@hutto
32cloud architect, game enthusiast, designer, and former Guild Wars competitor
steemit.com/@huttoVOTING POWER100.00%
DOWNVOTE POWER100.00%
RESOURCE CREDITS100.00%
REPUTATION PROGRESS41.68%
Net Worth
0.759USD
STEEM
0.000STEEM
SBD
1.495SBD
Effective Power
5.007SP
├── Own SP
0.714SP
└── Incoming DelegationsDeleg
+4.293SP
Detailed Balance
| STEEM | ||
| balance | 0.000STEEM | STEEM |
| market_balance | 0.000STEEM | STEEM |
| savings_balance | 0.000STEEM | STEEM |
| reward_steem_balance | 0.000STEEM | STEEM |
| STEEM POWER | ||
| Own SP | 0.714SP | SP |
| Delegated Out | 0.000SP | SP |
| Delegation In | 4.293SP | SP |
| Effective Power | 5.007SP | SP |
| Reward SP (pending) | 0.251SP | SP |
| SBD | ||
| sbd_balance | 0.342SBD | SBD |
| sbd_conversions | 0.000SBD | SBD |
| sbd_market_balance | 0.000SBD | SBD |
| savings_sbd_balance | 0.000SBD | SBD |
| reward_sbd_balance | 1.153SBD | SBD |
{
"balance": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"reward_steem_balance": "0.000 STEEM",
"vesting_shares": "1161.507390 VESTS",
"delegated_vesting_shares": "0.000000 VESTS",
"received_vesting_shares": "6982.152416 VESTS",
"sbd_balance": "0.342 SBD",
"savings_sbd_balance": "0.000 SBD",
"reward_sbd_balance": "1.153 SBD",
"conversions": []
}Account Info
| name | hutto |
| id | 568407 |
| rank | 588,063 |
| reputation | 6669397768 |
| created | 2018-01-06T16:56:48 |
| recovery_account | steem |
| proxy | None |
| post_count | 16 |
| comment_count | 0 |
| lifetime_vote_count | 0 |
| witnesses_voted_for | 0 |
| last_post | 2018-04-12T20:07:48 |
| last_root_post | 2018-04-12T20:07:48 |
| last_vote_time | 2018-01-19T01:39:06 |
| proxied_vsf_votes | 0, 0, 0, 0 |
| can_vote | 1 |
| voting_power | 0 |
| delayed_votes | 0 |
| balance | 0.000 STEEM |
| savings_balance | 0.000 STEEM |
| sbd_balance | 0.342 SBD |
| savings_sbd_balance | 0.000 SBD |
| vesting_shares | 1161.507390 VESTS |
| delegated_vesting_shares | 0.000000 VESTS |
| received_vesting_shares | 6982.152416 VESTS |
| reward_vesting_balance | 513.738516 VESTS |
| vesting_balance | 0.000 STEEM |
| vesting_withdraw_rate | 0.000000 VESTS |
| next_vesting_withdrawal | 1969-12-31T23:59:59 |
| withdrawn | 0 |
| to_withdraw | 0 |
| withdraw_routes | 0 |
| savings_withdraw_requests | 0 |
| last_account_recovery | 1970-01-01T00:00:00 |
| reset_account | null |
| last_owner_update | 1970-01-01T00:00:00 |
| last_account_update | 2018-01-06T17:31:00 |
| mined | No |
| sbd_seconds | 0 |
| sbd_last_interest_payment | 2018-01-22T05:54:27 |
| savings_sbd_last_interest_payment | 1970-01-01T00:00:00 |
{
"id": 568407,
"name": "hutto",
"owner": {
"weight_threshold": 1,
"account_auths": [],
"key_auths": [
[
"STM6Cn5MzGLfUJmftQMyXiVyuLzta7EZe5x5QU8SycXXbB5DHxePf",
1
]
]
},
"active": {
"weight_threshold": 1,
"account_auths": [],
"key_auths": [
[
"STM59Xf3pH9vWt1BZopR1ciB9QgwnVvCBWvGkPLF4i2U72UpkrXJj",
1
]
]
},
"posting": {
"weight_threshold": 1,
"account_auths": [],
"key_auths": [
[
"STM8kU8hpfbbGaxztNppQw9deB1nXrhpLyeZdiMbPjXATVnTG5gqA",
1
]
]
},
"memo_key": "STM53F9HTd1Qcv3vzdDE9uHwGM7HfPAD1r4zahHhBTkWrQKwbayvD",
"json_metadata": "{\"profile\":{\"profile_image\":\"https://en.gravatar.com/userimage/17908948/c835678443b913be507ec4bc06676a29.png\",\"name\":\"Paul Ott\",\"about\":\"cloud architect, game enthusiast, designer, and former Guild Wars competitor\",\"website\":\"http://paulott.com\",\"cover_image\":\"https://scontent-atl3-1.xx.fbcdn.net/v/t31.0-8/fr/cp0/e15/q65/25440105_2025246977485777_6322850132881316765_o.png.jpg?efg=eyJpIjoidCJ9&oh=9a8d44ee57894b3f2dcdd762292f5f48&oe=5AF8EE02\"}}",
"posting_json_metadata": "{\"profile\":{\"profile_image\":\"https://en.gravatar.com/userimage/17908948/c835678443b913be507ec4bc06676a29.png\",\"name\":\"Paul Ott\",\"about\":\"cloud architect, game enthusiast, designer, and former Guild Wars competitor\",\"website\":\"http://paulott.com\",\"cover_image\":\"https://scontent-atl3-1.xx.fbcdn.net/v/t31.0-8/fr/cp0/e15/q65/25440105_2025246977485777_6322850132881316765_o.png.jpg?efg=eyJpIjoidCJ9&oh=9a8d44ee57894b3f2dcdd762292f5f48&oe=5AF8EE02\"}}",
"proxy": "",
"last_owner_update": "1970-01-01T00:00:00",
"last_account_update": "2018-01-06T17:31:00",
"created": "2018-01-06T16:56:48",
"mined": false,
"recovery_account": "steem",
"last_account_recovery": "1970-01-01T00:00:00",
"reset_account": "null",
"comment_count": 0,
"lifetime_vote_count": 0,
"post_count": 16,
"can_vote": true,
"voting_manabar": {
"current_mana": "8143659806",
"last_update_time": 1779066984
},
"downvote_manabar": {
"current_mana": 2035914951,
"last_update_time": 1779066984
},
"voting_power": 0,
"balance": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"sbd_balance": "0.342 SBD",
"sbd_seconds": "0",
"sbd_seconds_last_update": "2018-01-22T05:54:27",
"sbd_last_interest_payment": "2018-01-22T05:54:27",
"savings_sbd_balance": "0.000 SBD",
"savings_sbd_seconds": "0",
"savings_sbd_seconds_last_update": "1970-01-01T00:00:00",
"savings_sbd_last_interest_payment": "1970-01-01T00:00:00",
"savings_withdraw_requests": 0,
"reward_sbd_balance": "1.153 SBD",
"reward_steem_balance": "0.000 STEEM",
"reward_vesting_balance": "513.738516 VESTS",
"reward_vesting_steem": "0.251 STEEM",
"vesting_shares": "1161.507390 VESTS",
"delegated_vesting_shares": "0.000000 VESTS",
"received_vesting_shares": "6982.152416 VESTS",
"vesting_withdraw_rate": "0.000000 VESTS",
"next_vesting_withdrawal": "1969-12-31T23:59:59",
"withdrawn": 0,
"to_withdraw": 0,
"withdraw_routes": 0,
"curation_rewards": 4,
"posting_rewards": 621,
"proxied_vsf_votes": [
0,
0,
0,
0
],
"witnesses_voted_for": 0,
"last_post": "2018-04-12T20:07:48",
"last_root_post": "2018-04-12T20:07:48",
"last_vote_time": "2018-01-19T01:39:06",
"post_bandwidth": 0,
"pending_claimed_accounts": 0,
"vesting_balance": "0.000 STEEM",
"reputation": "6669397768",
"transfer_history": [],
"market_history": [],
"post_history": [],
"vote_history": [],
"other_history": [],
"witness_votes": [],
"tags_usage": [],
"guest_bloggers": [],
"rank": 588063
}Withdraw Routes
| Incoming | Outgoing |
|---|---|
Empty | Empty |
{
"incoming": [],
"outgoing": []
}From Date
To Date
2026/05/18 01:16:24
2026/05/18 01:16:24
| delegator | steem |
| delegatee | hutto |
| vesting shares | 6982.152416 VESTS |
| Transaction Info | Block #106144666/Trx 410c3dd1ca94eb50dfa71a6ac985879d5d946766 |
View Raw JSON Data
{
"trx_id": "410c3dd1ca94eb50dfa71a6ac985879d5d946766",
"block": 106144666,
"trx_in_block": 0,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-05-18T01:16:24",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "6982.152416 VESTS"
}
]
}2026/05/12 07:59:09
2026/05/12 07:59:09
| delegator | steem |
| delegatee | hutto |
| vesting shares | 4269.942011 VESTS |
| Transaction Info | Block #105980675/Trx 4b9a25e2c7446f49e7c51cf984f4cebcf172065c |
View Raw JSON Data
{
"trx_id": "4b9a25e2c7446f49e7c51cf984f4cebcf172065c",
"block": 105980675,
"trx_in_block": 0,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-05-12T07:59:09",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "4269.942011 VESTS"
}
]
}2026/04/26 00:35:33
2026/04/26 00:35:33
| delegator | steem |
| delegatee | hutto |
| vesting shares | 6994.668172 VESTS |
| Transaction Info | Block #105512287/Trx fbc77a0b1d3bc29447e02ad7be3c46b9171aaa12 |
View Raw JSON Data
{
"trx_id": "fbc77a0b1d3bc29447e02ad7be3c46b9171aaa12",
"block": 105512287,
"trx_in_block": 3,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-04-26T00:35:33",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "6994.668172 VESTS"
}
]
}2026/01/23 10:32:36
2026/01/23 10:32:36
| delegator | steem |
| delegatee | hutto |
| vesting shares | 4311.488830 VESTS |
| Transaction Info | Block #102855098/Trx 9e48650eae784ace3d52ba989f63cee0d6e9d433 |
View Raw JSON Data
{
"trx_id": "9e48650eae784ace3d52ba989f63cee0d6e9d433",
"block": 102855098,
"trx_in_block": 0,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-01-23T10:32:36",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "4311.488830 VESTS"
}
]
}2024/12/17 05:50:00
2024/12/17 05:50:00
| delegator | steem |
| delegatee | hutto |
| vesting shares | 4475.708027 VESTS |
| Transaction Info | Block #91301464/Trx 9c9f54fdf4baec13a48f3a49e76c8e243c648dd9 |
View Raw JSON Data
{
"trx_id": "9c9f54fdf4baec13a48f3a49e76c8e243c648dd9",
"block": 91301464,
"trx_in_block": 5,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2024-12-17T05:50:00",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "4475.708027 VESTS"
}
]
}2023/11/13 21:32:24
2023/11/13 21:32:24
| delegator | steem |
| delegatee | hutto |
| vesting shares | 4644.841559 VESTS |
| Transaction Info | Block #79855655/Trx 523199d2424583bdffec6f927d42ab3c730779e7 |
View Raw JSON Data
{
"trx_id": "523199d2424583bdffec6f927d42ab3c730779e7",
"block": 79855655,
"trx_in_block": 3,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2023-11-13T21:32:24",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "4644.841559 VESTS"
}
]
}2023/09/21 23:02:00
2023/09/21 23:02:00
| delegator | steem |
| delegatee | hutto |
| vesting shares | 7582.120345 VESTS |
| Transaction Info | Block #78349269/Trx 4c1a24b1ee3cef31c28378397c11d7a1b226e92d |
View Raw JSON Data
{
"trx_id": "4c1a24b1ee3cef31c28378397c11d7a1b226e92d",
"block": 78349269,
"trx_in_block": 6,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2023-09-21T23:02:00",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "7582.120345 VESTS"
}
]
}2022/11/03 12:40:09
2022/11/03 12:40:09
| delegator | steem |
| delegatee | hutto |
| vesting shares | 7803.801783 VESTS |
| Transaction Info | Block #69114414/Trx 1647680d80a65cc4aa635b21115dab45fc2d4846 |
View Raw JSON Data
{
"trx_id": "1647680d80a65cc4aa635b21115dab45fc2d4846",
"block": 69114414,
"trx_in_block": 0,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2022-11-03T12:40:09",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "7803.801783 VESTS"
