TarotJack , to random
@TarotJack@dice.camp avatar

Where I introduce my newest project that is in the world, "Secrets of Arn."

This ambitious project is designed to capture how Blackmoor was and continues to played, honors the high trust environment, and turns a game into an experience. Plus, you get a sneak peak at the cover art!

https://flintlocksandwitchery.blogspot.com/2024/03/secrets-of-arn.html?m=1






E_T_Smith , to random
@E_T_Smith@dice.camp avatar

1/2 Trying to summarize (what I call ) for purposes of an introductory document is surprisingly slippery. The problem is you have to address all these assumptions about how role-playing works that readers will project into the explanation. So I'm spending more words explaining what it isn't than on what it is.

E_T_Smith OP ,
@E_T_Smith@dice.camp avatar

2/2 The three core precepts , as I see them:

  • De-gamifying: playing the world, not a rules set (this is where most of the "isn't" comes from; really amazing how wide and deep expectations of gamification have become, and not just in games).

  • Decommodifying: approaching the experience as something you create, not consume.

  • Independent Imagination: bit of a follow-on from above, legitmacy/authenticity of the world as created by the table's efforts, not an outside authority.

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