
01:06:30 long & 63.8 MB big
In this episode, Robert Bohl (designer of Misspent Youth) and Joshua A. C. Newman (designer of shock: social science fiction), discuss possible structures for a session of play, talk about how to structure technological and interpersonal relationships, and talk a bit about how mechanics might work. Lots of meaty game design here.
- Listener feedback: Paul Beakley, Nathan Wilson, Simon C, Doc Holaday
- The book Starfish by Peter Watts
- Discussion of how many players the game should service
- Initialization, a word to be used a lot in the game
- Drop initialization phase created NPC?
- Primetime Adventures
- Spotlight characters, scene order, and whether scenes are about players or characters
- Are there too many scenes? Can you run out of interesting stuff before you run out of time?
- The roles that PCs play in spotlight characters’ scenes when they’re not spotlight
- The Wire
- Introducing new NPCs and new tech, tying Currents to them
- Talking about the tech web
- Separate relationship maps on each character sheet to reflect different visions of relationships
- What am mechanics?
- Joshua = power, Rob = meaningfulness
- Joshua promises a diagram
- Mind control!
- Personality Anchors, and we argue over it
- Richard K. Morgan’s Takeshi Kovacs novels
- Rob keeps talking about “spotlight scene” when he means “spotlight episode”
- Anchors and immunity
- Vincent Baker’s thread where he’s asking for critique on Apocalypse World
- What to call the co-GMs?
- Homework: write up what a scene might feel like, which we’re probably going to do on the forum
- No listener homework
Rob’s during-the-show notes
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The intro music is “Gotta Whizz” by Boris the Sprinkler, from the album Mega Anal. The outgoing music is I Wish I Was a Boy by Angry Red Planet, provided by Podshow’s Podsafe Music Network.
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