Its been a while since i have stayed up past midnight to read a book. But when you have a beefy queer monster hunter? Hmmmmm.... then I dont need much persuading

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Its been a while since i have stayed up past midnight to read a book. But when you have a beefy queer monster hunter? Hmmmmm.... then I dont need much persuading
"Swinging by my neck from the family tree" except the tree had been cut down and turned into a human-made monumental God and I'm being nailed to it.
Ventral midline laparotomy
I'm hollow inside. You can't find me there.
a little sketchbook drawing of skediceth from hannah kaner's "fallen gods" trilogy! love this little guy.
Musings on Randomness
This post was written for the Random Blogwagon hosted by Prismatic Wasteland!
I’m going to open with an opinion that might get me kicked out of the blogwagon: I think too many game designers are too willy-nilly with the use of randomness in their games.
I don’t think this is a massively hot take that’s going to revolutionise the gaming blogosphere. But, prompted by the blogwagon, I wanted to finally get some more thoughts out there on the concept of randomness and its implementation in TTRPGs. There’s a book I really love about this, Uncertainty in Games by Greg Costikyan. I originally wanted this post to be a full discussion of that book, but time is running short so I’ll have to save that for another time. The book has come up in some of my previous writing before, most notably in Uncertainty in Legacy Games on my old site.
When I’m talking about randomness here, I mean pure mathematical randomness. Colloquially, people love to call things random when they’re not. The outcome of Rock-Paper-Scissors isn’t random, both players made a decision, but lots of normal people I speak to (as opposed to game designers) tend to call it random anyway. I like to use the term “arbitrary” for stuff like that, where you have little-to-no control over the outcome but no mathematical randomness was involved.
Die-hard randomness haters might say that randomness undermines agency, and that’s definitely true sometimes! Costikyan talks about the board game Candy Land, a zero-agency game who’s main objective is to teach children how to take turns. There’s also the classic RPG example of the swingyness of a d20 vs target number (“How can I, a level 1 fighter, make decisions in combat that feel important when I only have a 60% chance of doing damage in the first place!?”). But I think randomness can create strategy and interesting choices just as often as it stomps them out.
I’m thinking about the overkill result in the Powered by the Apocalypse game Godkiller. Godkiller uses a roll-with-questions mechanic where each move makes three statements, and you get +1 to your 2d6 roll for each statement that is true.
Don't mind me I'm just crying because I'm reading a fantasy novel with a main character that is an ambulatory wheelchair user (who also uses a prosthetic leg) with chronic pain. This is the first time I've read something like this outside of my own stories.
"In truth, Kissen's leg still ached, it always ached, but it was better than when they arrived. The wheelchair was a blessing. She wasn't used to it and kept wanting to jump up. But it was a relief to be able to rest her hips."
- Hannah Kaner, Godkiller
Nesta is a Kingslayer, a Queenslayer, and a Godkiller all in one.
She's the biggest baddest bitch in Prythian.