My Games

Friday, July 19, 2024

"Weird Genders"

I can't resist a provocative title. These aren't really "genders", but alternative dimensions upon which a species might be organized biologically, socially, or sexually. Galmoxians courtesy of Semiurge.

1. This species has three genders. Titans serve as their habitats like mobile forests. Foresters care for Titans, relieving them of pests and parasites and cultivating a healthy ecosystem. A healthy Titan releases pheromones that allow Foresters to reproduce parthenogenically. Rakes are physically indistinguishable from Foresters, but are predisposed to hyperactivity, curiosity, individualism, and adventurousness. They traverse Titans to romance fresh Foresters. In a successful courtship, they release a pheromone that temporarily transitions a Forester into a Berserker-state, nearly doubling in size and muscle mass and developing reproductive organs to impregnate the Rake, bringing genetic diversity to the Titan's ecosystem.

2. This species has two genders, one like Hominids, and the other like a variety of Trees. Most relationships are either polyanarchic or serially monogamous, and nearly always full of tenderness. Trees navigate the world through spatial reorientation, where the self is a continual growth process operating at a frequency below the Hominids' temporo-perceptual threshold. Their radical differences in how they perceive and operate in the world, and their limited ability to communicate and understand each other, makes their love both tragic and beautiful. Hominids pollinate the Trees and spread the seeds of their fruit, germinated by the enzymes in their saliva.

3. This species are always hatched in pairs. In nature, parents are only able to provide for one sibling, and so they brutally compete for survival. When one sibling inevitably, through luck or circumstance, outcompetes the other to such an advantage that they gain total dominance, the parents will neglect, disown, or even murder the Forgotten sibling in favor of the Chosen sibling. For much of civilization, this practice has been outlawed or frowned upon, and yet the systemic inequality between Forgotten and Chosen is interwoven through the history and persists into modernity.

4. This species has two genders, Lover and Spirit. While one is alive they are Lover, and in death they become Spirit. The vitality of a Lover provides inspiration for Spirit, imparting a portion of their essence inside the Lover so they may reproduce. The unlifespan of a Spirit may be as much as three times that of a Lover, but after each time they impart their essence they undergo significant aging, and each time more so, and it is rare for Spirits to be capable of reproducing more than three times before expiring.

5. This species has the genders of Chess Pieces. They operate like a hierarchical hivemind. Kings are the mind and soul of the hive, and without a King the hive will flounder for lack of thought or inspiration. They are physically limited and must be protected. Queens are powerful like demigods, and often just as petty and needy and prone to in-fighting. Rooks are workers and artisans, Knights are soldiers and first responders, and Bishops are artists and counsel, and all three are asexual. Pawns are weak yet plentiful, and can develop into the other genders as needed, although most Pawns never make it that far in life, or choose not to develop.

6. Galmoxians - Those sultry seducers of the spaceways - do not technically have genders. Or sex. Like all the unusually-intelligent life on their homeworld, they shape new individuals of their species from the primordial and protean slime which pools in its cracks and crevices, through both physical sculpting and bio-electric-chemical interface facilitated through layers of symbiotic micro-organisms.

However there are somewhat analogous societal roles related to a galmoxian's relationship to this sculpting process. Though by no means universal, the most common are typically translated as "fullshapers", who individually create a new galmoxian through the whole process, "raw-workers" who gather the slime, move it to a work-space, and handle the bulkier details, "detailers" who specialize in shaping certain parts of the galmoxian body, and depending on their skill can garner significant fees for this, "students" who oversee and study the creation process without directly participating, and "wreckers" who harass work-spaces, critiquing the creation process and destroying new galmoxians underway in they can breach the perimeter. Stereotypes, expectations, and so on for each role can differ greatly between cultures and classes within those cultures, even while the roles themselves are fairly 

Thursday, July 11, 2024

Game Design Pattern: Concept Crafting

As part of WORDS!: The July 2024 Blog Carnival hosted by Beneath Foreign Planets, I thought I'd revisit one of my favorite game mechanics of all time: 


Credit to Saker Tarsos, his Crafting with Concepts post from 2020 was the last TTRPG mechanic that truly inspired me. I'm sure there's other really innovative things I haven't given sufficient consideration or am not aware of, let me know in the comments, but this one was a game changer.

I have been under-inspired lately so I'm not going to re-hash too much. 

The core mechanic is as follows:

WORD1 + WORD2 = WORD3

e.g.:

FIRE + BALL = FIREBALL

Go read his original post or any of the following.


In my original Mecha Gear post I describe a system for building Mecha with Concept Crafting, but this could easily also apply to Power Armor or Battleships or other mechanical things.

I created three spark table posts for creating various kinds of weird mecha:
I also wrote Pre-Gens for a Super Robot Wars (videogame series)-style crossover Post Apocalyptic Mecha setting including the Ichinana from Mazinger Z, Jet Alone from Evangelion, and Hyakku Shiki from Mobile Suit Gundam.

The final play report of my Maximum Recursion Depth Volume 2 Campaign has a writeup of an awesome Concept Crafting-based Mecha boss fight, with an index to all the other PRs. The penultimate play report also had a really cool sandbox survival module that leveraged Concept Crafting for a variety of things like salvaging resources and constructing a base.


I also proposed a "monster" collecting mechanic using Concept Crafting (e.g. Pokemon, Dragon Quest Monsters, Shaman King) in the form of Anima Crafting for Maximum Recursion Depth Volume 3.


I've talked to people who were not aware of Saker Tarsos' post but had independently come up with a similar idea for things like a magic system (Maze Rats' magic system may have worked similarly, I don't remember anymore), or for something like Zelda Breath of the Wild / Tears of the Kingdom.


I hope this blog carnival brings more awareness to Concept Crafting and that more people begin to design around this mechanic. I imagine there's a whole lot more that could be done with it if people put their minds to it.