My Games

Showing posts with label BONUS. Show all posts
Showing posts with label BONUS. Show all posts

Tuesday, May 6, 2025

Superheroes Pt.X2: Cold-Iron Killborg

One day middle-aged middle manager Soren Skelton jumped off a bridge, landing on his chrome dome only to wake up 6 years, 6 months, and 6 weeks later alive and kicking (literally) with the brains and hairplugs of his nepo-baby boss dripping from his front-raised foot.

Unbeknownst to Soren Skelton, his skeleton was reanimated in the Unseelie Undimension as the Cold-Iron Killborg. Still alive and finally back to consciousness, Soren learns to crudely communicate with the undead entity that is his own skeleton, and attempts to unravel the mystery of how he became the Cold-Iron Killborg.

Friday, September 22, 2023

BONUS: Playdate Not-Review


I pre-ordered a Playdate a while back and it finally arrived a few days ago. It's an awesome little device, toyetic and whimsical in the way that videogame consoles used to be, yet still feeling premium. It's yellow, it has a beautiful lo-fi monochrome 1-bit un-backlit screen, clicky little A and B buttons and a responsive D-Pad, and a Crank. It uses wifi to download games and has an online store, a web account integration, and the ability to Sideload games which you can buy off itch.io or wherever else, or make your own, but it never lets those features get in the way of the simplicity of the device.

It's also very developer friendly and seems like an accessible way to learn some game development and programming, and I hope to tinker around with it eventually.


It's not going to replace my Steam Deck or PS5 or Switch, and it's nowhere near as expensive as any of those but for what it is it isn't cheap either, but I'm glad that I have it. It's kind of nostalgic, but it also has a kind of alternate universe, speculative, retro-futurist, anachronistic appeal to it, like the clam-shell phone from It Follows. What would a world look like where we had network technology but still only lo-fi displays? What would a world look like where the original Gameboy had a crank?


The first "season" of games unlock week over week. So far I only have the first two starting games, and two free games from the Catalog (their game store), and I'll probably buy one or two more games and Sideload sooner or later.


Whitewater Wipeout is an awesome game. It's tricky to get the hang of at first, it relies mostly on the Crank, and it doesn't do a whole lot to teach you how to play, so you have to be patient, but even though I still suck at it, it's super addicting and fun and a perfect demonstration of exactly what this console is about, Crank and all. I can see why they made it among the first games you receive.

Casual Birder is a cute, fun, funny, open-world bird photography adventure game. It's a little meatier than Whitewater Wipeout, but nothing too Epic. It's the kind of game I might not necessarily have played if it were on Steam or PSN, and I don't know if I'll actually finish it, but I'm enjoying my time with it.

The two free Catalog games I have not been as impressed with, but I still appreciate having a couple more options in my first week until more games unlock, without having to make additional purchases.

Recommendation Dog is basically a matching game. You work at a temp agency and have to match agents given descriptions by the employers. There's nothing wrong with it, I gave it a playthrough, but I dunno it didn't do much for me.

Reel Steal was an interesting and surprising premise, I wanted to like this game, but I just wasn't feeling it. You're modern-day Robin Hoods infiltrating buildings owned by billionaires and robbing them, Cranking your way up and down the facility. It's a cool idea, but ya in practice I just found it tedious.

Thursday, July 13, 2023

BONUS: An Invitation

I recently did a light purge of my blogroll. There are enough blogs on there still that you may not have even noticed. I do them occasionally, but this time was the most expansive.

Going forward, as a rule, I will not follow any blogs that have a blogroll but don't include Weird & Wonderful Worlds on it.

I don't love how as a side effect of this it disincentivizes people from having a blogroll at all, because I love discovering new blogs through blogrolls and I love the blogospheric interconnectedness that it fosters.

But all the same, that kind of asymmetry has always bothered me. If somebody isn't interested enough in my blog to add it to their blogroll, I understand that it is not necessarily personal and that it is their prerogative to not do so, but likewise, it is my prerogative to not include them either.

