They put crack cocaine in the JoanRoger
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@madaboutthesemen
They put crack cocaine in the JoanRoger
bawlllllllll
something so crazy-making about unhealthy mentor-protegé relationships. we're foils, we're mirrors, we're the same person, we're a parent and a child, we're lovers, we're enemies, we'd be better off without each other, we'd kill and die for each other
“I don’t think it’s supposed to be explained.” “I’m an artist, okay? It must mean something.” “Maybe it doesn’t. Maybe you’re just supposed to experience it. Because when you look at it, you do feel something, right? It’s like looking into something very deep. You could fall in.”
2.07 The Gold Violin
don tingle
cheers ☕️
Actress Christina Hendricks, known for her role as Joan Holloway in the television series Mad Men
Mad Men + The Major Arcana (Part 1)
I've been quiet for a bit while I work on my TTRPG inspired by Mad Men, titled Elevator Pitch, and I think it's turning into something genuinely interesting and also kinda fucked up. It started out pretty trad, found itself turning into something of a storygame, and now it's... something else.
Let's see:
You can never roll dice for free. Ever. Every die roll requires you to pay a price in one way or another from limited resources, some of which are hard to replenish, and others are impossible to. There are no free rolls. Period. No exceptions.
The game incentivizes players to burn up their characters' personal lives to fuel their careers, but not the other way around. You can achieve personal growth, you can make positive changes to your life, but even if you do everything right, the process of doing so risks your character having a meltdown, which might lead to them being retired from the game (a career-ending meltdown, this game's version of "character death"). That's right: if you want a character arc that follows an upward trajectory, you have to risk the character being removed from the game to do so.
Player characters are divided between Creative and Accounts teams, and the game incentivizes those players to be in conflict: there are certain limited resources that can only be used once each, and if one "team" uses it to make their own job easier, the other doesn't get to. The irony, of course, is that they should be working together, but each side will want to make their own jobs easier and in doing so might make the other side's harder.
The game even incentivizes an outright adversarial relationship between the Director (GM) and the players. This game is, at its core, a word game, where the specific phrasing of character aspects is the core of the game, and where you need to negotiate about that wording with the GM to get things done. But the GM has their own incentives to push back and force the players to make concessions--the GM is told directly to put the screws to 'em. (This has stumbled into something funny: the core gameplay of this game is making pitches to the GM and negotiating to get them accepted. That was completely accidental.)
Much of the above is accepted to be really bad ideas in TTRPG design and play, especially encouraging genuinely adversarial play between players and GM, and between groups of players who are ostensibly working together.
And yet here I am, doing it on purpose.
Wish me luck!
Don Draper by episode
MAD MEN 1.09 | Shoot
and you would know don
Oh Roger