}
]
}2022/01/17 11:51:21
2022/01/17 11:51:21
| delegator | steem |
| delegatee | hutto |
| vesting shares | 8024.335014 VESTS |
| Transaction Info | Block #60810488/Trx eb0a71533a26d2993976bc78dd8714b988d186fe |
View Raw JSON Data
{
"trx_id": "eb0a71533a26d2993976bc78dd8714b988d186fe",
"block": 60810488,
"trx_in_block": 8,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2022-01-17T11:51:21",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "8024.335014 VESTS"
}
]
}2021/06/14 01:43:57
2021/06/14 01:43:57
| delegator | steem |
| delegatee | hutto |
| vesting shares | 8208.103672 VESTS |
| Transaction Info | Block #54608820/Trx 84b6fce5f655fc2eaf69c3d541817fe4e14919e6 |
View Raw JSON Data
{
"trx_id": "84b6fce5f655fc2eaf69c3d541817fe4e14919e6",
"block": 54608820,
"trx_in_block": 12,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2021-06-14T01:43:57",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "8208.103672 VESTS"
}
]
}2020/12/11 12:01:18
2020/12/11 12:01:18
| delegator | steem |
| delegatee | hutto |
| vesting shares | 8395.525646 VESTS |
| Transaction Info | Block #49356235/Trx e1a75c95d6294914f21769f26edbfb024b9eda98 |
View Raw JSON Data
{
"trx_id": "e1a75c95d6294914f21769f26edbfb024b9eda98",
"block": 49356235,
"trx_in_block": 2,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-12-11T12:01:18",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "8395.525646 VESTS"
}
]
}2020/12/06 05:38:27
2020/12/06 05:38:27
| delegator | steem |
| delegatee | hutto |
| vesting shares | 1912.543513 VESTS |
| Transaction Info | Block #49207796/Trx 1b852139edc1a41fa60641643b80d78df6c45bc2 |
View Raw JSON Data
{
"trx_id": "1b852139edc1a41fa60641643b80d78df6c45bc2",
"block": 49207796,
"trx_in_block": 4,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-12-06T05:38:27",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "1912.543513 VESTS"
}
]
}2020/12/05 15:39:18
2020/12/05 15:39:18
| delegator | steem |
| delegatee | hutto |
| vesting shares | 8401.733500 VESTS |
| Transaction Info | Block #49191331/Trx 2ee8deb9494b570a04d5657d0f4785a93cf02b3e |
View Raw JSON Data
{
"trx_id": "2ee8deb9494b570a04d5657d0f4785a93cf02b3e",
"block": 49191331,
"trx_in_block": 1,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-12-05T15:39:18",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "8401.733500 VESTS"
}
]
}2020/11/02 17:28:00
2020/11/02 17:28:00
| delegator | steem |
| delegatee | hutto |
| vesting shares | 1920.017158 VESTS |
| Transaction Info | Block #48259955/Trx 06090cf5eb54ae9e5be184bea59936cd1838fad8 |
View Raw JSON Data
{
"trx_id": "06090cf5eb54ae9e5be184bea59936cd1838fad8",
"block": 48259955,
"trx_in_block": 0,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-11-02T17:28:00",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "1920.017158 VESTS"
}
]
}2020/05/09 06:36:36
2020/05/09 06:36:36
| delegator | steem |
| delegatee | hutto |
| vesting shares | 8604.538859 VESTS |
| Transaction Info | Block #43218058/Trx 1a1ea8e8cbc577f9e13aaf713998c41ed1f62509 |
View Raw JSON Data
{
"trx_id": "1a1ea8e8cbc577f9e13aaf713998c41ed1f62509",
"block": 43218058,
"trx_in_block": 4,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-05-09T06:36:36",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "8604.538859 VESTS"
}
]
}2020/05/08 10:21:03
2020/05/08 10:21:03
| delegator | steem |
| delegatee | hutto |
| vesting shares | 1953.311140 VESTS |
| Transaction Info | Block #43194314/Trx 6794d5621f601d7f389a42209d77779e62bd51c1 |
View Raw JSON Data
{
"trx_id": "6794d5621f601d7f389a42209d77779e62bd51c1",
"block": 43194314,
"trx_in_block": 11,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-05-08T10:21:03",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "1953.311140 VESTS"
}
]
}2020/01/07 02:18:45
2020/01/07 02:18:45
| parent author | hutto |
| parent permlink | adapting-viral-video-techniques-in-other-areas |
| author | steemitboard |
| permlink | steemitboard-notify-hutto-20200107t021845000z |
| title | |
| body | Congratulations @hutto! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@hutto/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table> <sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@hutto) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=hutto)_</sub> ###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes! |
| json metadata | {"image":["https://steemitboard.com/img/notify.png"]} |
| Transaction Info | Block #39707588/Trx 5be1e8694b30b659706a8d035445a17dffef9015 |
View Raw JSON Data
{
"trx_id": "5be1e8694b30b659706a8d035445a17dffef9015",
"block": 39707588,
"trx_in_block": 19,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-01-07T02:18:45",
"op": [
"comment",
{
"parent_author": "hutto",
"parent_permlink": "adapting-viral-video-techniques-in-other-areas",
"author": "steemitboard",
"permlink": "steemitboard-notify-hutto-20200107t021845000z",
"title": "",
"body": "Congratulations @hutto! You received a personal award!\n\n<table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@hutto/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table>\n\n<sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@hutto) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=hutto)_</sub>\n\n\n###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes!",
"json_metadata": "{\"image\":[\"https://steemitboard.com/img/notify.png\"]}"
}
]
}2019/07/02 17:28:30
2019/07/02 17:28:30
| delegator | steem |
| delegatee | hutto |
| vesting shares | 8783.463944 VESTS |
| Transaction Info | Block #34315666/Trx 56731608f318cef08b1b810192c0cde3ba66b716 |
View Raw JSON Data
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2019/01/06 19:40:48
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}huttoreceived 0.011 SBD, 0.005 SP author reward for @hutto / adapting-viral-video-techniques-in-other-areas2018/04/19 20:07:48
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}igorprokklupvoted (100.00%) @hutto / adapting-viral-video-techniques-in-other-areas2018/04/13 04:31:45
igorprokklupvoted (100.00%) @hutto / adapting-viral-video-techniques-in-other-areas
2018/04/13 04:31:45
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}chernoupvoted (100.00%) @hutto / adapting-viral-video-techniques-in-other-areas2018/04/13 04:31:27
chernoupvoted (100.00%) @hutto / adapting-viral-video-techniques-in-other-areas
2018/04/13 04:31:27
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}huttopublished a new post: adapting-viral-video-techniques-in-other-areas2018/04/12 22:54:09
huttopublished a new post: adapting-viral-video-techniques-in-other-areas
2018/04/12 22:54:09
| parent author | |
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| permlink | adapting-viral-video-techniques-in-other-areas |
| title | Adapting Viral Video Techniques in Other Areas |
| body | @@ -2254,8 +2254,115 @@ you too! +%0A%0A%0A_Edited to add a link to the actual videos, but not sure they are still available: https://jumpcut.com/_ |
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}anomalyupvoted (1.00%) @hutto / adapting-viral-video-techniques-in-other-areas2018/04/12 20:40:21
anomalyupvoted (1.00%) @hutto / adapting-viral-video-techniques-in-other-areas
2018/04/12 20:40:21
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}dmitonupvoted (1.00%) @hutto / adapting-viral-video-techniques-in-other-areas2018/04/12 20:38:54
dmitonupvoted (1.00%) @hutto / adapting-viral-video-techniques-in-other-areas
2018/04/12 20:38:54
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}marketstackupvoted (0.85%) @hutto / adapting-viral-video-techniques-in-other-areas2018/04/12 20:37:00
marketstackupvoted (0.85%) @hutto / adapting-viral-video-techniques-in-other-areas
2018/04/12 20:37:00
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}huttopublished a new post: adapting-viral-video-techniques-in-other-areas2018/04/12 20:14:18
huttopublished a new post: adapting-viral-video-techniques-in-other-areas
2018/04/12 20:14:18
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}huttopublished a new post: adapting-viral-video-techniques-in-other-areas2018/04/12 20:07:48
huttopublished a new post: adapting-viral-video-techniques-in-other-areas
2018/04/12 20:07:48
| parent author | |
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| author | hutto |
| permlink | adapting-viral-video-techniques-in-other-areas |
| title | Adapting Viral Video Techniques in Other Areas |
| body | I recently saw a series of videos about the business of viral videos, and was surprised that it was actually informative and analytical. The videos were given from the point of view of getting someone started in producing viral videos for profit, but some of the lessons could be applicable to designing and marketing board games, or other business ventures. # What to pursue? Write a list of all your ideas. Go through each item and evaluate it from 1 to 5 on three criteria: * How big is the audience? * How much do they care? * How passionate are you about this idea? Use this to narrow down your list to the 2-3 ideas with the most points. # Make derivatives Don't try to reinvent the wheel from scratch. Take the best parts of what works in other videos/art/games and innovate from there, especially when you are just starting out in a new industry or medium. Go for minor alterations at the start, and slowly learn how to effectively combine increasingly disparate ideas into a new creation in future projects. Decades of valuable learning and experience went into crafting other videos/art/games, and they were built on the experiences of those that came before them. Don't underestimate this. # The most contagious media Most viral videos and popular stories combine one or more of the following to elicit emotion (in no particular order): * Challenge assumptions * A unique perspective * Tell a story Challenge assumptions means to challenge the assumptions of what people assume to be true. When people hear they might be wrong, they pay attention. A unique perspective is explaining your message in a way that isn't immediate obvious or cliche. Don't be afraid to be weird. Stories are how we think and process the world. Stories bring us together in ways that share our common experiences. By sharing videos/art/games, we are asking others to share in that storied experience with us. # Conclusion Overall, I think these are good points and worth considering. It's already changed how I look at promotional material and I plan to revisit these ideas from time to time. Hope they're helpful for you too! |