One might argue that if blogrolls are just a quid pro quo that it cheapens their value. I disagree. If you add me to your blogroll, I will add you to mine, and I will read your work, and I may comment on it too, and the more actively you engage with my work, the more likely I am to actively engage with yours in kind. Maybe I would have read it anyway, maybe not, but now you know you have one more reader, and potentially more if any of my readers find you, and maybe conversations will form that wouldn't have otherwise, and what started transactionally evolves into something greater.

I'm not as active on the broader RPG/OSR/NSR internet world anymore and that will probably continue to be true; I'm trying to cut back on online stuff in general. That said, if I am on your blogroll and you are not currently on mine, please let me know and that will change.


EDIT: Following up on Semiurge's comment, if the only thing stopping you is technical complexity but the intended sentiment is there, feel free to reach out to me and we can work it out or come to an understanding or whatever makes sense.

Sunday, April 30, 2023

Maximum Recursion Depth... in 3D!!! (Proof of Concept)

While I did not design the algorithm, I've been playing around with the StereoscoPy open source codebase to create anaglyph 3D images. I've talked about my interest in anaglyph 3D before with my Positive and Negative Planes Concept so it was fun to do this. I actually bought red and cyan glasses to try this out (you can find them pretty cheap online).

The results are by no means perfect, but short of designing it from scratch with anaglyph 3D in mind, the fact that it works at all and I can more or less automate it is pretty cool.


How does Anaglyph 3D Work?
Anaglyph 3D takes two images offset from each other, like imagine a photo of a scene, and a subsequent photo taken from a foot to the left, or something like that. It then aligns and merges the images, and color codes them, most frequently with red and cyan. Then, when wearing red and cyan lenses, the respective colors are filtered from one eye or the other, such that your eyes receive competing information that makes it appear 3D.

Tbf since I did not code the algorithm myself, this is a bit of a weak sauce explanation, this is among the reasons why I prefer to do things from scratch like with my Genetic Algorithm that Learns the Konami Code, but for now this is fine.

Anyway, after installing that StereoscoPy module, and after experimenting with several different parameters, I used the following command to generate an anaglyph 3D version of the MRD Cover:
  StereoscoPy -A -S 20 0 -a ./MRD_Cover.jpg ./MRD_Cover.jpg
    ./MRD_Anaglyph.jpg
Rather than using two images, I just used the one cover, but offset it to the left (-S 10), and used their auto-alignment algorithm (-A).

In addition to installing this module with the auto-align optional dependencies, I did also have to install some linux packages for this to work, and only was able to figure that out by tracing some errors and googling around, so it's not as user-friendly as it could be. Perhaps I could submit a PR to make it more user friendly, in lieu of writing it from scratch...


Maximum Recursion Depth in 3D!!!
Reminder that this requires red and cyan glasses.

Anaglyph 3D conversion





JPG of original cover


Saturday, February 11, 2023

BONUS: On Vacation in San Francisco (Not a Real Post)

I'm on vacation in San Francisco and it's lovely here. I was piggybacking off a trip to the Bay Area to visit my brother who ironically works for a major tech company but is not a technical person like me, and I figured if I came all this way, I should get an airbnb and spend a few days in SF as well.

I don't intend to leave NYC, but if I ever did, it might be for SF. Planning on heading out in 30min or so to start my day, no time to say anything too substantive about it, but this has been very refreshing and validating and I really needed this for various personal reasons I may or may not elaborate on in the comments or on the server after I'm home.

I had intended to set MRD Vol.2 in SF in much the same way that MRD Vol.1 was set in NYC, and at least now I have a little more context for the physicality and noosphere of the place.

In part because my MRD Vol.2 Campaign got put on pause due to scheduling reasons, and in part because I was getting burnt out, I had kind of given up on ever publishing MRD Vol.2, despite the fact that I genuinely believe (and received some trustworthy feedback) that it has the potential to be a better game, and I'm a better game designer now than I was when I wrote the first book.

