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#numenera — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #numenera, aggregated by home.social.

  1. @foolishowl @futurebird @mhoye @darius

    In #Numenera there are the (optional) five Tides. Characters fluidly change "attunement" to them based on their actions. The definition of each Tide is by design complex and polysemous. Tidal affinity can not only be the character's "alignment" but can have influence on them, their party and their circumstances.

    Incidentally, this mechanic was added to the TTRPG after the developers of Torment: Tides of Numenera invented it to have some kind of alignment system in the video game - one that was a better fit for the setting's philosophy.

  2. @foolishowl @futurebird @mhoye @darius

    In #Numenera there are the (optional) five Tides. Characters fluidly change "attunement" to them based on their actions. The definition of each Tide is by design complex and polysemous. Tidal affinity can not only be the character's "alignment" but can have influence on them, their party and their circumstances.

    Incidentally, this mechanic was added to the TTRPG after the developers of Torment: Tides of Numenera invented it to have some kind of alignment system in the video game - one that was a better fit for the setting's philosophy.

  3. @foolishowl @futurebird @mhoye @darius

    In #Numenera there are the (optional) five Tides. Characters fluidly change "attunement" to them based on their actions. The definition of each Tide is by design complex and polysemous. Tidal affinity can not only be the character's "alignment" but can have influence on them, their party and their circumstances.

    Incidentally, this mechanic was added to the TTRPG after the developers of Torment: Tides of Numenera invented it to have some kind of alignment system in the video game - one that was a better fit for the setting's philosophy.

  4. @foolishowl @futurebird @mhoye @darius

    In #Numenera there are the (optional) five Tides. Characters fluidly change "attunement" to them based on their actions. The definition of each Tide is by design complex and polysemous. Tidal affinity can not only be the character's "alignment" but can have influence on them, their party and their circumstances.

    Incidentally, this mechanic was added to the TTRPG after the developers of Torment: Tides of Numenera invented it to have some kind of alignment system in the video game - one that was a better fit for the setting's philosophy.

  5. @foolishowl @futurebird @mhoye @darius

    In #Numenera there are the (optional) five Tides. Characters fluidly change "attunement" to them based on their actions. The definition of each Tide is by design complex and polysemous. Tidal affinity can not only be the character's "alignment" but can have influence on them, their party and their circumstances.

    Incidentally, this mechanic was added to the TTRPG after the developers of Torment: Tides of Numenera invented it to have some kind of alignment system in the video game - one that was a better fit for the setting's philosophy.

  6. @zenbeater I totally agree. I’m really happy with Destiny and Discovery but, to be honest, I don’t get to run or play Numenera as much as I’d like to... so, let's wait and see. You mentioned that Numenera’s mechanics have felt stale for a while—I’d love to hear more about your thoughts on that.

    #rpg #ttrpg #numenera #cypher

  7. @zenbeater I totally agree. I’m really happy with Destiny and Discovery but, to be honest, I don’t get to run or play Numenera as much as I’d like to... so, let's wait and see. You mentioned that Numenera’s mechanics have felt stale for a while—I’d love to hear more about your thoughts on that.

    #rpg #ttrpg #numenera #cypher

  8. @zenbeater I totally agree. I’m really happy with Destiny and Discovery but, to be honest, I don’t get to run or play Numenera as much as I’d like to... so, let's wait and see. You mentioned that Numenera’s mechanics have felt stale for a while—I’d love to hear more about your thoughts on that.

    #rpg #ttrpg #numenera #cypher

  9. @zenbeater I totally agree. I’m really happy with Destiny and Discovery but, to be honest, I don’t get to run or play Numenera as much as I’d like to... so, let's wait and see. You mentioned that Numenera’s mechanics have felt stale for a while—I’d love to hear more about your thoughts on that.

    #rpg #ttrpg #numenera #cypher

  10. @zenbeater I totally agree. I’m really happy with Destiny and Discovery but, to be honest, I don’t get to run or play Numenera as much as I’d like to... so, let's wait and see. You mentioned that Numenera’s mechanics have felt stale for a while—I’d love to hear more about your thoughts on that.

    #rpg #ttrpg #numenera #cypher

  11. @zenbeater I haven’t backed it either. To be honest, I think the same, I love the idea of Numenera being “its own thing”. I have several Numenera books and I the first and second editions, so… it doesn’t make sense to me to back only the “campaign scenario”.

