Great post. Big up to more thoughful fiction in game books. Moments of micro-fiction--even a subheader phrase, diegetic excerpts, or NPC quotes--help infuse a game with more character, and better inspire play.
The PDP is great. For how much baggage these three lil rolls could bring to a game, it's impressive how concise it is. Also, I hadn't considered it when I heard Quinn's review, but my first Mothership pamphlet pair, The Sleeper Crew, is also a party-galvanization tool, giving all the PCs a common goal and similar backgrounds. (Also weird mutation stuff because I guess that's what I always do, haha.)
Yea, you definitely were building in that kind of party cohesion from the get-go with your stuff which was cool to see.
I do think things like why the party is a party, PC bonds with each other, etc. are something designers often overlook because it's easy for us to wing those things in the moment, but for a lot of folks it isn't. Having those options also helps play happen, I think!
Great insight on the book being inspirational and the game at the table being the sum of other factors. Maybe that’s why I have so many unplayed books: in fact they have been played because they inspired me on my tables somehow.
I’ve been thinking a lot about how to incorporate “lore” and other fiction in my releases. I also have shied away from it, but my partner had the idea to add a brief “history” to the latest class release. It’s convinced me to go back and do the same for all of my classes.
In thinking about a campaign/setting book for next year, I’ve also been considering ways I can work in diegetic documents like poems, in-universe artwork, etc. Point being, this was a very timely discussion for me!
Those all sound like good ideas to me and great way as to communicate the class, the setting, the adventure, etc. while also giving folks inspiring examples of the kinds of stories they can expect from engaging with your work. Even beyond that, I have always enjoyed that kind of artifacts and ephemera as I read. It helps envelope me in the book in a way rule, statblocks, etc. typically can't!
Great post. Big up to more thoughful fiction in game books. Moments of micro-fiction--even a subheader phrase, diegetic excerpts, or NPC quotes--help infuse a game with more character, and better inspire play.
The PDP is great. For how much baggage these three lil rolls could bring to a game, it's impressive how concise it is. Also, I hadn't considered it when I heard Quinn's review, but my first Mothership pamphlet pair, The Sleeper Crew, is also a party-galvanization tool, giving all the PCs a common goal and similar backgrounds. (Also weird mutation stuff because I guess that's what I always do, haha.)
Yea, you definitely were building in that kind of party cohesion from the get-go with your stuff which was cool to see.
I do think things like why the party is a party, PC bonds with each other, etc. are something designers often overlook because it's easy for us to wing those things in the moment, but for a lot of folks it isn't. Having those options also helps play happen, I think!
Great insight on the book being inspirational and the game at the table being the sum of other factors. Maybe that’s why I have so many unplayed books: in fact they have been played because they inspired me on my tables somehow.
Great point about using fiction as an inspiration of play! And love the PDP, well done!
Thanks!
I’ve been thinking a lot about how to incorporate “lore” and other fiction in my releases. I also have shied away from it, but my partner had the idea to add a brief “history” to the latest class release. It’s convinced me to go back and do the same for all of my classes.
In thinking about a campaign/setting book for next year, I’ve also been considering ways I can work in diegetic documents like poems, in-universe artwork, etc. Point being, this was a very timely discussion for me!
Those all sound like good ideas to me and great way as to communicate the class, the setting, the adventure, etc. while also giving folks inspiring examples of the kinds of stories they can expect from engaging with your work. Even beyond that, I have always enjoyed that kind of artifacts and ephemera as I read. It helps envelope me in the book in a way rule, statblocks, etc. typically can't!