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2018/03/14 00:31:27
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2018/03/13 23:36:00
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2018/03/13 23:14:12
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}huttoupvoted (100.00%) @grimjim / author-and-tabletop-game-designer-for-hire2018/03/13 23:11:00
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2018/03/13 23:10:51
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"trx_id": "ab76dc558ac23133ffd4dae2467adc2b709e2dc9",
"block": 20652039,
"trx_in_block": 57,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2018-03-13T23:10:51",
"op": [
"custom_json",
{
"required_auths": [],
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"id": "follow",
"json": "[\"follow\",{\"follower\":\"hutto\",\"following\":\"grimjim\",\"what\":[\"blog\"]}]"
}
]
}thenikolaupvoted (100.00%) @hutto / a-confession-and-insight-on-gaming2018/03/10 16:59:15
thenikolaupvoted (100.00%) @hutto / a-confession-and-insight-on-gaming
2018/03/10 16:59:15
| voter | thenikola |
| author | hutto |
| permlink | a-confession-and-insight-on-gaming |
| weight | 10000 (100.00%) |
| Transaction Info | Block #20558321/Trx 7aeed2e1e6dbb3a19febd73e675d44de4d89a3f2 |
View Raw JSON Data
{
"trx_id": "7aeed2e1e6dbb3a19febd73e675d44de4d89a3f2",
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"timestamp": "2018-03-10T16:59:15",
"op": [
"vote",
{
"voter": "thenikola",
"author": "hutto",
"permlink": "a-confession-and-insight-on-gaming",
"weight": 10000
}
]
}2018/03/09 22:54:15
2018/03/09 22:54:15
| required auths | [] |
| required posting auths | ["hutto"] |
| id | follow |
| json | ["follow",{"follower":"hutto","following":"elseleth","what":["blog"]}] |
| Transaction Info | Block #20536698/Trx 98ad56d85fc5edf9d4d34f83f037cec9cbae7740 |
View Raw JSON Data
{
"trx_id": "98ad56d85fc5edf9d4d34f83f037cec9cbae7740",
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"timestamp": "2018-03-09T22:54:15",
"op": [
"custom_json",
{
"required_auths": [],
"required_posting_auths": [
"hutto"
],
"id": "follow",
"json": "[\"follow\",{\"follower\":\"hutto\",\"following\":\"elseleth\",\"what\":[\"blog\"]}]"
}
]
}huttofollowed @thenikola2018/03/09 21:36:24
huttofollowed @thenikola
2018/03/09 21:36:24
| required auths | [] |
| required posting auths | ["hutto"] |
| id | follow |
| json | ["follow",{"follower":"hutto","following":"thenikola","what":["blog"]}] |
| Transaction Info | Block #20535141/Trx 9fb4e27c7a07397fbd662a2768ef1ed4cda99c4b |
View Raw JSON Data
{
"trx_id": "9fb4e27c7a07397fbd662a2768ef1ed4cda99c4b",
"block": 20535141,
"trx_in_block": 27,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2018-03-09T21:36:24",
"op": [
"custom_json",
{
"required_auths": [],
"required_posting_auths": [
"hutto"
],
"id": "follow",
"json": "[\"follow\",{\"follower\":\"hutto\",\"following\":\"thenikola\",\"what\":[\"blog\"]}]"
}
]
}2018/02/21 18:43:12
2018/02/21 18:43:12
| delegator | steem |
| delegatee | hutto |
| vesting shares | 29495.806016 VESTS |
| Transaction Info | Block #20071298/Trx 0fc4e1b43f7034d1f3c977a6be9dc48c17de26ba |
View Raw JSON Data
{
"trx_id": "0fc4e1b43f7034d1f3c977a6be9dc48c17de26ba",
"block": 20071298,
"trx_in_block": 23,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2018-02-21T18:43:12",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "hutto",
"vesting_shares": "29495.806016 VESTS"
}
]
}huttoreceived 0.021 SBD, 0.005 SP author reward for @hutto / re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180124t204312065z2018/01/31 20:43:12
huttoreceived 0.021 SBD, 0.005 SP author reward for @hutto / re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180124t204312065z
2018/01/31 20:43:12
| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180124t204312065z |
| sbd payout | 0.021 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 8.184175 VESTS |
| Transaction Info | Block #19469656/Virtual Operation #7 |
View Raw JSON Data
{
"trx_id": "0000000000000000000000000000000000000000",
"block": 19469656,
"trx_in_block": 4294967295,
"op_in_trx": 0,
"virtual_op": 7,
"timestamp": "2018-01-31T20:43:12",
"op": [
"author_reward",
{
"author": "hutto",
"permlink": "re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180124t204312065z",
"sbd_payout": "0.021 SBD",
"steem_payout": "0.000 STEEM",
"vesting_payout": "8.184175 VESTS"
}
]
}2018/01/27 21:10:03
2018/01/27 21:10:03
| voter | lextenebris |
| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180124t204312065z |
| weight | 2000 (20.00%) |
| Transaction Info | Block #19355071/Trx 9eced9d2af98d3346a8a7d9ebd32c3fe7e142a63 |
View Raw JSON Data
{
"trx_id": "9eced9d2af98d3346a8a7d9ebd32c3fe7e142a63",
"block": 19355071,
"trx_in_block": 10,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2018-01-27T21:10:03",
"op": [
"vote",
{
"voter": "lextenebris",
"author": "hutto",
"permlink": "re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180124t204312065z",
"weight": 2000
}
]
}2018/01/26 00:12:06
2018/01/26 00:12:06
| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180119t001207317z |
| sbd payout | 0.013 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 8.186625 VESTS |
| Transaction Info | Block #19301155/Virtual Operation #11 |
View Raw JSON Data
{
"trx_id": "0000000000000000000000000000000000000000",
"block": 19301155,
"trx_in_block": 4294967295,
"op_in_trx": 0,
"virtual_op": 11,
"timestamp": "2018-01-26T00:12:06",
"op": [
"author_reward",
{
"author": "hutto",
"permlink": "re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180119t001207317z",
"sbd_payout": "0.013 SBD",
"steem_payout": "0.000 STEEM",
"vesting_payout": "8.186625 VESTS"
}
]
}2018/01/25 07:35:21
2018/01/25 07:35:21
| parent author | hutto |
| parent permlink | a-confession-and-insight-on-gaming |
| author | steemitboard |
| permlink | steemitboard-notify-hutto-20180125t073523000z |
| title | |
| body | Congratulations @hutto! You have completed some achievement on Steemit and have been rewarded with new badge(s) : [](http://steemitboard.com/@hutto) You got your First payout Click on any badge to view your own Board of Honor on SteemitBoard. For more information about SteemitBoard, click [here](https://steemit.com/@steemitboard) If you no longer want to receive notifications, reply to this comment with the word `STOP` > By upvoting this notification, you can help all Steemit users. Learn how [here](https://steemit.com/steemitboard/@steemitboard/http-i-cubeupload-com-7ciqeo-png)! |
| json metadata | {"image":["https://steemitboard.com/img/notifications.png"]} |
| Transaction Info | Block #19281228/Trx dd9ca0d064423585b37bd540ef9c532018431b9f |
View Raw JSON Data
{
"trx_id": "dd9ca0d064423585b37bd540ef9c532018431b9f",
"block": 19281228,
"trx_in_block": 54,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2018-01-25T07:35:21",
"op": [
"comment",
{
"parent_author": "hutto",
"parent_permlink": "a-confession-and-insight-on-gaming",
"author": "steemitboard",
"permlink": "steemitboard-notify-hutto-20180125t073523000z",
"title": "",
"body": "Congratulations @hutto! You have completed some achievement on Steemit and have been rewarded with new badge(s) :\n\n[](http://steemitboard.com/@hutto) You got your First payout\n\nClick on any badge to view your own Board of Honor on SteemitBoard.\nFor more information about SteemitBoard, click [here](https://steemit.com/@steemitboard)\n\nIf you no longer want to receive notifications, reply to this comment with the word `STOP`\n\n> By upvoting this notification, you can help all Steemit users. Learn how [here](https://steemit.com/steemitboard/@steemitboard/http-i-cubeupload-com-7ciqeo-png)!",
"json_metadata": "{\"image\":[\"https://steemitboard.com/img/notifications.png\"]}"
}
]
}huttoreceived 0.073 SBD, 0.023 SP author reward for @hutto / re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180118t033713610z2018/01/25 03:37:09
huttoreceived 0.073 SBD, 0.023 SP author reward for @hutto / re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180118t033713610z
2018/01/25 03:37:09
| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180118t033713610z |
| sbd payout | 0.073 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 36.841420 VESTS |
| Transaction Info | Block #19276466/Virtual Operation #17 |
View Raw JSON Data
{
"trx_id": "0000000000000000000000000000000000000000",
"block": 19276466,
"trx_in_block": 4294967295,
"op_in_trx": 0,
"virtual_op": 17,
"timestamp": "2018-01-25T03:37:09",
"op": [
"author_reward",
{
"author": "hutto",
"permlink": "re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180118t033713610z",
"sbd_payout": "0.073 SBD",
"steem_payout": "0.000 STEEM",
"vesting_payout": "36.841420 VESTS"
}
]
}huttoreceived 0.030 SBD, 0.010 SP author reward for @hutto / re-carlgnash-re-hutto-a-confession-and-insight-on-gaming-20180118t021131045z2018/01/25 02:11:27
huttoreceived 0.030 SBD, 0.010 SP author reward for @hutto / re-carlgnash-re-hutto-a-confession-and-insight-on-gaming-20180118t021131045z
2018/01/25 02:11:27
| author | hutto |
| permlink | re-carlgnash-re-hutto-a-confession-and-insight-on-gaming-20180118t021131045z |