    But I won’t lie to you, I’ll wait and see what happens, the reception and everything. Perhaps it can be a totally different product, maybe we’ll get some improvements, dunno.

    #rpg #ttrpg #numenera

  12. @zenbeater I haven’t backed it either. To be honest, I think the same, I love the idea of Numenera being “its own thing”. I have several Numenera books and I the first and second editions, so… it doesn’t make sense to me to back only the “campaign scenario”.

    But I won’t lie to you, I’ll wait and see what happens, the reception and everything. Perhaps it can be a totally different product, maybe we’ll get some improvements, dunno.

    #rpg #ttrpg #numenera

  13. @zenbeater I haven’t backed it either. To be honest, I think the same, I love the idea of Numenera being “its own thing”. I have several Numenera books and I the first and second editions, so… it doesn’t make sense to me to back only the “campaign scenario”.

    But I won’t lie to you, I’ll wait and see what happens, the reception and everything. Perhaps it can be a totally different product, maybe we’ll get some improvements, dunno.

    #rpg #ttrpg #numenera

  14. @zenbeater I haven’t backed it either. To be honest, I think the same, I love the idea of Numenera being “its own thing”. I have several Numenera books and I the first and second editions, so… it doesn’t make sense to me to back only the “campaign scenario”.

    But I won’t lie to you, I’ll wait and see what happens, the reception and everything. Perhaps it can be a totally different product, maybe we’ll get some improvements, dunno.

    #rpg #ttrpg #numenera

  15. @zenbeater I haven’t backed it either. To be honest, I think the same, I love the idea of Numenera being “its own thing”. I have several Numenera books and I the first and second editions, so… it doesn’t make sense to me to back only the “campaign scenario”.

    But I won’t lie to you, I’ll wait and see what happens, the reception and everything. Perhaps it can be a totally different product, maybe we’ll get some improvements, dunno.

    #rpg #ttrpg #numenera

  16. Hello everyone, what do you think of Numenera: The Amber Archive? Até you backing it?

    #ttrpg #rpg #numenera

  17. Hello everyone, what do you think of Numenera: The Amber Archive? Até you backing it?

    #ttrpg #rpg #numenera

  18. Hello everyone, what do you think of Numenera: The Amber Archive? Até you backing it?

    #ttrpg #rpg #numenera

  19. Hello everyone, what do you think of Numenera: The Amber Archive? Até you backing it?

    #ttrpg #rpg #numenera

  20. Hello everyone, what do you think of Numenera: The Amber Archive? Até you backing it?

    #ttrpg #rpg #numenera

  21. @HeyeBodo

    I've only heard of DnD, and didn't realise there was more to TTRPGs. For a long time, it was a distant fascination to me. Then, during a school trip to the mountains, I was invited into one of the rooms. I only observed an existing group fighting a troll in a dungeon. I remember that one of the characters threw a piece of pie at it, which was part of the loot they found. The troll caught it mid-air with its mouth and became god-like. I thought to myself that the dungeon master was not good at all, which was weird since I had nothing to compare them to.

    A few years later the first #Numenera echoed through my bubbles. I managed to get it from the seven seas and immediately understood the richness of TTRPGs beyond the mainstream. I fell in love with such games there and then.

    It was again years before I got a chance to be part of a DnD group, and again years before I was a game master of Numenera (of which I now own most of the books). My first adventure involved the tumourous beasties that plagued a small town after people were deconstructed for skills, and an epic NPC called Nex, whose masks kept changing to symbolically amplify his communication.

    Recently I also dip into other fun stuff, such as Mausritter, Wanderhome, Fall of Magic, etc. I really enjoy leaning heavily into everyone's imagination at the table and just going weird with it, with the welcome challenge being keeping it coherent. Now I'm eyeing Sig Manual of the Primes, and exploring Amber Diceless and Nephilim, which reward exactly that kind of imaginative commitment.

    I'm also experimenting and creating my own games at my secret hideout, but this is easier said than done.

  22. @HeyeBodo

    I've only heard of DnD, and didn't realise there was more to TTRPGs. For a long time, it was a distant fascination to me. Then, during a school trip to the mountains, I was invited into one of the rooms. I only observed an existing group fighting a troll in a dungeon. I remember that one of the characters threw a piece of pie at it, which was part of the loot they found. The troll caught it mid-air with its mouth and became god-like. I thought to myself that the dungeon master was not good at all, which was weird since I had nothing to compare them to.

