dyvershands.bsky.social
@dyvershands.bsky.social
Reposted
Take a look at the Designers & Dragons Origin Secret Door for more on what that all means, with a preview of the articles on Supplement I: Greyhawk and the Fiend Folio.

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Designers & Dragons: Origins - Secret Door - Evil Hat Productions | Other Favorites | DriveThruRPG
From the birth of roleplaying to the discovery of the Forgotten Realms, from the rise of Basic D&D to the fall of Mystara, explore the history of OD&D, BD&D, and AD&D 1e in Designers &...
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October 8, 2025 at 7:26 PM
Though this is not the point you are trying to make, I do feel your hour is worth at least as much as my hour. So an hour of focus on helping your agenda is worth an hour for you to help my agenda. And if our agendas is mutual and collaborative, we both get great value. #whywecollaborate
September 18, 2025 at 10:14 PM
Reposted
Game that features editing the rules? Not precisely an RPG, but Polis Play (PolisPlay.com) is all about rewriting the rules. There are two versions: a competitive one inspired by Nomic, and a cooperative variant that is new (and needs beta testing). I’ve used the competitive as microgame in a LARP.
PolisPlay.com
September 16, 2025 at 11:12 PM
Game that features editing the rules? Not precisely an RPG, but Polis Play (PolisPlay.com) is all about rewriting the rules. There are two versions: a competitive one inspired by Nomic, and a cooperative variant that is new (and needs beta testing). I’ve used the competitive as microgame in a LARP.
PolisPlay.com
September 16, 2025 at 11:12 PM
As someone who studies trust, collaboration and community, I feel a real debt to the queer and BDSM communities for exploring these topics. But not being a member of those communities I often feel I am likely to miss nuance.
September 16, 2025 at 4:26 PM
Absolutely. Though the safety lens is an easy place to start, it also has its pitfalls — sometimes it reduces everything to risk management, when the deeper work is about trust, growth, and stretch.
September 16, 2025 at 4:21 PM
For instance, these conversations are often framed as Session Zero activities. Yet it might be easier to begin with them in the Debrief, where players can reflect: “we didn’t go there today, but maybe that’s a direction to explore later.” This is not a common Debrief question.
September 16, 2025 at 4:09 PM
But I also wonder about the progression here. I don’t think I can throw that grid on the table for any arbitrary group. Instead, the group probably needs to learn/practice some essentials first. Definitely is evolving.
September 16, 2025 at 4:03 PM
The Palette Grid by @jdragsky.bsky.social gives a clue: distinguishing “how risky / uncomfortable something is” and “how much we want to explore it” lets groups map out stretch zones more deliberately rather than relying on vague signals. www.patreon.com/possumcreek/...
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September 16, 2025 at 3:59 PM
That being said, how to communicate this before Traffic Lights hit the table is clearly evolving — it’s more than just vibe-setting, and honestly, it’s genuinely hard to pull off.
September 16, 2025 at 3:51 PM
This is why I like Traffic Lights: more than stop/go, they allow stretch zones. Green = yes, yellow = near my edge but willing, red = back off. Very PRICK-like: owning the choice to push boundaries while keeping clear safety valves.
September 16, 2025 at 3:45 PM
I don’t quite feel either SSC (X-Card-like) or RACK (Lines & Veils-like) fully covers it. There’s a third dimension — PRICK — that’s closer to “stretch zones”: taking personal responsibility for choosing to explore discomfort, with tools to back off if it’s too much.
September 16, 2025 at 3:42 PM
(The game @jdragsky.bsky.social ran at Metagame is “The Exquisite Corpse Factory) and is now available on her Patreon at www.patreon.com/posts/138530...)
First Look — The Exquisite Corpse Factory | Jay Dragon (& Friends)
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September 16, 2025 at 2:47 AM
I was intrigued by a paragraph in Jay's "Expressionist" manifesto where she talked about "social simulation". But you could also describe this as a "relationship simulation".

bsky.app/profile/did:...
I had a lovely conversation with @jdragsky.bsky.social during www.metagame.games this weekend. I definitely want to do a deep dive on her new "Expressionist Game Manifesto", but there is one paragraph there that fascinates me, on the topic of "rules that abstractly simulate the social reality" 🧵…
METAGAME 2025
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September 15, 2025 at 10:24 PM
Diving into the paragraph on "social simulation" in @jdragsky.bsky.social "Expressionist Game Manfesto": bsky.app/profile/did:...
I had a lovely conversation with @jdragsky.bsky.social during www.metagame.games this weekend. I definitely want to do a deep dive on her new "Expressionist Game Manifesto", but there is one paragraph there that fascinates me, on the topic of "rules that abstractly simulate the social reality" 🧵…
METAGAME 2025
A conference for game design, strategy, narrative, and play
www.metagame.games
September 15, 2025 at 10:20 PM
She said that an earlier draft of the "expressionist" article that she had more on this concept — I hope she expands on it. She also implied that that design pattern also influenced the design of Yazeba's Bed & Breakfast. I'm intrigued to learn more about that!
September 15, 2025 at 10:09 PM
Jay later that afternoon hosted a game (that she just wrote the week before) which demonstrates this. The game has some explicit rules, but the real game was NOT about those rules. Instead, what emerged in the game was something entirely different. And this result was more powerful!
September 15, 2025 at 10:09 PM
Instead, you create a "social simulation" where fast race car drivers are proximate to hot lesbians. You still likely still get interesting scenes! But without it being explicit, it can be more powerful.
September 15, 2025 at 10:09 PM
This has the advantage of being explicit — you know at beginning of play that you'll end up with scenes with lesbian car drivers making out. However, how much more powerful is it when this is not explicit but emergent?
September 15, 2025 at 10:09 PM
Connecting this back my conversation with @jdragsky.bsky.social's on "social simulations", one example she gave was the "Car Lesbians" RPG, which has a stat for `cars` and a stat for `lesbians`.
September 15, 2025 at 10:09 PM
What we both particularly loved was when there was an emergent pattern that we didn't expect. I remember when our primitive Sim Earth code started to create deserts east of mountains. This was not deliberately programmed into the simulation. It emerged by accident when we had other parameters set.
September 15, 2025 at 10:09 PM