| sbd payout | 0.030 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 16.374014 VESTS |
| Transaction Info | Block #19274752/Virtual Operation #8 |
View Raw JSON Data
{
"trx_id": "0000000000000000000000000000000000000000",
"block": 19274752,
"trx_in_block": 4294967295,
"op_in_trx": 0,
"virtual_op": 8,
"timestamp": "2018-01-25T02:11:27",
"op": [
"author_reward",
{
"author": "hutto",
"permlink": "re-carlgnash-re-hutto-a-confession-and-insight-on-gaming-20180118t021131045z",
"sbd_payout": "0.030 SBD",
"steem_payout": "0.000 STEEM",
"vesting_payout": "16.374014 VESTS"
}
]
}2018/01/24 20:43:12
2018/01/24 20:43:12
| parent author | lextenebris |
| parent permlink | re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180119t005602282z |
| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180124t204312065z |
| title | |
| body | Yeah, he definitely doesn't have a background in promoting/marketing/advertising. I'm guessing he plans to toss the DMs some pittance to have them help. I know guys that would do this kind of DM for a few bucks a month and a consistent audience. Now whether the guy doing the Kickstarter can find people like that or not, I have no clue. I did back the project. It's an interesting coincidence how it is exactly what I was talking about and looking for. If it gets funded, if they have DMs, and if the PvP aspects work out. As for trying to find like-minded people, that's exactly what this guy is doing. |
| json metadata | {"tags":["games"],"app":"steemit/0.1"} |
| Transaction Info | Block #19268190/Trx 7baa85e3dfe226b788330875fd1c09be1003a96e |
View Raw JSON Data
{
"trx_id": "7baa85e3dfe226b788330875fd1c09be1003a96e",
"block": 19268190,
"trx_in_block": 19,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2018-01-24T20:43:12",
"op": [
"comment",
{
"parent_author": "lextenebris",
"parent_permlink": "re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180119t005602282z",
"author": "hutto",
"permlink": "re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180124t204312065z",
"title": "",
"body": "Yeah, he definitely doesn't have a background in promoting/marketing/advertising. \n\nI'm guessing he plans to toss the DMs some pittance to have them help. I know guys that would do this kind of DM for a few bucks a month and a consistent audience. Now whether the guy doing the Kickstarter can find people like that or not, I have no clue. \n\nI did back the project. It's an interesting coincidence how it is exactly what I was talking about and looking for. If it gets funded, if they have DMs, and if the PvP aspects work out.\n\nAs for trying to find like-minded people, that's exactly what this guy is doing.",
"json_metadata": "{\"tags\":[\"games\"],\"app\":\"steemit/0.1\"}"
}
]
}huttoreceived 0.021 SBD, 0.006 SP author reward for @hutto / re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180117t174852420z2018/01/24 17:48:48
huttoreceived 0.021 SBD, 0.006 SP author reward for @hutto / re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180117t174852420z
2018/01/24 17:48:48
| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180117t174852420z |
| sbd payout | 0.021 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 10.233940 VESTS |
| Transaction Info | Block #19264703/Virtual Operation #29 |
View Raw JSON Data
{
"trx_id": "0000000000000000000000000000000000000000",
"block": 19264703,
"trx_in_block": 4294967295,
"op_in_trx": 0,
"virtual_op": 29,
"timestamp": "2018-01-24T17:48:48",
"op": [
"author_reward",
{
"author": "hutto",
"permlink": "re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180117t174852420z",
"sbd_payout": "0.021 SBD",
"steem_payout": "0.000 STEEM",
"vesting_payout": "10.233940 VESTS"
}
]
}huttoreceived 0.001 SP curation reward for @lextenebris / re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180117t163012078z2018/01/24 16:30:15
huttoreceived 0.001 SP curation reward for @lextenebris / re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180117t163012078z
2018/01/24 16:30:15
| curator | hutto |
| reward | 2.046793 VESTS |
| comment author | lextenebris |
| comment permlink | re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180117t163012078z |
| Transaction Info | Block #19263132/Virtual Operation #6 |
View Raw JSON Data
{
"trx_id": "0000000000000000000000000000000000000000",
"block": 19263132,
"trx_in_block": 4294967295,
"op_in_trx": 0,
"virtual_op": 6,
"timestamp": "2018-01-24T16:30:15",
"op": [
"curation_reward",
{
"curator": "hutto",
"reward": "2.046793 VESTS",
"comment_author": "lextenebris",
"comment_permlink": "re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180117t163012078z"
}
]
}huttoreceived 0.098 SBD, 0.026 SP author reward for @hutto / re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180116t212412089z2018/01/23 21:24:09
huttoreceived 0.098 SBD, 0.026 SP author reward for @hutto / re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180116t212412089z
2018/01/23 21:24:09
| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180116t212412089z |
| sbd payout | 0.098 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 42.984406 VESTS |
| Transaction Info | Block #19240218/Virtual Operation #26 |
View Raw JSON Data
{
"trx_id": "0000000000000000000000000000000000000000",
"block": 19240218,
"trx_in_block": 4294967295,
"op_in_trx": 0,
"virtual_op": 26,
"timestamp": "2018-01-23T21:24:09",
"op": [
"author_reward",
{
"author": "hutto",
"permlink": "re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180116t212412089z",
"sbd_payout": "0.098 SBD",
"steem_payout": "0.000 STEEM",
"vesting_payout": "42.984406 VESTS"
}
]
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huttoreceived 0.001 SP curation reward for @lextenebris / re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180116t201805892z
2018/01/23 20:18:06
| curator | hutto |
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}huttoreceived 0.003 SP curation reward for @personz / re-hutto-a-confession-and-insight-on-gaming-20180116t100559615z2018/01/23 10:06:00
huttoreceived 0.003 SP curation reward for @personz / re-hutto-a-confession-and-insight-on-gaming-20180116t100559615z
2018/01/23 10:06:00
| curator | hutto |
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}huttoreceived 0.014 SBD, 0.005 SP author reward for @hutto / re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180116t020647387z2018/01/23 02:06:51
huttoreceived 0.014 SBD, 0.005 SP author reward for @hutto / re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180116t020647387z
2018/01/23 02:06:51
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}huttoreceived 0.872 SBD, 0.225 SP author reward for @hutto / a-confession-and-insight-on-gaming2018/01/22 23:31:15
huttoreceived 0.872 SBD, 0.225 SP author reward for @hutto / a-confession-and-insight-on-gaming
2018/01/22 23:31:15
| author | hutto |
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}huttoclaimed reward balance: 0.341 SBD, 0.084 SP2018/01/22 05:54:27
huttoclaimed reward balance: 0.341 SBD, 0.084 SP
2018/01/22 05:54:27
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}2018/01/19 01:39:06
2018/01/19 01:39:06
| voter | hutto |
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}2018/01/19 00:56:00
2018/01/19 00:56:00
| parent author | hutto |
| parent permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180119t001207317z |
| author | lextenebris |
| permlink | re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180119t005602282z |
| title | |
| body | > Yes, I can pretend to be the one-eyed dwarf who secretly likes elven cakes all by myself. But it would be nice if there were others to play along with. Step one is find where the people are. If you can't find where the people are, drag some people to where you are. That's always been the biggest deal with anything that involves any other people. It's one of the hardest problems to solve, and is not soluble by a system or a platform. I have never had any luck looking for a role-playing group by telling people that I'm looking for one. I have always, without question, always had to be the one who went up to other people and said, "hey, let's go do this thing." Which is why for decades on end I was "the default GM." In particular if you want to play a game which hinges on human decision-making as the primary means of mechanical resolution, and that's what you've been describing because that's what it takes to span all of the possibilities inherent in player action while restraining those actions to "only what's believable," somebody is going to have to be that guy that makes the decisions. In very traditional game architectures, there is one guy, and he's always stuck with it. Which is why I have moved largely into GM-less RPG architectures. I get tired of it. Occasionally, I want to play – even if I accept that I'm the one that is responsible for pulling groups together so I get to play. Find those people. Those people have to be found and drawn into your community, the personal circle of people that you deal with on a regular basis, if you want the chance to get to play what you want. You also have to accept that the game you want to play may not even be possible. You want a lot of things which directly conflict with one another, the resolution of which for reasonable approximations are not within the parameters you've set. > I think they are superbly designed, but I find this aspect severely lacking in every open world sandbox style game with PvP I've played. Not to put too fine a point on it, but "maps are hard." Games which are first and foremost FPS or RTS have a great advantage: the ways in which players can interact with them are severely constrained. The number of verbs that someone in an FPS or RTS can use to interact with their world is few in number. Go there. Pathfind there. Jump on that. Use this skill