    A few years later the first #Numenera echoed through my bubbles. I managed to get it from the seven seas and immediately understood the richness of TTRPGs beyond the mainstream. I fell in love with such games there and then.

    It was again years before I got a chance to be part of a DnD group, and again years before I was a game master of Numenera (of which I now own most of the books). My first adventure involved the tumourous beasties that plagued a small town after people were deconstructed for skills, and an epic NPC called Nex, whose masks kept changing to symbolically amplify his communication.

    Recently I also dip into other fun stuff, such as Mausritter, Wanderhome, Fall of Magic, etc. I really enjoy leaning heavily into everyone's imagination at the table and just going weird with it, with the welcome challenge being keeping it coherent. Now I'm eyeing Sig Manual of the Primes, and exploring Amber Diceless and Nephilim, which reward exactly that kind of imaginative commitment.

    I'm also experimenting and creating my own games at my secret hideout, but this is easier said than done.

  23. @HeyeBodo

    I've only heard of DnD, and didn't realise there was more to TTRPGs. For a long time, it was a distant fascination to me. Then, during a school trip to the mountains, I was invited into one of the rooms. I only observed an existing group fighting a troll in a dungeon. I remember that one of the characters threw a piece of pie at it, which was part of the loot they found. The troll caught it mid-air with its mouth and became god-like. I thought to myself that the dungeon master was not good at all, which was weird since I had nothing to compare them to.

    A few years later the first #Numenera echoed through my bubbles. I managed to get it from the seven seas and immediately understood the richness of TTRPGs beyond the mainstream. I fell in love with such games there and then.

    It was again years before I got a chance to be part of a DnD group, and again years before I was a game master of Numenera (of which I now own most of the books). My first adventure involved the tumourous beasties that plagued a small town after people were deconstructed for skills, and an epic NPC called Nex, whose masks kept changing to symbolically amplify his communication.

    Recently I also dip into other fun stuff, such as Mausritter, Wanderhome, Fall of Magic, etc. I really enjoy leaning heavily into everyone's imagination at the table and just going weird with it, with the welcome challenge being keeping it coherent. Now I'm eyeing Sig Manual of the Primes, and exploring Amber Diceless and Nephilim, which reward exactly that kind of imaginative commitment.

    I'm also experimenting and creating my own games at my secret hideout, but this is easier said than done.

  24. @HeyeBodo

    I've only heard of DnD, and didn't realise there was more to TTRPGs. For a long time, it was a distant fascination to me. Then, during a school trip to the mountains, I was invited into one of the rooms. I only observed an existing group fighting a troll in a dungeon. I remember that one of the characters threw a piece of pie at it, which was part of the loot they found. The troll caught it mid-air with its mouth and became god-like. I thought to myself that the dungeon master was not good at all, which was weird since I had nothing to compare them to.

    A few years later the first #Numenera echoed through my bubbles. I managed to get it from the seven seas and immediately understood the richness of TTRPGs beyond the mainstream. I fell in love with such games there and then.

    It was again years before I got a chance to be part of a DnD group, and again years before I was a game master of Numenera (of which I now own most of the books). My first adventure involved the tumourous beasties that plagued a small town after people were deconstructed for skills, and an epic NPC called Nex, whose masks kept changing to symbolically amplify his communication.

    Recently I also dip into other fun stuff, such as Mausritter, Wanderhome, Fall of Magic, etc. I really enjoy leaning heavily into everyone's imagination at the table and just going weird with it, with the welcome challenge being keeping it coherent. Now I'm eyeing Sig Manual of the Primes, and exploring Amber Diceless and Nephilim, which reward exactly that kind of imaginative commitment.

    I'm also experimenting and creating my own games at my secret hideout, but this is easier said than done.

  25. @HeyeBodo

    I've only heard of DnD, and didn't realise there was more to TTRPGs. For a long time, it was a distant fascination to me. Then, during a school trip to the mountains, I was invited into one of the rooms. I only observed an existing group fighting a troll in a dungeon. I remember that one of the characters threw a piece of pie at it, which was part of the loot they found. The troll caught it mid-air with its mouth and became god-like. I thought to myself that the dungeon master was not good at all, which was weird since I had nothing to compare them to.

    A few years later the first #Numenera echoed through my bubbles. I managed to get it from the seven seas and immediately understood the richness of TTRPGs beyond the mainstream. I fell in love with such games there and then.

