Data scientist, video game analyst, astronomer, and Pathfinder 2e player/GM from Halifax, Nova Scotia.

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Joined 1 year ago
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Cake day: February 28th, 2025

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  • [email protected] They shape 100% of the storyline. The campaign is the story of their activities in the world.

    They don’t shape the world, though, unless they do things to intervene in the current world lines of the people and institutions in it. At the start of the campaign, I scaffold the major political players in the world,and sketch out what their goals are, and how they’re trying to achieve them. I estimate how long it takes them to get to places of import for those goals, and track that in a calendar. I leave hooks for the players to pick up and engage with those things from time to time, but if they’re not interested, those entities just continue on unimpeded.

    Meanwhile, everywhere they go, I dig into books of tables to come up with some NPCs with problems that need to be solved, side quests that can be activated, and locations that can be explored. They’re just names on a page until the players pick up the hook, but if they do, then the party does things to encounter and activate new political players who end up on the board. I then do the same thing after the fact, and add them to the calendar.

    Their story is 100% theirs. The opportunities to shape the world’s story are there. There’s no “storyline” for me to bend around their gravity.


  • A lot of the people developing early fantasy RPGs were probably deeply influenced by the American western as a film and TV genre. It was really, really hard to avoid in the 50s and 60s, and it functionally provided the blueprints for other adventure-based genres. The western provided the setting of the frontier, and frontier towns were all too often depicted as being deeply isolated and under siege by the “savage wilderness”.

    Because indigenous people were usually framed more like wild animals than people whose living room you just plopped yourself down and started squatting in.

    So many of the adventure modules seemed to be built around this idea of the frontier, or the hinterland, or of being on the edge of civilization that they didn’t need to have a theory of settlement patterns. They were explicitly showing us what things looked like where the civilization networks wore thin and broke down.

    But they also just sort of acted as one of the blueprints for later modules, and later settings. And when your setting is entirely made up of frontier modules, you end up with a setting where there’s no civilization.



  • > In the world they would be hated and feared as the person who started fires as a child or drowned a local cow.

    Would they, though? Or would they end up in an upper class that controls world leaders from back rooms while looking like flashy celebrities in public? Because the takeaway from the real world is that racists hate on people they see as less powerful than them, and sorcerers are categorically not that.



  • I work in gaming, and I can say with some confidence that, at least at the big publishers, it doesn’t actually work this way. The C-suite, in particular, isn’t talking to developers at all, and aren’t making decisions about products beyond which IPs that they have in their catalogue that they want to put a bunch of money into.

    Where the problem is is in the marketing and editorial departments. Most of the big publishers have a department whose job it is is to assess whether unannounced games in development have a viable market, and how to better appeal to that market. The problem is, the people in those deparments don’t use anything but what’s trending right now to determine this, and so you get studios being told that their current game a) should be shoehorned into franchise X or Y, and b) should adopt this mechanic, tone, or aesthetic that doesn’t really fit with the core idea, amd that will be dated by the time the game launches in 2 years.

    These are deeply conservative, risk-averse departments, and they gatekeep all of the major development and launch milestones.








  • > Speech recognition

    Isn’t generative, by standard usage of the term.

    >(e.g. “remove background” or tools that let you mask subjects). Yes, all generative AI.

    They are not. Not everything leverages a SVM or even a neural network is “generative AI”. That’s a disingenuous conflation of terms and technology.

    > All sorts of title/logo generators.

    So?

    > Upscaling tools.

    Are’t “generative” in the context used here.

    Generally speaking, sufficiently vague and plastic rules that are able to allow for things like “context” and don’t provide wiggle room for “insufferable bad-faith assholes” are best employed for things like this.