which has a very tightly defined effect on that location. It's when you insist on having a much broader swath of ways to interact with the world that you have the multiplicative problem. A GM is easily tasked with figuring out the result of going "I use this belt to leap out and swing around that branch, diverting my angle off to the right and landing on the bridge." Figuring out a way to even allow that intent to be conveyed to a machine? There are at least five PhD thesis papers in that problem alone. Which means that a human needs to make that level of interpretation. But a human has a very limited set of ways to interact with the visual representation of the resulting world, and that communication takes time. Or as I've put it before, "anybody can spell cat, but way fewer can draw one." Ironically, when I think of "open world sandbox style game with PVP coupled with FPS/TPS," the first thing to come to mind is Watch Dogs and its sequel, both of which made fleeing from an attacker within the richly realized worlds that they portrayed both great fun and greatly challenging. Maybe I'm just not finding the failures you are. > "Like a wargame, but where you create and play act a unique character. Like D&D, but more like a wargame in that there is player vs player conflict." Here's your problem: other people. People are playing these kinds of games all over the place. Including Life Is Feudal and Wurm Online. People are playing exactly what you describe, creating and playing a unique character, one who is made ever more unique the more they do whatever it is they pursue. There is overtly and aggressively player versus player conflict. That conflict is baked into the world because resources are limited in extent and the time it takes to create them. The games you want exist already. They're out there waiting for you to play them. They match every one of your profiles – except people who want the same exact thing is you are playing them. People who are pursuing their own interests are playing them. Seriously, you have a choice, you can play the games that exist and match what you say you want, and if necessary go find some people who feel the same way that you do and want the same things you do to run on a private server, or a shard, or whatever the game technology of the platform is – or don't play. The games are right there. They do what you say you want. (Though high magic mod of one of them could be quite interesting, though I have no idea if it's possible.) Hell, it occurs to me that Minecraft actually matches what you've said you want for a game. It provides for all the things you want – except for a GM-mediated experience. With the right mods, you can even have active RTS management of attacks on other players and other players' resources, diverse factionalization, and everything else. You just need to find some people. That's what you need to be working on. The games exist. The games can be played. You just need to find people to play them with. > This showed up in my Facebook feed last night: https://www.kickstarter.com/projects/112107051/itherverse-fantasy-turn-based-game-dandd-5e-rpg-pl > > I might have to back it. I won't even get into how bad that video is or how much media it leans on which the creators of the Kickstarter don't have license to, but the worst thing about it is that it reads like the dream checklist of someone who has never actually put together a game, much less a gaming platform. They want to build a play by email/play by forum platform. Nothing about their presentation or plan reassures me that they will be able to. I only that, they seem to labor under the idea that "if they build it, GM's will come," and the one resource that they definitely won't have in nearly the numbers they will need are GM's. This is a common problem. As much as the platform isn't what I want in a game mediation system, I keep having to bring up [**Storium**](https://storium.com/) – which exists, which you can play, which people can run games in, which provides for a multitude of different play genres. **Storium** has the same problem is everything else, though – you need other people to play. Find those people. That's your job. Find them, play with them. Repeat. |
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"body": "> Yes, I can pretend to be the one-eyed dwarf who secretly likes elven cakes all by myself. But it would be nice if there were others to play along with.\n\nStep one is find where the people are. If you can't find where the people are, drag some people to where you are.\n\nThat's always been the biggest deal with anything that involves any other people. It's one of the hardest problems to solve, and is not soluble by a system or a platform.\n\nI have never had any luck looking for a role-playing group by telling people that I'm looking for one. I have always, without question, always had to be the one who went up to other people and said, \"hey, let's go do this thing.\" Which is why for decades on end I was \"the default GM.\"\n\nIn particular if you want to play a game which hinges on human decision-making as the primary means of mechanical resolution, and that's what you've been describing because that's what it takes to span all of the possibilities inherent in player action while restraining those actions to \"only what's believable,\" somebody is going to have to be that guy that makes the decisions. In very traditional game architectures, there is one guy, and he's always stuck with it.\n\nWhich is why I have moved largely into GM-less RPG architectures. I get tired of it. Occasionally, I want to play – even if I accept that I'm the one that is responsible for pulling groups together so I get to play.\n\nFind those people. Those people have to be found and drawn into your community, the personal circle of people that you deal with on a regular basis, if you want the chance to get to play what you want.\n\nYou also have to accept that the game you want to play may not even be possible. You want a lot of things which directly conflict with one another, the resolution of which for reasonable approximations are not within the parameters you've set.\n\n> I think they are superbly designed, but I find this aspect severely lacking in every open world sandbox style game with PvP I've played.\n\nNot to put too fine a point on it, but \"maps are hard.\"\n\nGames which are first and foremost FPS or RTS have a great advantage: the ways in which players can interact with them are severely constrained. The number of verbs that someone in an FPS or RTS can use to interact with their world is few in number. Go there. Pathfind there. Jump on that. Use this skill which has a very tightly defined effect on that location.\n\nIt's when you insist on having a much broader swath of ways to interact with the world that you have the multiplicative problem. A GM is easily tasked with figuring out the result of going \"I use this belt to leap out and swing around that branch, diverting my angle off to the right and landing on the bridge.\" Figuring out a way to even allow that intent to be conveyed to a machine? There are at least five PhD thesis papers in that problem alone.\n\nWhich means that a human needs to make that level of interpretation. But a human has a very limited set of ways to interact with the visual representation of the resulting world, and that communication takes time.\n\nOr as I've put it before, \"anybody can spell cat, but way fewer can draw one.\"\n\nIronically, when I think of \"open world sandbox style game with PVP coupled with FPS/TPS,\" the first thing to come to mind is Watch Dogs and its sequel, both of which made fleeing from an attacker within the richly realized worlds that they portrayed both great fun and greatly challenging.\n\nMaybe I'm just not finding the failures you are.\n\n> \"Like a wargame, but where you create and play act a unique character. Like D&D, but more like a wargame in that there is player vs player conflict.\"\n\nHere's your problem: other people.\n\nPeople are playing these kinds of games all over the place. Including Life Is Feudal and Wurm Online. People are playing exactly what you describe, creating and playing a unique character, one who is made ever more unique the more they do whatever it is they pursue. There is overtly and aggressively player versus player conflict. That conflict is baked into the world because resources are limited in extent and the time it takes to create them.\n\nThe games you want exist already. They're out there waiting for you to play them.\n\nThey match every one of your profiles – except people who want the same exact thing is you are playing them. People who are pursuing their own interests are playing them.\n\nSeriously, you have a choice, you can play the games that exist and match what you say you want, and if necessary go find some people who feel the same way that you do and want the same things you do to run on a private server, or a shard, or whatever the game technology of the platform is – or don't play.\n\nThe games are right there. They do what you say you want. (Though high magic mod of one of them could be quite interesting, though I have no idea if it's possible.)\n\nHell, it occurs to me that Minecraft actually matches what you've said you want for a game. It provides for all the things you want – except for a GM-mediated experience. With the right mods, you can even have active RTS management of attacks on other players and other players' resources, diverse factionalization, and everything else.\n\nYou just need to find some people.\n\nThat's what you need to be working on. The games exist. The games can be played. You just need to find people to play them with.\n\n> This showed up in my Facebook feed last night: https://www.kickstarter.com/projects/112107051/itherverse-fantasy-turn-based-game-dandd-5e-rpg-pl\n>\n> I might have to back it.\n\nI won't even get into how bad that video is or how much media it leans on which the creators of the Kickstarter don't have license to, but the worst thing about it is that it reads like the dream checklist of someone who has never actually put together a game, much less a gaming platform.\n\nThey want to build a play by email/play by forum platform. Nothing about their presentation or plan reassures me that they will be able to. I only that, they seem to labor under the idea that \"if they build it, GM's will come,\" and the one resource that they definitely won't have in nearly the numbers they will need are GM's.\n\nThis is a common problem.\n\nAs much as the platform isn't what I want in a game mediation system, I keep having to bring up [**Storium**](https://storium.com/) – which exists, which you can play, which people can run games in, which provides for a multitude of different play genres. **Storium** has the same problem is everything else, though – you need other people to play.\n\nFind those people. That's your job. Find them, play with them. Repeat.",