I've been feeling a little creatively burnt out and ambivalent about RPG stuff. I had a little burst with the "Superhero Project" and with some of that Elements stuff, but just have not been feeling connected or engaged creatively or with writing or RPGs, and maybe this is just the vacation talking, but I really hope to turn that around.

The second printing of MRD Vol.1 on Exalted Funeral is coming out soon. I don't want to overcommit myself, but I hope I can make MRD Vol.2, or maybe I should kill my darling and focus on the "Superhero Project" or something else? I don't know, but being here makes me want to do MRD Vol.2 properly for the first time in a long time, so at least for now there's that.

PS I generally don't take photos almost as a rule, but my airbnb has a really awesome view of the city from the roof so I will take photos later just from there and update this post with them so keep an eye out ;)! If I take photos of the city, you can see someone else's photos of the same thing and they will be better, but the only photos you'll see from this roof are from me or the guy who lives here (he's a really nice guy, if you ever want to airbnb in SF I'd recommend him!) so at least even if I take bad photos there, they'll be unique.

EDIT: Here are those photos



Monday, December 26, 2022

Superheroes pt.X1: Panic Attack

Had a writeup for a different character for a Pt.2, and referenced a superhero team called Panic Attack as a part of that character's backstory, and I want to come back to that character, but I ended up becoming more interested in Panic Attack themselves. I do really like the wiki-style approach from the first one and this kind of free-associated inspiration is exactly what I'm going for (even if I mostly end up just inspiring myself lol), but I ended up doing some really good short-form writeups for them, so I'm just going to roll with that instead, maybe interchange both formats.

Panic Attack are superpowered individuals connected by The Panic Room, which can appear in any time or place. Members of Panic Attack all seem to have powers involving physical or psychological pain.

https://gifer.com/en/VPy8 Rhett Hammersmith (?)

The Itch
The Itch is the most brilliant person you'd ever know, if they could only think straight for a moment. But always it's there, The Itch, just underneath the skin, gnawing and crawling. The worms exist, they've been assured, it's just that no one else can see them. 
The psychic worms of The Itch evoke cosmic entropy like that moment pouring cream into coffee when the tendrils slither.


Peek (created by Semiurge)
Everybody's got an angle - Peek sees them all.
A woman suffering from agoraphobia. She entered the Panic Room, and never left. She's a sort of mission control for Panic Attack, muttering premonitions and observations while she stares into its corners, nodes of mineral intelligence crusted on and outsourced to her cheeks.

I imagine that Peek is never fully seen, only her eye or a portion of her face at any one time, from a viewslit in her Control Room.

Thiotimolina
The magical little girl shining brightly. She says in a tinny voice, "Here's an easy spell that anyone can cast, even you. A spell to flip causality itself. Malicious things may hide in shadows, but shadows are not the cause of malicious things. We make the shadows in which malicious things thrive. All it takes to defeat the malicious things is to smother our shadows; to rest and bask within the light."
Thiotimolina is a fairy of the mineral intelligence. She is an epiphenomenon of the endochronic properties of resublimated thiotimoline.

I'm gonna be honest I'm still not totally happy with how the "spell" is written, hard to balance evocativeness with logic with symbolism, maybe need to dedicate more time to polish it, but I still love the idea. 

The Man and the Monster
They embrace, a stimulating shock, an aggressive tickle, the primal fear of sitting in a tub of wriggling worms or the urethral penetration of the candiru. Squirming critters morph into butterflies fluttering in the stomach, a bloody new sensation. Beyond absolute terror, a novel awareness. A marriage of convenience gone awry, all with one little mistake. A little mistake called Love.


The Horror Frog
Broken bones, flexing phantom limbs in twisted sockets, sharp weapons cutting both ways, and other ways as well. A metamorphosis, a tadpole racing down a one way stream. A wisdom honed in a mangled form ill suited for anything else.


:= (The Walrus)
A poltergeist, an undead dream, the manifestation of a teeth-related nightmare. Temporarily assigned to haunt the Panic Room.

