Anderson: My past is coming back to haunt me
Rose: Seems like a running theme with you.
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Hello :) I don’t think I have been here already, do you take art requests? Would you be willing to draw-
Teen-High-Binder Transmasc Normal? :D
YOU FUCKING BET I WILL
(The stimming part is partially inspired by this post by @macksartblock )
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Dandy: I left instructions for everyone while I’m gone!
Harvey: Mine just says “Harvey, no.”
Dandy: And I want you too apply it to every possible situation
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A lot of people talk about Actual Play podcasts giving unrealistic expectations for TTRPGs (Surprise! Trained Actors improv differently from your average player, and even for indie APs, playing for an audience is completely different from playing among friends)
But I absolutely think that watching other people play CAN inspire new ways to play, in a way you can’t really get elsewhere.
It wasn’t until I listened to Friends at the Table and listened to how Austin Walker narrates the games they play that I considered the potential of treating a TTRPG less like the kind of collaborative improv we normally treat it as, and more like storyboarding.
The major difference being: Austin regularly talks about ‘the camera’. It is practically its own character with how much attention it gets.
“So I’m imagining this like one of those shots where everything kinda freezes in place, and the character is still moving to show the out of body experience they are having right now, and when the scene cuts back, these are the parts that are different.”
“Oh yeah, you open the box, and it’s like that scene in Pulp Fiction. Where we just see this golden glow from what’s coming inside. Your characters know what’s in there now, but I have no idea, we haven’t gotten to that point yet. We will come back to it.”
“Okay you see this symbol, and your character wasn’t there for it so they don’t know what it was, but we the audience can immediately connect it back to this one cult we were dealing with.”
At one point just blatantly goes “Oh man, actually should we change it to this, for a better thematic parallel to what happened in that other session? That might be a really good resolution for your character.”
It’s such an INCREDIBLE example of what you can do by treating the fiction so casually, and like the work in progress it actually is. Genuinely one of the best GM practices I have ever seen, and something that very quickly became a tool I make heavy use of in my campaigns.
The story isn’t a finished product, and it turns out treating it like a draft instead of a finished product makes the game able to do SO MUCH more cool shit.
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