for the Apocalypse vol 1 (Braided Sky): Alien magic and the system will come to Earth, but right now a time mage from after the point has escaped back and is trying to rebuild her power so she can protect her family, without giving away that she will be able to time travel. Bog-standard litRPG.

Read (short): “Trap Line” (Timothy Zahn): An SF story in the old style: a human gets into trouble among the stars and has to figure out the problem and work with some aliens and against other aliens to save the day. In this case, the problem involves astral projection.

Written (game design): 465:

We could do Harmony-based magic like XZQJY. (When you spend a while
in meditation, roll with Mysticism. On a 10+ hold 5 Harmony; on a
7-9 hold 3; on a 6- hold 1 in addition to whatever the GM tells
you.) But we don’t actually have to, there are plenty of other options
for non-battery magic. Like, enchanted or cursed places/objects/monsters
have a Weirdness rating, and you can do any feat of magic (ie, cast any
spell) equal to or less than that Weirdness, but if you roll a 7-9 on
using magic, you can’t use that aura of strangeness against for a while,
and if you roll a 6-, it definitely gets to turn your spell back on you
or possess you or curse you. Or, the gods inscribe spells on the inside
of your skull, but when you roll 7-9 to cast one, it gives you a
concussion and on a 6- maybe you suffer serious brain damage. The
possibilities are endless!

Is it 10+/7-9/6- based on 2d6? It could be 0d6 to 4d6, keep the highest,
6/4-5/1-3, and that’s still officially PbtA. There’s a recent big FitD
fantasy release, Grimwild, though. Let’s stick with 2d6 for now and just
say you can’t roll at more than +/-4.

Back to classes. Cleric and Wizard are the only spellcasters. Druid is
all shapeshifting all the time, which doesn’t need to change. Bards can
spont a few magical effects, but I’m not sure we need bards at all. Any
spellcaster can have singing as their special effect, and any character
can try to seduce all the things.

Actually, can anybody seduce anything? “Hot” isn’t exactly a personality
trait, so there’s not an ability for it. We could make being good at the
D&D stats into moves you can take, though. Brute Force (move and break
things, maybe roll with Aggression), Striking Looks (seduce people,
maybe roll with Focus since paying attention to someone is allegedly
seductive), Educated (you know all about something, like the Bard’s
move), Unkillable, etc.

Back to classes. Do we want thieves? Anybody can sneak up on someone and
murder them without a roll if the fictional positioning is right, but
thieves can have specific moves for it, that’s fine in DW. Not sure
about paladins. Probably not barbarians, they seem OP and/or not really
suited for a party. Having been around since AD&D notwithstanding,
they’re kind of in a different genre.

I keep talking about wizards instead of The Wizard and such, which shows
a lack of commitment to PbtA, but I’m waffling over whether to have
classes like that, or classes at all. Pick one of the major beginning
moves (spellcasting, signature weapon, animal companion, etc), another
from the general pool, and away you go as some unique weirdo?

My own handwriting is terrible, but I admire calligraphy!

Betrayed by one bus, went to the office, ate a weirdly small burrito, did some weirdly small work, raised a concern to my interim manager, attended a training about new mandatory self-criticism reports.

Read (manga): Daemons of the Shadow Realm vol 7 (Hiromu Arakawa): More reunions and murders and escapes and backstories. Basically every character is still more interesting than the MC, though.

Written (game design): 223:

Leaving that to ferment, earlier I mentioned taking D&D out of
Dungeon World, so let’s look at a different part of game space and see
if there’s anything to bring back.

D&D abilities still suck, but Dungeon World is not the kind of game that
should have a bunch of skills. Maybe replace the abilities with
personality traits, more like Apocalypse World? Aggression instead of
Strength (not my idea; Into the Odd, maybe?), Focus, Mysticism,
Jitters, Determination? Five is probably enough. Also there should be a
move to fall prey to the downside of each one, although that risks
creating a “roll minus” mechanic. Also no ability scores, just -1 to +3
like the Bakers intended.

Level is just the number of advances you’ve taken, we can swap one term
for the other without losing anything except a few characters. Check XP
on failure and when answering end-of-session questions, that’s all good.

PbtA games are big on playbooks, but allow pretty arbitrary
“multiclassing” for at least a few moves, so going classless wouldn’t be
impossible. Making new classes isn’t hard, though, so it might be better
to just have a whole bunch of classes, replacing the old ones that are
too D&Dish. Wizard and Cleric would go, since we no longer believe in
secular magic.

Wouldn’t it be great if everyone in the world agreed this was not a celebration?

Went to the office, ate some samosas and chicken biriyani, did some work.

Read (manga): Kiss & White Lily for My Dearest Girl vol 1 (Canno): Reread. The girl who is good at everything using raw stats x the girl who put time into developing skills and still comes in second at everything, grrr! With many interludes about other students at Yuri High.

Written (catgirl): 266.

Also other things that are relevant is this dystopia, such as National Support Public Education Day, National Whistleblowers Appreciation Day, and World Day Against Trafficking in Persons. And, as a treat, National Cheesecake Day.

Went to the office, ate some falafal and dolmas and stuff, did a little work, almost fell asleep.

Read (manga): Otherside Picnic vol 12 (Iori Miyazawa, Eita Mizuno, Shirakaba): The search for the missing person has reached a major plot twist! Also, a cult compound full of creepy interdimensional weirdness is definitely the ideal place for PCs to set up a secret base.

Written (catgirl): 236.