Sunday, November 6, 2022

The Chattering Class: A Poltergeist Form for Maximum Recursion Depth

I ran a game jam for Maximum Recursion Depth (Exalted Funeral Print+PDF, Itch, Drivethrurpg) a while back, where I and a small panel selected one participant to have art and layout commissioned for their Poltergeist Form. Klintron of Sewer Mutant and Kid Minotaur won the jam with his entry The Chattering Class, which we have just released!

Also thank you Sarah Carapace and Roque Romero for the art and layout!



Thursday, April 21, 2022

BONUS: Iconoclastic Flow Collaboration!

I am involved in a collaborative blog! See the description from Screwhead's tweet below:

Iconoclastic Flow is a collaborative blog, with content from Max of Weird and Wonderful Worlds, Semiurge of Archons March On, Spwack of Slight Adjustments, Sibylla of  Devil Devil Devil, and Sofinho of Alone in the Labyrinth, as well as 4 lovely creatives from my real life!

Screwhead being of the Was it Likely blog, who was doing brilliant FKR-ish stuff before FKR was even a thing.

I've interviewed all of these bloggers before (see interview tag) and Devil Devil Devil is genuinely one of the most interest RPGs I've read in a while. The other friends of Screwhead I've also been getting to know a bit and they all seem cool as well.

I've got one bog post there already drafted, but since Screwhead was the lead organizer, we felt he should be the one to kick things off, with:



Given how much I've bounced around on this blog between worldbuilding, game discussion, prose, game mechanics, coding stuff, interviews, weird experimental stuff like Weird & Wonderful Wavelengths, etc., I don't necessarily have a coherent idea of what will differentiate my posts there vs. here, and there may in fact not be any meaningful differentiation, it'll just be another place to read my stuff, so if you're already enjoying this blog, or any of the other creators involved in this collaboration, check it out.

Wednesday, March 16, 2022

BONUS: Maximum Recursion Depth Exalted Funeral Printing!

Maximum Recursion Depth is now available on Exalted Funeral! It should be available print+pdf later today (as of posting). I've been vocal about the fact that I'm a very digitally-oriented person, but I'm still looking forward to having a copy of MRD physically in my hands, and I know many other people do prefer print so I'm glad to have an offering for them. Also, Exalted Funeral is an awesome publisher and it's a real honor to be a part of their catalog. I hope that this exposes more people to MRD and my blog who I would not otherwise have crossed paths with.






Saturday, December 11, 2021

MRD Ectoplasmic Game Jam (with a prize!)

EDIT: I rarely edit posts after publishing unless it's a minor cleanup thing, but actually, I realized after the fact that rather than just reiterating the exact details from the game jam page, it might be better to first share Klintron's (Sewer Mutant, Kid Minotaur) excellent description:

Max Cantor is running a game jam for his Maximum Recursion Depth game, specifically for "Poltergeists" which are essentially the game's equivalent of classes/background. The winner of the jam will get their Poltergeist professionally illustrated and laid out. Submissions open December 16th 2021 to January 30th 2022.

If you're not familiar, MRD is a little hard to explain. The lazy way to describe it is Persona 5 powered by the Into the Odd system. Influences range from Doom Patrol and Invisibles to Bojack Horseman. I think I see a little Neil Gaiman in there too but maybe that's just me. The more esoteric explanation is to cite the game's full title: Maximum Recursion Depth, or Sometimes the Only Way to Win is to Stop Playing: The Karmapunk RPG.

With the release of Maximum Recursion Depth (available on drivethrurpg and itch.io), I'm running the MRD Ectoplasmic Jam! It's an itch.io game jam to create your own Poltergeist Form, but with this game jam, there's a special prize. For one of the entries, I will work with the creator, an illustration artist, and a layout artist, to create a two-page spread of the Poltergeist Form comparable to those in the book! The winner will still be allowed to sell the Poltergeist Form independently and keep all profits, they just need to state that it's fan/3rd-party/community content and reference the main game (there's probably a proper copyright way to do that but in lieu of knowing how to do it offhand...).