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}2018/01/19 00:55:42
2018/01/19 00:55:42
| voter | lextenebris |
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}2018/01/19 00:12:06
2018/01/19 00:12:06
| parent author | lextenebris |
| parent permlink | re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180118t230906790z |
| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180119t001207317z |
| title | |
| body | >Why should they? That's not the job of the mechanics. It's not the job of the system. It's not even the job of the platform. Yes, I can pretend to be the one-eyed dwarf who secretly likes elven cakes all by myself. But it would be nice if there were others to play along with. That is what I was trying to get at. I also understand this game might not exist, and said as much in the article to which all of this is a response. > And, oh yes, somehow having a labyrinthine abstract interface which doesn't actually represent the environment and doesn't give someone enough information to make decisions about which way would be more or less advantageous, and thus give them feedback in order to become "getting better at escaping danger" is superior to literally immersing the player in the first person perspective or third person perspective of their avatar representation and basing their "skill at getting better at escaping danger" to learning the actual environment and how to use it. Ah, I think I wasn't clear. I _love_ the "getting better at escaping danger" aspect of modern FPS and RTS games. I think they are superbly designed, but I find this aspect severely lacking in every open world sandbox style game with PvP I've played. I'm not trying to be difficult. I apologize if I seem unappreciative or dismissive of the games you've suggested. Yes, I am looking for a particular type of game that probably doesn't exist: "Like a wargame, but where you create and play act a unique character. Like D&D, but more like a wargame in that there is player vs player conflict." Perhaps even where the conflict isn't the objective, but is a baked in part of the world. This showed up in my Facebook feed last night: https://www.kickstarter.com/projects/112107051/itherverse-fantasy-turn-based-game-dandd-5e-rpg-pl I might have to back it. |
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"body": ">Why should they? That's not the job of the mechanics. It's not the job of the system. It's not even the job of the platform.\n\nYes, I can pretend to be the one-eyed dwarf who secretly likes elven cakes all by myself. But it would be nice if there were others to play along with. That is what I was trying to get at. I also understand this game might not exist, and said as much in the article to which all of this is a response.\n\n\n> And, oh yes, somehow having a labyrinthine abstract interface which doesn't actually represent the environment and doesn't give someone enough information to make decisions about which way would be more or less advantageous, and thus give them feedback in order to become \"getting better at escaping danger\" is superior to literally immersing the player in the first person perspective or third person perspective of their avatar representation and basing their \"skill at getting better at escaping danger\" to learning the actual environment and how to use it.\n\nAh, I think I wasn't clear. I _love_ the \"getting better at escaping danger\" aspect of modern FPS and RTS games. I think they are superbly designed, but I find this aspect severely lacking in every open world sandbox style game with PvP I've played.\n\nI'm not trying to be difficult. I apologize if I seem unappreciative or dismissive of the games you've suggested. Yes, I am looking for a particular type of game that probably doesn't exist: \"Like a wargame, but where you create and play act a unique character. Like D&D, but more like a wargame in that there is player vs player conflict.\" Perhaps even where the conflict isn't the objective, but is a baked in part of the world.\n\nThis showed up in my Facebook feed last night: https://www.kickstarter.com/projects/112107051/itherverse-fantasy-turn-based-game-dandd-5e-rpg-pl\n\nI might have to back it.",
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}2018/01/18 23:09:06
2018/01/18 23:09:06
| parent author | hutto |
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| author | lextenebris |
| permlink | re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180118t230906790z |
| title | |
| body | > These sound like interesting games, but they make no mention of one key component I'm after: play acting the character. Why should they? That's not the job of the mechanics. It's not the job of the system. It's not even the job of the platform. It's your job. Your job is to play the character as you can see if it. Your job is to come up with that character, not have it handed to you. Especially in the context of a simulation, the responsibility for characterization is on you. It can't be anywhere else. > I checked ME forums, and the Roleplaying forum is a ghost town. I suppose I could create my own server and go around trying to recruit people to play on it. If you want the kind of role-play you seem to demand – that's your choice. Find a group, put it together, find people interested. I'm trying to figure out how anyone could provide a game that would satisfy you, here. You don't want to create the character but you want to create the character. You want to drop into a setting that already exists, but you don't like the settings that exist. You want architectural freedom, but you don't want others to have the advantages of that architectural freedom. And you want things to be dangerous, but you don't want to actually be in danger. Stop me if you've heard this one. > If "getting better at escaping danger" isn't a skill a player can develop as they play (as it is with all decent RTS and FPS games), then the game is doomed to fail. And, oh yes, somehow having a labyrinthine abstract interface which doesn't actually represent the environment and doesn't give someone enough information to make decisions about which way would be more or less advantageous, and thus give them feedback in order to become "getting better at escaping danger" is superior to literally immersing the player in the first person perspective or third person perspective of their avatar representation and basing their "skill at getting better at escaping danger" to learning the actual environment and how to use it. Are you sure you actually want to play a game? Are you sure you actually thought about what you want? Because from the point of view of a designer and someone who has no small experience of the industry, you have been repeatedly contradictory about stating what you want and what gratifies you in play. If I didn't know better, I would be forced to observe that you don't actually want to play a new game. You want to play a game that you've already been playing, and which no longer really exists because other people have been playing it, and you have no interest in actually learning or immersing yourself in a new thing. You want the same old thing, despite the fact that that same old thing isn't really what anyone else wants, and rather than learn the new thing and what it's good at, you'd prefer not to because it might sully your memories (inconsistent and self-contradictory as they are) of the old thing. Not to put too fine a point on it, but you are the kind of player that designers deliberately avoid catering to. Nothing will ever be good enough. Nothing will ever provide you the pleasure you want. That's because the experiences that you had are the best ones that you ever want to have. > The Darksun setting of D&D is my kind of game. It has been ever since it first came out. If I could somehow create a multiplayer version of that, with players actually play acting the different factions, I'd be in heaven. As we say in the business, "see to it, fancy lad!" There are plenty of open world survival games. Some of them are in fantasy settings. Very few of them are in high magic fantasy settings, because anytime you introduce high magic – intelligent people start to wonder, "why is it that you have this problem which is easily solved by this magical effect on a daily basis?" This is a problem for you, because of all the things that you've expressed that you want, a consistent setting is going to be the hardest thing to acquire. Especially in the context of "a simulation." You have a choice: detail which leverages the day-to-day activity of existing in the setting, which is going to require a ridiculous amount of work by the developers to just cover the details of mundane existence – adding on significant magic is a task almost no one is up to and certainly no developer is up to doing so on a purely systemic mechanical basis, or you can focus on narrative verisimilitude – but that would require you to give up all of the "simulationist" mechanics because they don't lead to narrative verisimilitude. They lead to mechanical verisimilitude. So here's what you need to do – first find people. Find people to play with. When you find those people, find out what they're interested in playing. Except that they are probably not going to be interested in the same things that you are and you're going to have to make compromises. And then play something that exists. Alternately, you can just not play. Those are the choices on the table. That's what you've got. |
