Related to the cat discussion from the other day, Fay is playtesting Honor Bound today and sent me this (spoilered for mild spoilers and salty language :laughing:)

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AWWW Kill everyone who even tries to touch badly that furry ball. I will grab it and give a chair and paid a salmon meal with chicken broth and prawn dessert.

Anyone else in that place is killeable if opposed to that

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It’s not my fault! I was told to playtest a specific story path so I’m using one of my tabletop characters to help me commit to being a cat hating bastard :frowning: It’s just what he would do!

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Commit genocide That’s a Wednesday in Mara’s book.

Be bad to a cat. I prefer going to genocide everything else

Poor mr Fluffy orange. Bad @FayI you will enter the wicked list :wink:

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Ironically, I feel you contributed to both the kitty discussion and the character discussion we were also having.

It is good to see you in the thread FayI! :revolving_hearts:

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Just to make sure I understand. This would be for the purpose of helping writers get more eyes on the WIP, so they can get more usable feedback?

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I’m excited to see it; I hope it ends up being helpful. I plan to shift my WiP feedback goals to the ones listed in next month’s thread (though I don’t think I’ll be putting my own forward unless I can get this chapter finished/my demo updated first).

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Vocabulary question, is ā€œstompā€ a repetitive movement or can you do it just once? (I’m looking for a word for describing a character firing their rocket boots.)

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It’s repetitive. Think of a large dinosaur coming towards you; it stomps its feet as it approaches.

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Glerbh. So what’s the single-time movement of hitting your boot on the ground?

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Either ā€œstompā€ or ā€œstampā€ works. Stomp can be singular and stamp can be plural, I’ve just seen ā€œstampā€ more often as singular and ā€œstompā€ as repetitive (ā€œShe stamped her foot in frustrationā€ and ā€œGodzilla stomped toward the cityā€).

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Okay, thanks. (Is that why rubber stamps are stamps?)

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Yep. stamp | Search Online Etymology Dictionary

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One thing I struggled with in making Moonrise, and still struggle with today, is the meeting point between the dev and the player. How much can I ask the player to buy into the adventure of the game? When does it turn into the dreaded railroading? When it is reasonable to say, ā€œokay, if the player wants to play this game at all, they have to say ā€˜yes’ to thisā€? Big questions, and my traditional fiction background does me few favors.

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I believe this answer is determined by your game.

In Patchwerks, the reader must buy into the fact that the protagonist judges lost souls. If the reader doesn’t want to do this, then the story can not go forward.

I do give the reader the agency to refuse to judge any soul they don’t want to, but making that decision leads to an immediate end-game state of ā€œgame overā€.

All the other end-game states are things the reader can embrace or reject, buy into or refuse to participate in, but this one thing is the one thing required.

I feel the checkpoint system allows me the confidence to give the reader the ultimate agency to judge or not judge the souls because a game can be restored if the reader was just curious and really still wants to continue the narrative, but if the reader really does not want to do this, then the game, ultimately, is not for them.

Which is hard to acknowledge and to accept, but as true as can be.

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Not necessarily, especially when it comes to speculative genres like fantasy and science fiction. Coming into a ghost story with the mentality of ā€œghosts aren’t realā€ is something that a reader chooses to do to themselves. Likewise, reading a middle-grade adventure novel and asking, ā€œwhere are all the grown-ups in this?ā€ For myself, when I’m reading a romance novel and find myself rooting for the main couple to stay broken up and not patch up their mandatory third-act misunderstanding, I know that it’s time to set the book down, because it’s just not for me.

Learning to set books down when they’re not for you is a reader’s skill. The writer’s skill is to believe that you’re writing as a promise to the readers who want your story, not an apology to the ones who don’t.

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…okay, my impostor syndrome is going haywire here. I took part in a playtest for a RPG my clubmate is writing, and it was my first TTRPG ever, and I had fun, but now I’m feeling like I was the worst player ever and should never show my face again. Except that nobody complained.

Glerbh.

Anyway I’m suddenly having an urge to make a superpower named ā€œGenre Awarenessā€ that would cause the character to hear a soundtrack all the time (and then do things like ā€œuh oh, main antagonist’s theme is playing, ambush incomingā€).

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I generally assume the player agrees to two basic assumptions when starting off.

1: That they buy into the basic premise of the game, as described by the marketing blurb - which means they are willing to accept the restrictions and possibilities of the setting and the MC’s role within it, so long as they’re internally consistent.

2: That the player, and thus, the MC, possesses a certain interest in self-preservation, meaning they’ll avoid any action which can be contextualised (based on what the MC knows) as obviously leading to their death (or a game over).

I think both of those are intuitive enough for almost all players to grasp - and if players find themselves lacking options which they’d like to have and are within the bounds set by those two assumptions, it’s usually pretty easy to write them in.

Of course, all this relies on setting expectations early, including with the store page blurb.

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One of us! One of us! One of us!

Congratulations, you won the game!

Oh, pretty much everybody feels like this. The feeling will go away when you play again and will return after each playsession for a few sessions, and then it won’t come back.

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Welcome aboard the Role playing Train!We have dice goblins, Sparkles, broken oaths and poisoning bards

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