The winner will be chosen by a panel including myself, Fiona Maeve GeistSemiurge, and Jones Smith. There are no specific scoring criteria, we'll just talk it over amongst ourselves and decide which we would most like to see made into a full product.

Given the nature of the contest, I'll ask that the entries include no art, and minimal layout- only as much as will facilitate readability. Since the art and layout are all going to be redone anyway, I want to start things out on an even playing field. That being said, I would encourage entrants to add art and layout after the fact even if they don't win, it would be really cool to see what directions people take with it!

I'm assuming there will not be an absurd number of entries, but if I end up being incorrect on that front, I reserve the right to adapt the rules and conditions accordingly; if there are a hundred entries it might be too much to ask from my panelists! Along those lines, please only one entry per person! (unless I end up with the opposite problem and there aren't enough entries, in which case go wild...).

While I would appreciate it if you bought the book, it is not entirely necessary, although if I get too many entries, I reserve the right to retroactively make proof of purchase a requirement.

While the overall quality and quantity of the content in the Pay What You Want Ashcan Edition is significantly worse than the main book in practically every way (much of the writing has been rewritten and all of it edited, the game mechanics themselves haven't radically changed but many of the Poltergeist Features and Special Items have been rewritten after playtesting, the Module itself was completely overhauled, etc.), that is one alternative to buying the full game.

Another would be to use the Poltergeist Form Hacking blog post and other MRD blog posts as a point of reference.

Finally, you can ask questions on the #mrd channel of the NSR Discord Server or on the #ttrpg channel of the Weird Places and Liminal Spaces Discord Server.

I realize there are a million TTRPG game jams and blogs and published games. I feel a little guilty leveraging my personal resources to provide a prize that might incentivize someone to choose my game jam over any number of other equally deserving game jams or to buy my book or read my content over many other equally qualified games because of this extrinsic incentive. At the same time, the winner of this game jam may be someone who otherwise would not have had the opportunity to have their work professionally produced. If you have feelings about this approach one way or another, please let me know.

Tuesday, October 26, 2021

Maximum Recursion Depth Release!!!!!

Maximum Recursion Depth, or Sometimes the Only Way to Win is to Stop Playing, is officially released on drivethrurpg and itch.io!


Between the original conception and Ashcan Edition, through the Kickstarter which took longer than I had intended, I have been working on this game for well over a year. This was my passion project during the insanity that has been Covid, and the culmination of years longer of inspiration and personal experiences.

When I left academia, I told myself that if I could successfully transition into a career in software engineering, that I had to use the opportunities made available to me to publish a book, and now I have. It is by no means perfect, I can already see flaws in it, and I hope in the future that I will grow in my writing and game design abilities even more and the flaws become even more salient. But even so, or even if I never publish another book, I will always have this.

I can say reasonably confidently that MRD is unlike anything else I've seen or read, even if it certainly has inspirations. It won't be for everyone, whether due to my own failings as a creator or simply because it is not something that conforms to genre conventions, but I hope that enough people appreciate it for what it is to justify continuing with this endeavor.

Given the support on Kickstarter, my ongoing year-long campaign, and feedback I've received on the NSR discord server and from other creators who I respect, MRD has already been a success as far as I'm concerned. I don't expect to break drivethrurpg in sales numbers, I'm just grateful to have made a thing that I think is of reasonably high quality, for it to be real and effectively eternal barring the plausible collapse of civilization as we know it but hopefully at least through my life if not a little while longer than that.

I will probably take a pause before launching into anything else immediately, especially since I'm about to start a new job, but if you are happy with this first issue of MRD, know that I have several plans for potential future issues!

PS: I had originally said in a few places that there was going to be a big announcement coinciding with the release, but after discussing with some people, I've decided to hold up on that for a while, but it will come back eventually!

Monday, December 14, 2020

Weird & Wonderful Survey (post-MRD Kickstarter!)

