Gamewoven

@gamewoven.bsky.social

A ttrpg actual play podcast focusing on indie worldbuilding and storytelling games. Building a single world one game at a time! Part of the One Shot Network! Account run by TTBenjamin (he/him) Find us on Megaphone: https://megaphone.link/OSPN8559272961

I know spam emails about this podcast claiming we have good SEO are full of shit when they tell me we're ranked #1 for "cherent ideas". Excuse me? Have you listened to us? You sure?

A Spotify ranking in a mass email that says "coherent ideas #1"

The problem is that we see discussion of game design as a medium shut down by this trivial observation. When people want to discuss game-structures and are shut down by somebody pointing out that play-events can be anything, the result is that we ignore game-structures as a topic.

When we went about designing our "pantheon" for the podcast, which is entirely worldbuilding games, we wanted it to be messy and contradictory. So each of us broke off and ran our own game with total creative freedom and we came together afterward to figure it out post-hoc.

Clayton@explorersdesign.bsky.social · last mo.

A short musing today about religion in fantasy worlds, childhood, statues, fish trophies, The Chicago Bulls, pancake breakfasts, and a dog named Scott. Hope you like this break from the usual. www.explorersdesign.com/religious-by...

That's us! We've got gods from other continents who overlap via trade, gods who decided to leave their planet and seek refuge in ours, born godlings with specific domains. Old gods of the earth and younger gods in their own realm, constantly in flux and both undermining and balancing each other out

Rise Up Comus@riseupcomus.bsky.social · last mo.

One way to make your fantasy pantheon feel weirder and more resonant with mythology is to make them more LOCAL. Gods cannot hear you if you're not at their specific shrine. Not all gods are known to you. Their blessings must be discovered. Not all gods are for you. Their worship is proscribed.

Crafting mechanics are an important part of the structure of a game designed for long-term play. They don't have to be good, or even balanced, they need to be a thing in the back of the book that fills you with wonder at the realization you can snap the entire engine over your knee like a twig*

Writing a solar-powered setting to be "the opposite of cyberpunk" has led me to the most important conclusion: replace goofy cyberpunk slang with off-the-wall blue collar slang for everything. Oh you've got a 3-phase energy rifle? We call that a "Big Richard" round here.

favorite moment from last night's Cosmic Century Knights Zad: I've done 11 damage and he's already wounded so if I go high on control I don't need much impact, sorry about metagaming so much. Me: it's a shonen anime game, if you were a shonen protagonist that would be your inner monologue

Maybe I missed a phase in the bullet points conversation, but why have I only seen examples like this involving room descriptions? Where is the side-by-side on how say a mechanical structure like combat or spellcasting works in prose vs bulleted?

sam “ludonarrative disinterest” sorensen@samsorensen.bsky.social · 6mo ago

new blogpost! this one's a defense of regular sentences and paragraphs in an RPG world awash with boldings, bullet points, and bolded bullet points. check it out: samsorensen.blot.im/apologia-for...

image of text across two pages of a spread with a dividing line in the middle: the left-hand page is all simple basic roman text arrayed in three paragraphs; the right-hand page is one paragraph followed by a set of increasingly-nested bullet points, all with lots of boldings, italicizations, and underlinings