Tumblr 200-Word RPGs 2023
Last November, we did an informal game jam for folks who wanted to write something for Writing Month, but would prefer to write fewer than fifty thousand words of it. You can find the complete list of participants for that event in this post here. There's also an off-Tumblr archive of entries whose authors gave permission for them to be preserved here, if any of those links turn out to be broken.
Last year's collaboration went over well enough that I thought we might dust it off again this year. To be clear, this is just for fun – it's not a curated jam, and nobody's judging winners or handing out prizes..
If you'd like to throw your hat in, just follow these steps:
Step 1: If you're unfamiliar with 200-word RPGs, read a bunch of last year's entries (linked above) or browse the 200 Word RPG Challege archives at https://200wordrpg.github.io/ to get your brain-meats properly configured.
Step 2: Write your own 200-word RPG. If you're not sure whether you have 200 words or not (and with RPGs it can genuinely be difficult to tell!), you can use the word counter at https://200wordrpg.github.io/wordcount to check.
Step 3: Reblog this post and append your 200-word RPG.
Step 4 (optional): Please indicate in your post whether you're okay with having your 200-word RPG archived off-site for posterity – if you don't say anything one way or the other, I'll assume the answer is "no".
(As before, as a courtesy to anyone who's creeping the notes, please restrict non-200-word-RPG commentary to replies and tags until November 2023 is over – let's make the actual games easy to find!)
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I finally caught up with S-3LF eater content but sad I don't get to see dr. Gonne interacting with us so I don't know how his personality gonna be, but he heavily reminds me of Dib Membrane (blue color-code, weird pointy mohawk hair, science nerd) so I heavily project Dib's personality on him.
Is he even alive or did he get yeeted by S-3LF eater already at this point
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sorry to bother you, but….
if statled jelly!niel stings, does sleeping jelly!niel sting? Because it seems to be a conscious effort for niel to not sting? Or did I misunderstand this?
what are the scientific implications of sleepy jelly cuddles?
Great question! Thank you for letting me put on my more beach-appropriate baseball cap and do more mer research hehe
So I asked the shark and he told me to mind my business I think.
Unfortunately for him, the manta ray will spill just about anything in exchange for pretty human stuff and I am great at taking notes.
Basically? It seems to me like it’s expected touch vs unexpected, combined with the jelly’s maturing self-awareness. When it’s younger, a jelly mer will start getting control of its sting by ‘turning it off’ consciously. As they get older, it can become closer to “will not sting unless actively startled or for good reason” as the jelly chooses! Think of the sting response like a knee-jerk, throwing-elbows response. Anything less startling isn't worth the effort. Or in jellyneil's case, maybe more of a nervous person's flinch response.
So at this age when jellyneil is awake, it generally won’t sting unless really startled - unfortunately for most mers, the poor thing is a little jumpy and most unexpected touches are startling 🥲
When jellyneil is asleep, there’s more of a “base state” idea happening - however it goes to sleep is how it’ll peacefully stay. So if it falls sleep with someone else touching it, no stings! If it falls sleep in traditional jelly fashion (wedged between rocks or otherwise anchored down) the tentacles and stingers are instinctively in defense mode and I cannot advise getting too close.
If it gets startled awake though? I can only assume it would sting then as well but I can't tell you for sure because the whale and the one shark twin are usually very good about not letting that happen.
There’s some point to be made here about the fact that the stinging is only ‘turned off’ while cuddling/sleeping on other mers - clearly, brushing up against rocks doesn’t desensitize the stingers to other outside stimuli. In open water, the sleeping jelly knows to fend for itself. The presence of another mer seems to be instinctively calming.
But I am not here to wax poetic about it, that’s your job, I just provide the research 🤲
Find the mer au masterpost here 💕
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Okay so in a game like Animal Crossing, there's a bunch of things all happening at once. You can have a screen full of villagers walking around doing their thing, balloons flying, bugs bugging, a system in the background to handle hourly background music with chimes in between, all that good stuff, while you're doing your own things.
When you talk to a villager, you and the villager both stop on the spot, and a script takes over. That script then makes the villager turn to the player and a dialogue window appears. There may be a multiple choice thing now — "talk", "gift", or "leave" — and the script won't stop, releasing control to both, until what you've selected plays out.
So you have a villager with an attached script. The villager waits for the script to finish before continuing on their merry way, while the script waits for the villager to finish turning to the player. Once that's done, it picks something to say and eventually ends up opening the dialogue window. The script now has to wait for the message to finish writing, and the very next command is an "if" involving the result of a multiple choice question, so now the script has to wait for that to return.
I was thinking for Project Special K I might implement all that as several Tickable objects. Not unlike in SCI, you'd have a big list of things in the game that all implement a Tick method. In SCI, that'd be the cast, and its members have doit methods. It's the same deal, but Tick also gets a delta-time argument. So the dialogue box gets to be its own thing that implements Tickable, the multiple choice box is as well. Inventory window? Yes.
Also the script interpreter.
But all that wouldn't let the villager wait for the script interpreter, which waits for the dialogue box, right? Script execution should be halted until the dialogue box is dismissed. That one villager's AI should be halted until the interpreter finishes, only moving (or rather, emoting) because of embedded commands in the dialogue box's text stream.
So I figured, what if I gave them something like a mutex variable? The villager would have a bool waiting or whatever, and passes a pointer to that bool to the script interpreter they spawn when the player interacts with them. The interpreter is added to the cast list and starts running the code it was given. When it's done, it not only removes itself from the cast but sets the bool pointer so the villager can tell it's over and done with.
Now every time through the loop, the villager's Tick is called and they can tell "oh, I'm waiting for a script to finish" because their bool isn't set yet. The script interpreter likewise can spawn a dialogue box into the cast and have its own "waiting for that darn dialogue box" bool, in exactly the same way the villager can wait for the script interpreter.
Next trick, the dialogue box should remain on screen even when things are done, so multiple choice answers can have the question remain visible. It should only close when a different style of box is called for, or when the script ends. My idea is to always have a dialogue box object in the cast, idling until called for. When the villager realizes the script has ended, they can simply poke the dialogue box and have it close, if nothing else already did.
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If you want to write something for November, but you don’t want it to be fifty thousand words long, I have a suggestion:
Step 1: Read a bunch of 200 word RPGs until your brain turns to soup – https://200wordrpg.github.io/
Step 2: Once your brain-meats have been appropriately primed (see above), write your own 200 word RPG.
Step 3: Reblog this post and append your 200 word RPG.
(Please restrict non-200-word-RPG commentary to replies and tags; anybody who creeps the reblogs should see a solid wall of nothing but 200 word RPGs.)
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