The Maximum Recursion Depth Kickstarter has been funded! As I neared the launch, I was utterly convinced that it would completely bomb, so to have actually succeeded is just immensely validating and exciting and I thank everyone who contributed, either directly by backing the project, or providing advice, or encouragement, or spreading the word. Thank you :)! Even when I started this blog in 2018, on some level I had wanted to eventually publish something relatively big, and it's crazy to see this all finally happening. I mean, I had produced Pixels & Platforms and the MRD Ashcan Edition, but this is on another level!

With that said, I'm wondering what to do now with the blog. I'm definitely not going to stop blogging, but I do think I'll need to slow down a bit, so I can focus more time on all of the logistics, development, and playtesting for MRD. Besides slowing down, I need to think about my intentions for the blog. Do I want to spend the better part of the development cycle writing about MRD? Writing things like play reports, or supplementary content that won't necessarily make it into the book but might go into future books, or be useful extra content? Or, would it be better to use the blog as a creative outlet for things other than MRD? It may be good for me to allow myself to create stuff that is not just MRD, so I don't get stuck. But, sometimes there are going to be tough things I'm just going to have to work through, and writing other stuff might just be a distraction. Obviously, the two don't have to be mutually exclusive, but I do need to be thinking about things.

Below is a google forms survey, but if it looks a little funky embedded in blogger, you can also follow this link.

Sunday, December 6, 2020

Maximum Recursion Depth: One More Week for Kickstarter! (and unrelated info about COVID-19 and vaccines)

 The Maximum Recursion Depth Kickstarter is in its final week! The campaign has been wildly successful, or at least has far exceeded my expectations, which is very exciting and encouraging. It's currently >200% funded, and all stretch goals have been met! While I don't at this time intend to add more stretch goals unless it makes significantly more money in its final week, additional funds will still help me better understand the market for content like this, and will provide me greater flexibility and potentially more content for this book, if not as a stretch goal per se. As-is, it is looking like the book will still cost me some amount of money out of pocket, which is totally ok, I was prepared to spend potentially much more out of pocket and that would have been without even the stretch goals, but this is just to say, additional backing would certainly still be appreciated. It would be very cool to get >100 backers!

Once the funding period wraps up, I will outline both to my backers and on the blog what my plans are for maintaining both projects. I realize it's been a while since I've posted anything besides updates on the MRD Kickstarter, but I hope to change that soon. I imagine I'll have to slow down the frequency of non MRD-related posts or refocus the blog for a while in some other ways, but hopefully, I will be able to make both work.


On a totally unrelated note, a good friend of mine from grad school, who is nearly finished with his PhD in cognitive neuroimmunology and, if I'm remembering correctly, has two Masters degrees, one in behavioral neuroscience and the other in clinical psychology, has just started a youtube channel, Live Life in Flux. In his first video, COVID-19 mRNA Vaccine Explained, he does exactly that. As someone who is generally skeptical of a lot of pop-sci / science communication work, I have to say, I think he really finds a good balance between presenting the real science, coherently, without dumbing it down or condescending, nor misrepresenting it. It is well-produced, interesting, and has a calming, ASMR or meditative quality to it, and I would encourage you all to give it a look, follow his channel, and follow him on twitter @fluxinflux. Below is a picture of him, because I think it says at least a little something about how awesome he is:





Friday, December 4, 2020

Maximum Recursion Depth: All Kickstarter Stretch Goals Reached!

The third and final stretch goal for the Maximum Recursion Depth Kickstarter has been reached! This means Scrap Princess will produce two pieces of art and FM Geist will produce a Poltergeist Form. At this time, I don't intend to add additional stretch goals. Instead, any additional value will go towards the cost of the game. That being said, if any unique opportunities present themselves, or if the Kickstarter manages to gain significantly more backing by the end of the funding period, I may consider additional stretch goals.

I realize I haven't made a real blog post in a while. Once the funding period for the Kickstarter has ended, I'll share some updates and thoughts about how I intend to continue with the blog while also working on completing Maximum Recursion Depth.