    It was again years before I got a chance to be part of a DnD group, and again years before I was a game master of Numenera (of which I now own most of the books). My first adventure involved the tumourous beasties that plagued a small town after people were deconstructed for skills, and an epic NPC called Nex, whose masks kept changing to symbolically amplify his communication.

    Recently I also dip into other fun stuff, such as Mausritter, Wanderhome, Fall of Magic, etc. I really enjoy leaning heavily into everyone's imagination at the table and just going weird with it, with the welcome challenge being keeping it coherent. Now I'm eyeing Sig Manual of the Primes, and exploring Amber Diceless and Nephilim, which reward exactly that kind of imaginative commitment.

    I'm also experimenting and creating my own games at my secret hideout, but this is easier said than done.

  26. @Da_Gut @montecook

    I've seen the Gradient Descent, good stuff. I'm not too big into megadungeons, though I do own the Jade Colossus and that is a fantastic book. The dungeon generator in particular is so well executed. But I'm a bit biased towards #Numenera so :blobcatshrug:

  27. @Da_Gut @montecook

    I've seen the Gradient Descent, good stuff. I'm not too big into megadungeons, though I do own the Jade Colossus and that is a fantastic book. The dungeon generator in particular is so well executed. But I'm a bit biased towards #Numenera so :blobcatshrug:

  28. @Da_Gut @montecook

    I've seen the Gradient Descent, good stuff. I'm not too big into megadungeons, though I do own the Jade Colossus and that is a fantastic book. The dungeon generator in particular is so well executed. But I'm a bit biased towards #Numenera so :blobcatshrug:

  29. @Da_Gut @montecook

    I've seen the Gradient Descent, good stuff. I'm not too big into megadungeons, though I do own the Jade Colossus and that is a fantastic book. The dungeon generator in particular is so well executed. But I'm a bit biased towards #Numenera so :blobcatshrug:

  30. @Da_Gut @montecook

    I've seen the Gradient Descent, good stuff. I'm not too big into megadungeons, though I do own the Jade Colossus and that is a fantastic book. The dungeon generator in particular is so well executed. But I'm a bit biased towards #Numenera so :blobcatshrug:

  31. Ran a one-shot of #Numenera today. It was fun, but I always find the deep lore of the setting a little tough.

    I understand it's not necessary to use the lore, and I can set my game in a wholly unexplored region of the Ninth World, but I still find its presence in the book a bit weighty.

    I think I prefer the looser world building of something like Vaults of Vaarn, a somewhat less detailed science fantasy world. There's quite a bit less detail, more a mood than an atlas.

    I've considered just using Numenera/Cypher rules in a #VaultsOfVaarn setting.

    #TTRPG

  32. Ran a one-shot of #Numenera today. It was fun, but I always find the deep lore of the setting a little tough.

    I understand it's not necessary to use the lore, and I can set my game in a wholly unexplored region of the Ninth World, but I still find its presence in the book a bit weighty.

    I think I prefer the looser world building of something like Vaults of Vaarn, a somewhat less detailed science fantasy world. There's quite a bit less detail, more a mood than an atlas.

    I've considered just using Numenera/Cypher rules in a #VaultsOfVaarn setting.

    #TTRPG

  33. Ran a one-shot of #Numenera today. It was fun, but I always find the deep lore of the setting a little tough.

    I understand it's not necessary to use the lore, and I can set my game in a wholly unexplored region of the Ninth World, but I still find its presence in the book a bit weighty.

    I think I prefer the looser world building of something like Vaults of Vaarn, a somewhat less detailed science fantasy world. There's quite a bit less detail, more a mood than an atlas.

    I've considered just using Numenera/Cypher rules in a #VaultsOfVaarn setting.

    #TTRPG

  34. Back in the day and after being amused by #DnD from a distance, I was there to witness the rise of #Numenera. It uplifted what I liked most about DnD - the vivid storytelling - and sidelined the tactical battles (not that there is anything wrong with that if well executed). I'm not a veteran from the times when the genre was conceived, but I have been around enough to know that this is nothing new in #TTRPGs, or the philosophy of various sciences for that matter. The approach to unshackle human creativity through effective guidance is an age-long quest that led to the experimental, narrative-embedded nature of #NSR, and especially established the "weird" as a label genre.

