Naughty chatting robot

04-Aug-2020 19:32 by 5 Comments

Naughty chatting robot

(Edit: Since I published this piece a few months ago, an awful lot of people have looked at it and several of them have complained about the swear words in it. To apologise to the jerk’s friends, before shit really kicks off? (See, that rhymes, so it’s easier to remember) FOUR. “My character wouldn’t do that” is a boring excuse, a massive NO to the game’s story on a fundamental level. Instead of being bound by pre-conceived notions of what your character would and would not do, embrace complications and do it, but try to work out why. I’m okay with this where systems fully support and encourage this, of course – something like Paranoia or Dogs in the Vineyard – but, Christ guys, give it a rest. If you know a system, you are easier to GM for, because you know your character’s limitations. We need to view failures as setbacks and explain why our character didn’t achieve their goal, and we need to understand that failure is not the end of the world.

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I have absorbed and stolen it from a few sources, such as this thread that I started on Reddit and from my friends on Facebook, this video on Improv and Graham Walmsley’s book Playing Unsafe. I would rather have an empty chair than someone who wasn’t paying attention, because I don’t have to entertain an empty chair. I have a rule in my games, and that rule is: “Nothing fucks anything else.” Simple. Maybe it’s as blatant as discussing dead babies or bestiality; maybe it’s something much more benign, like being rude or chatting them up in-character.

The game will end if the bubbles hit the bottom of the screen.

The more bubbles you able to blow in one go the more points you will score.

You will score points depending on which hole the ball falls into.

You have 10 balls to score as much points as you can.

Update: I have written more about the topics raised in points 3 and 4 – and wrapped them around Stanislavski and Brecht – in this follow-up post.

If you can’t walk away at the end of the night with a good memory, with something that you could talk about in the pub in years to come, then everyone at the table has failed.

It’s not rocket science; that’s how existing as a functioning social human being works, and somehow because we’re pretending to be a halfling for a bit, we often forget how to do it.

Some systems build this in by default – Apocalypse World, for example – and they give you the ability to somehow affect the world whenever you roll the dice, not just fail to affect someone’s Hit Points. We need to get ourselves into that mindset by default.

And of course, it’s up to the GM to offer an entertaining game. If you think you might have upset someone, then ask ’em, quietly.

And if you have, apologise, and stop talking about that particular thing.

There are also two types of bonus balls – red balls (for double points) and blue balls (for quadruple points).