Monday, November 30, 2020

Maximum Recursion Depth: Scrap Princess (1) Stretch Goal!

The Maximum Recursion Depth Kickstarter has met the second stretch goal! This means that Scrap Princess will produce an original piece of art for this issue! Scrap Princess's piece should be a nice accompaniment to Vallinin, who has done amazing work for the game so far and will continue to be the primary artist on this issue. We've nearly completed the fourth Poltergeist Form and it is possibly the best yet (I happen to know it's his favorite...).

Scrap Princess and I have not decided on what exactly her contribution will be yet, but for reference, included below are three pieces of art she's produced for one of my other campaign settings, Phantasmos.





Tuesday, November 24, 2020

Maximum Recursion Depth: Fiona Maeve Geist Stretch Goal!

The Maximum Recursion Depth Kickstarter has met the first stretch goal! This means that Fiona Maeve Geist will produce a Poltergeist Form for this issue, bringing the total number up to 7! This will also be the first official Poltergeist Form not created by me.

I would generally encourage people to consider creating their own Poltergeist Forms if they feel so inclined, but admittedly, I do not have a specific framework for doing so at the moment. Likely, while discussing with Fiona, I will end up having to create that framework or inadvertently creating it in the process. That may or may not make it into the book in any formalized way, but at least it will be one more interesting Poltergeist Form, with a unique perspective, which hopefully people will appreciate. Maybe I'll share a formal framework for creating new poltergeist forms on my blog, or in a future issue.

In any case, I'm really excited to see what she creates!

Mothership Dead Planet, by Fiona Maeve Geist, Donn Stroud, and Sean McCoy. In my headcanon (and in absolutely no official or authorized sense...) this makes Maximum Recursion Depth the black sheep stepchild to Mothership.


Thursday, November 19, 2020

Maximum Recursion Depth Kickstarter Funding Goal Met!!!!

The funding goal for the Maximum Recursion Depth Kickstarter has been met!!!!! Still hoping to get the stretch goals, would love to have Fiona Geist as a guest writer of a Poltergeist Form and a couple pieces of Scrap Princess art, but anyway, this is very exciting, to have gotten fully funded in under a week!

Also, I was interviewed about Maximum Recursion Depth last night on The Hardboiled GMshoe's Office! I think it was a good discussion about the game, and they asked some good questions. I hope people give it a look.


EDIT: I had meant to write some other stuff in here and then completely forgot. Anyway, I have to actually do my job, but this weekend I'll have a follow-up post about some stuff now that the goal for the MRD Kickstarter has been met.

Wednesday, November 18, 2020

Maximum Recursion Depth Interview!

Quick Update, a bit last minute, but I will be interviewed later this evening about my Kickstarter for Maximum Recursion Depth! Details below:



[Q&A] The Randomworlds RPG chatroom welcomes Max Cantor (Maximum Recursion Depth: The Karmapunk RPG) 11/18/2020 7:30 p.m. CDT!

https://www.kickstarter.com/projects/maxcan7/maximum-recursion-depth-the-karmapunk-rpg/

To join: https://tinyurl.com/randomworldsIRC

Log to be posted at: https://gmshoe.wordpress.com/


EDIT: Here it is! Here's my interview with The Hardboiled GMshoe's Office

Friday, November 13, 2020

Maximum Recursion Depth Kickstarter!!!!!

I just launched a Kickstarter for Maximum Recursion Depth! It's going to include a ton of new content and revised content, awesome original art by an amazing artist, awesome stylistic layout. This is a preview of MRD becoming what I had always intended for it to be. I've scoped the project so that I'm prepared to fund it entirely out of pocket if necessary, but a successful kickstarter will allow me to do more, more quickly, and will make it more feasible for me to continue to produce more content in the future of this level of quality and with these and other partners. I have a lot of doubts that this will succeed, and it's scary and depressing and a little embarrassing thinking about how poorly this is likely to go, and frustrating to believe this despite how much work I've put into this. But, it was a good learning experience, it forced me to think about certain things more thoroughly, to be prepared to really commit myself to doing this. So it's happening, one way or another, even if the KS fails. But I really hope it doesn't...