    Though while we say weird, we do mean conventionally inexplicable and often far-out worldbuilding instead of a real genre. The genre itself of the "weird" is often a mixture of horror, heroic fantasy, post-sci-fi, some kind of grit and followed by a peculiar flavour. This borderless mixture of styles with self-confident abandon that subjects all other aspects of the medium is what The Bride! was to me. It puts the genre tropes to the side to favour contemporary techniques that enliven the subtleties of what we are as beings.

    #Stellaris is one of my favourite video games because through the sheer volume of mechanics, content and striking just the right balance between the abstract and suggestive nature of its presentation, it nails emergent narration to such masterful dimensions that the player keeps building the story, the very world of their playthrough, even after shutting the PC down and doing other, unrelated tasks. The main mechanic, despite the intricate interstellar society management system, is the memetic story evolving in the player's head. One of my most cherished empires from years ago - the United Hearthsea - to this day makes me actively ponder how its story might have continued developing.

    The Bride! and other similar movies work with the observer in a similar fashion by respecting the viewer's agency. They are more than what was put on film, their stories fuse with the spectator's soul more so than the usual, much more cohesive content. This is not easy to pull off, as such attempts sometimes end up in the camp territory, or are oftenly forgotten.

    The modern DnD adventures all have a clear structure of what is to be done and how. Sure, the game emerges through the interaction of players, but the framing is what holds it together. Numenera, and some other daring games (such as Sig: Manual of the Primes) flip this idea around and give the players much more to associate. They do this by centring the world first and distributing the influence over its threads among all players at the table.

    When I go and play DnD 5.5e at meetups, I miss this trip of the mind, the emergent storytelling of alternative realities screaming in our heads and hearts, and mechanics that adapt to this way of playing, instead of whipping the tale into moulds inherited from times when true alternatives were scarce.

    I crave all the daring experimentation in gaming. I want more creative catalysts that trust their own integrity enough to offer agency that can bring out the suppressed parts of ourselves to light. So that we can observe them, play with them, and finally embody them - everything between the divine and the monstrous.

    2/?

    #TTRPG

  35. Back in the day and after being amused by #DnD from a distance, I was there to witness the rise of #Numenera. It uplifted what I liked most about DnD - the vivid storytelling - and sidelined the tactical battles (not that there is anything wrong with that if well executed). I'm not a veteran from the times when the genre was conceived, but I have been around enough to know that this is nothing new in #TTRPGs, or the philosophy of various sciences for that matter. The approach to unshackle human creativity through effective guidance is an age-long quest that led to the experimental, narrative-embedded nature of #NSR, and especially established the "weird" as a label genre.

    Though while we say weird, we do mean conventionally inexplicable and often far-out worldbuilding instead of a real genre. The genre itself of the "weird" is often a mixture of horror, heroic fantasy, post-sci-fi, some kind of grit and followed by a peculiar flavour. This borderless mixture of styles with self-confident abandon that subjects all other aspects of the medium is what The Bride! was to me. It puts the genre tropes to the side to favour contemporary techniques that enliven the subtleties of what we are as beings.

    #Stellaris is one of my favourite video games because through the sheer volume of mechanics, content and striking just the right balance between the abstract and suggestive nature of its presentation, it nails emergent narration to such masterful dimensions that the player keeps building the story, the very world of their playthrough, even after shutting the PC down and doing other, unrelated tasks. The main mechanic, despite the intricate interstellar society management system, is the memetic story evolving in the player's head. One of my most cherished empires from years ago - the United Hearthsea - to this day makes me actively ponder how its story might have continued developing.

    The Bride! and other similar movies work with the observer in a similar fashion by respecting the viewer's agency. They are more than what was put on film, their stories fuse with the spectator's soul more so than the usual, much more cohesive content. This is not easy to pull off, as such attempts sometimes end up in the camp territory, or are oftenly forgotten.

    The modern DnD adventures all have a clear structure of what is to be done and how. Sure, the game emerges through the interaction of players, but the framing is what holds it together. Numenera, and some other daring games (such as Sig: Manual of the Primes) flip this idea around and give the players much more to associate. They do this by centring the world first and distributing the influence over its threads among all players at the table.

    When I go and play DnD 5.5e at meetups, I miss this trip of the mind, the emergent storytelling of alternative realities screaming in our heads and hearts, and mechanics that adapt to this way of playing, instead of whipping the tale into moulds inherited from times when true alternatives were scarce.

