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Showing posts from March, 2024

What I'm thinking, part 2

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VI. So the hidden context behind the last post is that I just had a weird and overwhelming creative experience. I've been watching a lot of Joel Haver on YouTube and, for a week or two, I felt really inspired to make a movie. My obsessive thought patterns, which for a few years now have not shut up about RPGs, shifted to movie-making instead. I paid for some video lessons on how to film with an iPhone, I bought a phone tripod, I bought some cheap lavalier mics, I started filming something with my friend and... Something in my stomach turned. I absolutely hated being on camera. I quickly stopped filming, went into a weird depressive funk for a day or two and almost right away I was back to thinking about RPGs. I'm still not really sure what it means. I still have to talk to my therapist about it! But I feel like, for a brief moment, I was ready to open up to something new... And then the rug was pulled out from under me. VII. The game starts and ends with a problem. There is no ...

Trying to unpack what I’m thinking

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I. Ruins & Rogues v2024_2   has a bug. Not something I'm just unhappy with, but something that straight up doesn't work as I intended it. I had in my head that monsters would be knocked out when they are reduced to exactly 0 Guard and 1 Health, but rules-as-written that is not what happens. I probably would have realized this was broken had I not been in such a rush to upload something that would fix v2024's broken combat. And I probably would have realized the combat was broken in v2024 had I done more playtesting before release. The problem is that I constantly feel pressure to keep updating the game because I have some twisted idea that, if I don't update it, people will think I'm a worse designer than I actually am. I know better now! The game has to reflect the very best of my design ability at all times! I'm not going to do that anymore. The game is not me. I need to let the damn thing go, at least long enough that when I come back to it I can see it w...

Welcome to congas.blog!

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EDIT 12/2/2024: I am currently in the process of migrating some of the original congas.blog posts back to Quarterling's Corner so I can relaunch congas.blog as a more professional thing. Quarterling's Corner will remain online as a sort of scratch pad for less-focused thoughts like I'm used to blogging. My name is Tim and I design conversation games (or "congas"), which are more cumbersomely known as table-top role-playing games (TTRPGs). I am probably best known for Ruins & Rogues and for moderating the NSR Cauldron community on Discord. Why "congas.blog"? It was a dumb joke at first. "TTRPGs is a bad name. We should call them congas." But then I kept thinking about it, and it kept making me laugh, and I started to think, "Is this just stupid enough to stick?" "Congas" is a silly word. Everyone knows a conga is a drum. People will think you're joking if you say a conga is a game you play by having a conversation. I...