Here it is!







Thursday, October 15, 2020

Integrating Videogames into Tabletop RPG Conflicts

I drafted this post a loooong time ago, like way before people were even using the term "diegetic" and other related concepts, so I sort of make up some language here like "meta-narrative" or "meta-component". For whatever reason, I never felt quite right posting it, but I shared it on the OSR Pit just to see what people thought, and it got some positive reception on it, so I figured I'd finally post this, in lieu of a more "proper" post to come hopefully soon. It may also be a decent companion to my recent Pixels & Platforms Retrospective.



Most resolution mechanics in tabletop RPGs consist of player ingenuity, character ability, and some kind of dice roll or card draw. Generally, these resolution mechanics are used for their probability distributions, convenience of use, availability, to be a meta-component of the setting (e.g. poker chips and poker card mechanics for Deadlands), or just because they're fun.

Let's lean into those latter two. You know what else is fun? Videogames! So the obvious thing to do would be to use a turn-based RPG, tactical RPG, or "Infinity Engine"-style game, especially if it has a custom game editor, and literally simulate the tabletop. That's fun in its own right, but at that point why even have the tabletop? Also, that's too obvious. No, this isn't about a digital simulation for resolution, this is about using videogames as an abstraction, like dice or cards.

It would be best to choose a game that is fast, relatively easy, and that your players have roughly even skill or familiarity with, and is customizable. I'm going to use Super Smash Bros. as my example here, but it doesn't have to be a combat game, it could even be a competitive puzzle game like Puyo Puyo.

So with smash, by default, you would pick a character which is most like your character (you don't have to do this, but it might be better this way meta-narratively). Depending on your level relative to your opponent's, you could give yourself or the opponent handicaps (e.g. extra lives, higher starting damage, w/e else can be customized). To simulate spells or special abilities, you could only include certain items on the stage, and artificially impose a rule that only a character that should have that ability can use that item (for this reason, you wouldn't want to play against a bot). I haven't played smash ultimate yet actually, but if it has customizable fighter stuff, which I believe it does, you may be able to simulate character stats even more directly. 

You probably want to have a very short time limit, or a low-stock game (even one stock), and want to play on a smaller stage (ideally one most like the environment of the conflict), or with a high starting damage, to keep things snappy. If there is a major imbalance in player skill, the player can allow someone else to play for them, or the GM could have one of the players play in their place, but if this is going to regularly be the case then you probably want to play a different game. 

You could make each RPG conflict turn a videogame match, where the winner of the match then rolls their damage dice, or simulate an entire one-on-one encounter this way, where the loser of the match dies / is defeated in the RPG conflict.

You could even replace tabletop RPG combat altogether with this, having a team fight with all players against all opponents (although this would only work if you have a few extra people around to help the GM, or are ok with pairing the GM with bots who might not follow the item rules). Depending on the game (both tabletop RPG and videogame), you could use this for not just combat conflicts but potentially other kinds of conflicts as well.

This is maybe a bit of a novelty idea, but I think it could be fun. Here are some reasons why you should try this:
  • Videogames have a degree of inherent fun. 
  • It's potentially a lower barrier to entry for new players. 
  • If the videogame is a good meta-narrative fit with the campaign setting of the RPG then it could add to immersion. 
  • It adds a unique kind of player skill that you don't normally see in tabletop RPGs. 
  • It's a different kind of engagement with the game, if your players sometimes struggle with staying focused.
  • If you find the right game, it can be faster than usual tabletop conflicts.
  • It requires less prep / can be done on the fly.
  • You can get more people involved in the game, even if they aren't playing the RPG directly.
  • You could build a whole campaign setting around this, with different games as in-universe challenges and different characters in those games as avatars or champions of the players / PCs.