    I crave all the daring experimentation in gaming. I want more creative catalysts that trust their own integrity enough to offer agency that can bring out the suppressed parts of ourselves to light. So that we can observe them, play with them, and finally embody them - everything between the divine and the monstrous.

    2/?

    #TTRPG

  36. Back in the day and after being amused by #DnD from a distance, I was there to witness the rise of #Numenera. It uplifted what I liked most about DnD - the vivid storytelling - and sidelined the tactical battles (not that there is anything wrong with that if well executed). I'm not a veteran from the times when the genre was conceived, but I have been around enough to know that this is nothing new in #TTRPGs, or the philosophy of various sciences for that matter. The approach to unshackle human creativity through effective guidance is an age-long quest that led to the experimental, narrative-embedded nature of #NSR, and especially established the "weird" as a label genre.

    Though while we say weird, we do mean conventionally inexplicable and often far-out worldbuilding instead of a real genre. The genre itself of the "weird" is often a mixture of horror, heroic fantasy, post-sci-fi, some kind of grit and followed by a peculiar flavour. This borderless mixture of styles with self-confident abandon that subjects all other aspects of the medium is what The Bride! was to me. It puts the genre tropes to the side to favour contemporary techniques that enliven the subtleties of what we are as beings.

    #Stellaris is one of my favourite video games because through the sheer volume of mechanics, content and striking just the right balance between the abstract and suggestive nature of its presentation, it nails emergent narration to such masterful dimensions that the player keeps building the story, the very world of their playthrough, even after shutting the PC down and doing other, unrelated tasks. The main mechanic, despite the intricate interstellar society management system, is the memetic story evolving in the player's head. One of my most cherished empires from years ago - the United Hearthsea - to this day makes me actively ponder how its story might have continued developing.

    The Bride! and other similar movies work with the observer in a similar fashion by respecting the viewer's agency. They are more than what was put on film, their stories fuse with the spectator's soul more so than the usual, much more cohesive content. This is not easy to pull off, as such attempts sometimes end up in the camp territory, or are oftenly forgotten.

    The modern DnD adventures all have a clear structure of what is to be done and how. Sure, the game emerges through the interaction of players, but the framing is what holds it together. Numenera, and some other daring games (such as Sig: Manual of the Primes) flip this idea around and give the players much more to associate. They do this by centring the world first and distributing the influence over its threads among all players at the table.

    When I go and play DnD 5.5e at meetups, I miss this trip of the mind, the emergent storytelling of alternative realities screaming in our heads and hearts, and mechanics that adapt to this way of playing, instead of whipping the tale into moulds inherited from times when true alternatives were scarce.

    I crave all the daring experimentation in gaming. I want more creative catalysts that trust their own integrity enough to offer agency that can bring out the suppressed parts of ourselves to light. So that we can observe them, play with them, and finally embody them - everything between the divine and the monstrous.

    2/?

    #TTRPG

  37. Back in the day and after being amused by #DnD from a distance, I was there to witness the rise of #Numenera. It uplifted what I liked most about DnD - the vivid storytelling - and sidelined the tactical battles (not that there is anything wrong with that if well executed). I'm not a veteran from the times when the genre was conceived, but I have been around enough to know that this is nothing new in #TTRPGs, or the philosophy of various sciences for that matter. The approach to unshackle human creativity through effective guidance is an age-long quest that led to the experimental, narrative-embedded nature of #NSR, and especially established the "weird" as a label genre.

    Though while we say weird, we do mean conventionally inexplicable and often far-out worldbuilding instead of a real genre. The genre itself of the "weird" is often a mixture of horror, heroic fantasy, post-sci-fi, some kind of grit and followed by a peculiar flavour. This borderless mixture of styles with self-confident abandon that subjects all other aspects of the medium is what The Bride! was to me. It puts the genre tropes to the side to favour contemporary techniques that enliven the subtleties of what we are as beings.

    #Stellaris is one of my favourite video games because through the sheer volume of mechanics, content and striking just the right balance between the abstract and suggestive nature of its presentation, it nails emergent narration to such masterful dimensions that the player keeps building the story, the very world of their playthrough, even after shutting the PC down and doing other, unrelated tasks. The main mechanic, despite the intricate interstellar society management system, is the memetic story evolving in the player's head. One of my most cherished empires from years ago - the United Hearthsea - to this day makes me actively ponder how its story might have continued developing.

