ttrpg designers make a 1shot game that isn’t about Endings (watching something die, an inevitable downfall, a final showdown) challenge [impossible]
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 19-Jul-2024 11:01:38 JST clarity flowers -
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 19-Jul-2024 11:02:59 JST clarity flowers anyway yall should go play Swords Without Master, which can be found in volume 3 of Worlds Without Master
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 19-Jul-2024 11:18:03 JST clarity flowers @darius they're definitely both equally tired but the difference is that games about beginnings aren't emotionally exhausting for me to play when I'm looking for a fun thing to do with my friends for an evening
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Darius Kazemi (darius@friend.camp)'s status on Friday, 19-Jul-2024 11:18:04 JST Darius Kazemi @clarity oh that's funny because in my head the tired thing is a game about Beginnings (but I see your point here too)
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 19-Jul-2024 11:20:06 JST clarity flowers @darius like pitching people on "let's play a game where we invent a language" is easy, but "... and then watch it die" is a whole other beast. I respect the art but I on the whole prefer to tackle grief in longform mediums over shortform
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 19-Jul-2024 11:32:31 JST clarity flowers Also: 2-player rpgs don't need to be 1-shots! Two is in fact the player count that is -easiest- to arrange repeat sessions for (aside from solo games ofc).
And because 1-on-1 roleplaying is already -very- intimate as an experience, I really don't think you should be usually designing to amplify emotional intensity but should instead be designing to channel & defuse the natural tension.
My best 2-player rpg experiences have been from hacking normal games to work with 1 gm and 1 pc.
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