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"body": "> These sound like interesting games, but they make no mention of one key component I'm after: play acting the character.\n\nWhy should they? That's not the job of the mechanics. It's not the job of the system. It's not even the job of the platform.\n\nIt's your job.\n\nYour job is to play the character as you can see if it. Your job is to come up with that character, not have it handed to you. Especially in the context of a simulation, the responsibility for characterization is on you. It can't be anywhere else.\n\n> I checked ME forums, and the Roleplaying forum is a ghost town. I suppose I could create my own server and go around trying to recruit people to play on it.\n\nIf you want the kind of role-play you seem to demand – that's your choice. Find a group, put it together, find people interested.\n\nI'm trying to figure out how anyone could provide a game that would satisfy you, here. You don't want to create the character but you want to create the character. You want to drop into a setting that already exists, but you don't like the settings that exist. You want architectural freedom, but you don't want others to have the advantages of that architectural freedom. And you want things to be dangerous, but you don't want to actually be in danger.\n\nStop me if you've heard this one.\n\n> If \"getting better at escaping danger\" isn't a skill a player can develop as they play (as it is with all decent RTS and FPS games), then the game is doomed to fail.\n\nAnd, oh yes, somehow having a labyrinthine abstract interface which doesn't actually represent the environment and doesn't give someone enough information to make decisions about which way would be more or less advantageous, and thus give them feedback in order to become \"getting better at escaping danger\" is superior to literally immersing the player in the first person perspective or third person perspective of their avatar representation and basing their \"skill at getting better at escaping danger\" to learning the actual environment and how to use it.\n\nAre you sure you actually want to play a game?\n\nAre you sure you actually thought about what you want?\n\nBecause from the point of view of a designer and someone who has no small experience of the industry, you have been repeatedly contradictory about stating what you want and what gratifies you in play.\n\nIf I didn't know better, I would be forced to observe that you don't actually want to play a new game. You want to play a game that you've already been playing, and which no longer really exists because other people have been playing it, and you have no interest in actually learning or immersing yourself in a new thing. You want the same old thing, despite the fact that that same old thing isn't really what anyone else wants, and rather than learn the new thing and what it's good at, you'd prefer not to because it might sully your memories (inconsistent and self-contradictory as they are) of the old thing.\n\nNot to put too fine a point on it, but you are the kind of player that designers deliberately avoid catering to. Nothing will ever be good enough. Nothing will ever provide you the pleasure you want. That's because the experiences that you had are the best ones that you ever want to have.\n\n> The Darksun setting of D&D is my kind of game. It has been ever since it first came out. If I could somehow create a multiplayer version of that, with players actually play acting the different factions, I'd be in heaven.\n\nAs we say in the business, \"see to it, fancy lad!\"\n\nThere are plenty of open world survival games. Some of them are in fantasy settings. Very few of them are in high magic fantasy settings, because anytime you introduce high magic – intelligent people start to wonder, \"why is it that you have this problem which is easily solved by this magical effect on a daily basis?\"\n\nThis is a problem for you, because of all the things that you've expressed that you want, a consistent setting is going to be the hardest thing to acquire. Especially in the context of \"a simulation.\"\n\nYou have a choice: detail which leverages the day-to-day activity of existing in the setting, which is going to require a ridiculous amount of work by the developers to just cover the details of mundane existence – adding on significant magic is a task almost no one is up to and certainly no developer is up to doing so on a purely systemic mechanical basis, or you can focus on narrative verisimilitude – but that would require you to give up all of the \"simulationist\" mechanics because they don't lead to narrative verisimilitude. They lead to mechanical verisimilitude.\n\nSo here's what you need to do – first find people. Find people to play with. When you find those people, find out what they're interested in playing. Except that they are probably not going to be interested in the same things that you are and you're going to have to make compromises. And then play something that exists.\n\nAlternately, you can just not play.\n\nThose are the choices on the table. That's what you've got.",
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}2018/01/18 22:31:54
2018/01/18 22:31:54
| parent author | lextenebris |
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| author | hutto |
| permlink | re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-re-lextenebris-re-hutto-a-confession-and-insight-on-gaming-20180118t223155715z |
| title | |
| body | Coincidentally, I did play Wurm Online about 10 years ago with some online friends. We played quite a bit until someone came into our camp and killed everyone with a board. Turns out there was some kind of bug where the amount of damage you could do was related to your skill with that item. Weapon skills accumulated very slowly, but this guy was either a lumberjack or carpenter which translated into him being a one man army when wielding his board. We all quit that week. These sound like interesting games, but they make no mention of one key component I'm after: play acting the character. I checked ME forums, and the Roleplaying forum is a ghost town. I suppose I could create my own server and go around trying to recruit people to play on it. Life is Feudal seems to be going the route of most poorly designed open pvp worlds--making the world safer and PvP more rare. As I'm sure you know, PvP has to be baked into the design for it to work. I think CF just got extremely lucky in how MUDs are naturally a bit of a puzzle to get from point A to point B, and there is no way to move and keep your eye on another person at the same time. That makes chasing people down in real time challenging, and gives a slight advantage to a person fleeing combat as they only have to know where they are going. That way you can have combat, it doesn't always end in death, but extremely talented chasers can still secure kills. There are other pieces to the pie, but I don't know of any graphical open world game that even gets this much right. If "getting better at escaping danger" isn't a skill a player can develop as they play (as it is with all decent RTS and FPS games), then the game is doomed to fail. For most of the open world sandbox style MMOs I've played, "getting better at escaping danger" usually meant not leaving the safe zones. There were no other options. It's very sad, and poorly designed. > The more I think about it, the more I come to believe that you are at the core demographic, the absolute target, for the recent explosion in "survival simulator" multiplayer games. The Darksun setting of D&D is my kind of game. It has been ever since it first came out. If I could somehow create a multiplayer version of that, with players actually play acting the different factions, I'd be in heaven. |