    The Bride! and other similar movies work with the observer in a similar fashion by respecting the viewer's agency. They are more than what was put on film, their stories fuse with the spectator's soul more so than the usual, much more cohesive content. This is not easy to pull off, as such attempts sometimes end up in the camp territory, or are oftenly forgotten.

    The modern DnD adventures all have a clear structure of what is to be done and how. Sure, the game emerges through the interaction of players, but the framing is what holds it together. Numenera, and some other daring games (such as Sig: Manual of the Primes) flip this idea around and give the players much more to associate. They do this by centring the world first and distributing the influence over its threads among all players at the table.

    When I go and play DnD 5.5e at meetups, I miss this trip of the mind, the emergent storytelling of alternative realities screaming in our heads and hearts, and mechanics that adapt to this way of playing, instead of whipping the tale into moulds inherited from times when true alternatives were scarce.

    I crave all the daring experimentation in gaming. I want more creative catalysts that trust their own integrity enough to offer agency that can bring out the suppressed parts of ourselves to light. So that we can observe them, play with them, and finally embody them - everything between the divine and the monstrous.

    2/?

    #TTRPG

  38. Back in the day and after being amused by #DnD from a distance, I was there to witness the rise of #Numenera. It uplifted what I liked most about DnD - the vivid storytelling - and sidelined the tactical battles (not that there is anything wrong with that if well executed). I'm not a veteran from the times when the genre was conceived, but I have been around enough to know that this is nothing new in #TTRPGs, or the philosophy of various sciences for that matter. The approach to unshackle human creativity through effective guidance is an age-long quest that led to the experimental, narrative-embedded nature of #NSR, and especially established the "weird" as a label genre.

    Though while we say weird, we do mean conventionally inexplicable and often far-out worldbuilding instead of a real genre. The genre itself of the "weird" is often a mixture of horror, heroic fantasy, post-sci-fi, some kind of grit and followed by a peculiar flavour. This borderless mixture of styles with self-confident abandon that subjects all other aspects of the medium is what The Bride! was to me. It puts the genre tropes to the side to favour contemporary techniques that enliven the subtleties of what we are as beings.

    #Stellaris is one of my favourite video games because through the sheer volume of mechanics, content and striking just the right balance between the abstract and suggestive nature of its presentation, it nails emergent narration to such masterful dimensions that the player keeps building the story, the very world of their playthrough, even after shutting the PC down and doing other, unrelated tasks. The main mechanic, despite the intricate interstellar society management system, is the memetic story evolving in the player's head. One of my most cherished empires from years ago - the United Hearthsea - to this day makes me actively ponder how its story might have continued developing.

    The Bride! and other similar movies work with the observer in a similar fashion by respecting the viewer's agency. They are more than what was put on film, their stories fuse with the spectator's soul more so than the usual, much more cohesive content. This is not easy to pull off, as such attempts sometimes end up in the camp territory, or are oftenly forgotten.

    The modern DnD adventures all have a clear structure of what is to be done and how. Sure, the game emerges through the interaction of players, but the framing is what holds it together. Numenera, and some other daring games (such as Sig: Manual of the Primes) flip this idea around and give the players much more to associate. They do this by centring the world first and distributing the influence over its threads among all players at the table.

    When I go and play DnD 5.5e at meetups, I miss this trip of the mind, the emergent storytelling of alternative realities screaming in our heads and hearts, and mechanics that adapt to this way of playing, instead of whipping the tale into moulds inherited from times when true alternatives were scarce.

    I crave all the daring experimentation in gaming. I want more creative catalysts that trust their own integrity enough to offer agency that can bring out the suppressed parts of ourselves to light. So that we can observe them, play with them, and finally embody them - everything between the divine and the monstrous.

    2/?

    #TTRPG

  39. Had a fun Sunday.

    Ran a fairly successful session of #Numenera and will probably have a follow up game, possibly a short campaign.

    Afterward, I caught a showing of John Woo's "A Better Tomorrow" at a local movie theater.

  40. Had a fun Sunday.

    Ran a fairly successful session of #Numenera and will probably have a follow up game, possibly a short campaign.

    Afterward, I caught a showing of John Woo's "A Better Tomorrow" at a local movie theater.

  41. Had a fun Sunday.

    Ran a fairly successful session of #Numenera and will probably have a follow up game, possibly a short campaign.

    Afterward, I caught a showing of John Woo's "A Better Tomorrow" at a local movie theater.