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I want to pause for a moment and appreciate that the music in The Adventure Zone: Dust is an absolutely perfect match for the tone of the story.

☀️☀️☀️☀️☀️☀️☀️☀️☀️

The Last Jedi 

@Rosemary relating to stuff not in the story itself, but to how the audience engages with the story.

The Last Jedi 

The more I think about that movie the more I realize that almost everything in it can be read as metatextual critique of a whole lot of Star Wars fans.

This is ESPECIALLY true of Luke's arc.

Wait, actually, isn't this an explicit metageographical feature of Downwarp?

A+ layers-blending.

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One thing that's absolutely fascinating to me about tabletop RPGs (especially low-prep ones) is how we build these whole realities together which just evaporate the instant we stop looking at them.

very tangentially uspol adjacent, question 

@Rosemary Yeah media literacy is a skill that's barely taught if at all, which is kind of tragic imo.

very tangentially uspol adjacent, question 

@Rosemary ehhh. I think something bland-ass like NPR would be a lot better for that.

One of the functions of propaganda is to incite.

very tangentially uspol adjacent, question 

@Rosemary I mentally have them in the category of "too partisan to be useful for anything but propaganda", personally.

But yeah, there's no such thing as a neutral source. There's always an implicit framing and a choice of what facts to include and omit, and how to present them.

sext 

@sev@octodon.social :thumbs_up_paw_nx40:​

Reading about the Gamist/Narrativist/Simulationist framework blew wide open my understanding of what tabletop RPGs *are*.

Poorly-formatted and crunchy, but well worth reading if you're interested in rpg theory:
indie-rpgs.com/articles/3/

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As a side effect this means you get to entirely stop caring ahead of time about how difficult a challenge might. Just throw the dice, and if you succeed than the challenge was overcomable with you skills and luck, and if not than it wasn't. If a challenge is known to be probably easy to definitely too hard in advance then there's no need to roll.

This is fundamentally hostile to Gamist and especially Simulationist paradigms of play, but is liberational for the Narrativist.

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Implicit in the way Powered by the Apocalypse treats dice outcomes is that the rolled value represents both the quality of the effort made AND the preexisting state of the world.

If you roll a 4 on attempting to persuade that diplomat, the failure might in part be because she was already unable to be persuaded. It also might mean that you were overheard by someone hostile in the adjoining room! The dice result retroactively changes the world's state. It's a waveform collapse.

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I think it's interesting that dice rolls in Powered by the Apocalypse actually represent something fundamentally different than they do in D&D and many other systems.

In the classic D&D paradigm a dice result is an effort value. You roll and do a 15 good job of persuading that diplomat, and 15 good may or may not pass the preexisting bar of persuasive enough. The number you roll entirely represents how skillful an attempt you made, and the difficulty represents the state of the world.

[cont]

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