Category Archives: Timo’s Articles

Players as audience, and why we shouldn’t forgive

The act of creating the story is not removed in time from us taking it in, creation and consumption are not so divided. Games succeed better if you are willing to step up and demand from the game those things that you want from it.

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On screwdrivers and nails

Think of it this way: We have a screwdriver. it’s great at getting screws in to wood. Then we realise we also want to put nails in, and as such we use the blunt end to pound in nails whenever we need to. Over time someone comes up with a screwdriver with a larger flat [...]

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Freemarket Ideas

This? This is apropros of nothing really. I just was thinking about Freemarket which made me think of new character ideas, which reminded me of another email I had sent out to people with these ideas. So, here are some ideas for characters and MRCZ’s from Freemarket. Yes, I know, you’re not supposed to create [...]

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Learned Behaviours

Playing GMless games in general and Fiasco in specific has lead to some evolution in our gaming groups behaviour, especially approaching how stories are created in game.

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Traditional DMing versus “Playing to Find Out What Happens”

The following is a striking example of the difference between “traditional” GMing and something coming out of the indie stables. The game is Apocalypse World. The Colonel is the Hardholder, the guy who runs this little bastion of humanity in the mess that the world has become. it’s a big market built out of the [...]

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I am a willing and mindless drone

I give up, I really do. What is it about Vincent Baker’s work that turns me in to a giggling fanboy? In general, I have little patience for fanboyism. To me the term evokes a sort of blind and arbitrary ardour for something. A kind of nerdish religious fundamentalism that brooks no critical analysis or [...]

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Hello, delicious friend

Via Apocalypse world, I heard tell of a thing called Echo Bazaar. A sort of online game, played through your browser using a twitter account, of life in subterranean London after it was stolen by giant bats. You start off escaping from prison and try to make your way in this fanciful world. It’s pretty [...]

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An argument for multiple personalities.

A few thoughts about facebook creator Mark Zuckerberg’s idea that people should have a single identity.

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Important conflicts, and when to engage the machine

A lot of the “Play” in RPG comes from the use of dice, or some other sort of fate system to discern the outcome of events in game. But learning when to use those mechanics and when to just let things happen can be a very important skill.

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Fiction and Mechanics: what limits a players action

A lot of the time, we seem to treat mechanics are the basis of what is or is not possible in a game: if there’s a rule that let’s me do this, then I can do it. But in the end, it’s really the fiction, the story-so-far that tells us what we can or cannot do.

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