This is your reminder to get to the gym so that you can beat up racists if you have to.
The design philosophy of 60yinspace is to spend 100s of pages describing failures that I spend the rest of the systems in the game giving you the tools to avoid.
A simple example: we're writing a cozy woodland mystery game. What are the combat mechanics like? Well, clearly there aren't any. Combat isn't part of our cozy woodland story.
But...
The design philosophy of 60yinspace is to spend 100s of pages describing failures that I spend the rest of the systems in the game giving you the tools to avoid.
This is your reminder to get to the gym so that you can beat up racists if you have to.
This is your reminder to get to the gym so that you can beat up racists if you have to.
*me
*me
Not art blocked. Not struggling with a difficult creative problem.
Being Sauceless is when you've done good work but have been staring at it for too long, and risk making it worse through noodling.
Not art blocked. Not struggling with a difficult creative problem.
Being Sauceless is when you've done good work but have been staring at it for too long, and risk making it worse through noodling.
GRAVITY is a one-shot-focused RPG about powerful people stuck in an increasingly bad situation. To maintain suspense, the game uses a rotating-GM system (stolen from Lovecraftesque and my previous game, Bleak Spirit) to ensure that nobody knows what the Threat is until the climax.
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