#157: Everything Is Narrative
After 3 years of doing this, it is still amazing how much good stuff I find every week.
I. Dear Reader
I really loved this video essay that I more or less stumbled upon randomly. It’s a very careful and insightful exploration of the idea that narrative is something that is happening all the time. Every game mechanism is contributing to it. It’s not a plot in the way we think of it normally but it is a narrative. This video makes an argument that is always in my mind and is central to how I want to think about and talk about games. I’m very excited for the rest of the series.
Yours narrativistically,
Thomas
PS. Thanks for everyone who got my game last week. During the week, I made a audio recording where I teach the game. Just a reminder in case you miss it, you can get it for free by signing up for the mailing list for the New Madras Design Lab, which is now my official label for all my various design work. I don’t think I’ll send an email on that more than once or twice a year to be honest. The link to that list is on the itch page.
II. Media of the Week
On the Inside The Table podcast, a nice interview with Riley Daniels, the designer of As The Sun Forever Sets, a War of the World-style RPG which is going to be published by Evil Hat.
The big story was already a video so I’ll just link a very short one here about a weird, poetic bestiary.
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III. Links of the Week
Reviews
On Age of Ravens, a review of Dreams and Machines, the Horizon Zero Dawn inspired 2d20 game from Modiphius
On Bones of Contention, a review of Jim Henson’s Labyrinth: Th Adventure Game
Three reviews of solo games, this week:
On Sidequest Zone, a review of a game about magical libraries, The Librarian’s Apprentice
On Cannibal Halfling, a review of Desperation, a tragic game from Bully Pulpit.
On Gnomestew, a review of O Captain, a game of constellations and voyages (which I contributed to, as a stretch goal writer)
Articles
On Sandy Pug School, Jess Levine talks about her approach to writing game texts and what becomes a rule and what becomes a “note” on the side.
On GameTek, how do you pick numbers for your game? Should it be one card? Twelve health? One answer seems to be the Fibronacci sequence.
Intrinsic rewards, extrinsic rewards, and the idea of games as didactic moral stories.
On RPG.net, a thread carefully explains all the differences between the systems in Shadow of the Weird Wizard and Shadow of the Demon Lord
This is a nice jam (with prizes!) that offers a simple SRD for games based on blackjack.
Two complementary pieces on being bad at videogames: the first is an interview with Bennett Foddy who makes games where you fail a lot and the other is an experiment to hack Disco Elysium to make your character a super-cop.
IV. Small Ads
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The Shadow of the Weird Wizard rundown link didn’t work for me (just dumped me at the forum homepage), but I think I tracked it down at https://forum.rpg.net/index.php?threads/shadow-of-the.906887/post-24875010.
Edit: I bet Substack’s redirector is munging the somewhat peculiar use of a valueless query parameter in that URL somehow.
Edit 2: And it looks fixed in the post’s web version anyway. 👍🏼