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"body": "Coincidentally, I did play Wurm Online about 10 years ago with some online friends. We played quite a bit until someone came into our camp and killed everyone with a board. Turns out there was some kind of bug where the amount of damage you could do was related to your skill with that item. Weapon skills accumulated very slowly, but this guy was either a lumberjack or carpenter which translated into him being a one man army when wielding his board. We all quit that week.\n\nThese sound like interesting games, but they make no mention of one key component I'm after: play acting the character.\n\nI checked ME forums, and the Roleplaying forum is a ghost town. I suppose I could create my own server and go around trying to recruit people to play on it. \n\nLife is Feudal seems to be going the route of most poorly designed open pvp worlds--making the world safer and PvP more rare. \n\nAs I'm sure you know, PvP has to be baked into the design for it to work. I think CF just got extremely lucky in how MUDs are naturally a bit of a puzzle to get from point A to point B, and there is no way to move and keep your eye on another person at the same time. That makes chasing people down in real time challenging, and gives a slight advantage to a person fleeing combat as they only have to know where they are going. That way you can have combat, it doesn't always end in death, but extremely talented chasers can still secure kills. \n\nThere are other pieces to the pie, but I don't know of any graphical open world game that even gets this much right. If \"getting better at escaping danger\" isn't a skill a player can develop as they play (as it is with all decent RTS and FPS games), then the game is doomed to fail. For most of the open world sandbox style MMOs I've played, \"getting better at escaping danger\" usually meant not leaving the safe zones. There were no other options. It's very sad, and poorly designed.\n\n\n\n> The more I think about it, the more I come to believe that you are at the core demographic, the absolute target, for the recent explosion in \"survival simulator\" multiplayer games.\n\nThe Darksun setting of D&D is my kind of game. It has been ever since it first came out. If I could somehow create a multiplayer version of that, with players actually play acting the different factions, I'd be in heaven.",
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}2018/01/18 20:19:45
2018/01/18 20:19:45
| parent author | hutto |
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| author | lextenebris |
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| body | > Do you know of any fantasy simulations that have these? I have returned from outer darkness, i.e. the consumption of Life, and am ready to finish up my ideas. It occurred to me while I was writing the original response that there are two games which market themselves a very similarly and which almost exactly fit your requested parameters. "Almost" because neither of them occur in a high fantasy world, but rather a relatively brutal low fantasy/true medieval simulation. [**Wurm Online**](https://www.wurmonline.com/) is probably the hard-core pioneer of this particular genre, the "Medieval Simulator MMO." In it you create a character, customize his appearance within some fairly clear parameters, pick some very low starting skills, and then get dumped into a world which may have an established architecture of individuals who have already carved up the land to split into rival duchies and be a constant low-level war, or you may be dumped onto a very new island, as one of the first pioneers, set to go out, explore the wilderness, and do your best to survive while everyone else does the same. [**Life is Feudal MMO**](https://lifeisfeudal.com/) does much the same – in fact, they really don't have that much differentiating them. Both of them have a similarly awkward UI, skills which are all about micro advancement (that is to say, you advance your Wood Chopping skill on every chop of a log), both hinge on the fact that everything in the world is player built and player driven, and the big selling point is very much as you describe CF – it's PvP all the time and your best bet is to cooperate with others in order to seek mutual protection. I'm going to be honest, these games are not for *me.* Because of the micro advancement architecture and the focus on dealing with other people, it's kind of like Hell. But for you – it fulfills every checkbox on the list. If you are looking for a deep simulation rather than a more traditionally structured game with inherent narrative, these two games are for you. If you're looking for something a little more in the space between, there is [**Medieval Engineers**](http://www.medievalengineers.com/), by the same people that put together [**Space Engineers**](http://www.spaceengineersgame.com/). Rather than a big shared MMO universe, ME is all about running an individual server with a much smaller population. It also focuses more on the actual engineering of things in order to solve problems rather than micro advancement on skill lists. I like ME a lot, but it speaks to my inherent need to mechanically engineer things. If we were looking for games which very much fit into the old LP/MUD style of play? The first two on this list would be dead center and exact. There is no story except what you make, there is no construction except what other people make, there is a constant threat from and by other people, and that's the whole game. Any stories which are told occur entirely post hoc. That seems to be more what you're looking for. Also in that space, though not so directly, would be [**ARK: Survival Evolved**](http://store.steampowered.com/app/346110/ARK_Survival_Evolved/), which involves starting in a very primitive technological level (including taming dinosaurs), but working your way up to advanced technology and dealing with other people along the way. The more I think about it, the more I come to believe that you are at the core demographic, the absolute target, for the recent explosion in "survival simulator" multiplayer games. At least the ones which occur over a longer period of time, involve a lot more dealing with other people than you would find in something like PUBG, and which focus on the simulation/day-to-day aspect of the actual game. |
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"body": "> Do you know of any fantasy simulations that have these?\n\nI have returned from outer darkness, i.e. the consumption of Life, and am ready to finish up my ideas.\n\nIt occurred to me while I was writing the original response that there are two games which market themselves a very similarly and which almost exactly fit your requested parameters. \"Almost\" because neither of them occur in a high fantasy world, but rather a relatively brutal low fantasy/true medieval simulation.\n\n[**Wurm Online**](https://www.wurmonline.com/) is probably the hard-core pioneer of this particular genre, the \"Medieval Simulator MMO.\" In it you create a character, customize his appearance within some fairly clear parameters, pick some very low starting skills, and then get dumped into a world which may have an established architecture of individuals who have already carved up the land to split into rival duchies and be a constant low-level war, or you may be dumped onto a very new island, as one of the first pioneers, set to go out, explore the wilderness, and do your best to survive while everyone else does the same.\n\n[**Life is Feudal MMO**](https://lifeisfeudal.com/) does much the same – in fact, they really don't have that much differentiating them. Both of them have a similarly awkward UI, skills which are all about micro advancement (that is to say, you advance your Wood Chopping skill on every chop of a log), both hinge on the fact that everything in the world is player built and player driven, and the big selling point is very much as you describe CF – it's PvP all the time and your best bet is to cooperate with others in order to seek mutual protection.\n\nI'm going to be honest, these games are not for *me.* Because of the micro advancement architecture and the focus on dealing with other people, it's kind of like Hell. But for you – it fulfills every checkbox on the list. If you are looking for a deep simulation rather than a more traditionally structured game with inherent narrative, these two games are for you.\n\nIf you're looking for something a little more in the space between, there is [**Medieval Engineers**](http://www.medievalengineers.com/), by the same people that put together [**Space Engineers**](http://www.spaceengineersgame.com/). Rather than a big shared MMO universe, ME is all about running an individual server with a much smaller population. It also focuses more on the actual engineering of things in order to solve problems rather than micro advancement on skill lists.\n\nI like ME a lot, but it speaks to my inherent need to mechanically engineer things.\n\nIf we were looking for games which very much fit into the old LP/MUD style of play? The first two on this list would be dead center and exact. There is no story except what you make, there is no construction except what other people make, there is a constant threat from and by other people, and that's the whole game. Any stories which are told occur entirely post hoc.\n\nThat seems to be more what you're looking for.\n\nAlso in that space, though not so directly, would be [**ARK: Survival Evolved**](http://store.steampowered.com/app/346110/ARK_Survival_Evolved/), which involves starting in a very primitive technological level (including taming dinosaurs), but working your way up to advanced technology and dealing with other people along the way.\n\nThe more I think about it, the more I come to believe that you are at the core demographic, the absolute target, for the recent explosion in \"survival simulator\" multiplayer games. At least the ones which occur over a longer period of time, involve a lot more dealing with other people than you would find in something like PUBG, and which focus on the simulation/day-to-day aspect of the actual game.",
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}2018/01/18 20:18:57
2018/01/18 20:18:57
| parent author | hutto |
| parent permlink | re-carlgnash-re-hutto-a-confession-and-insight-on-gaming-20180118t021131045z |
| author | carlgnash |
| permlink | re-hutto-re-carlgnash-re-hutto-a-confession-and-insight-on-gaming-20180118t201854579z |
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| body | To me it is one of those things that I never would have assumed until I actually tried it - I definitely thought I was in the "more options during char gen the better" camp, and kind of scoffed at the old school random char gen methods. Then I actually tried some out in the past decade as I became something of a student of the history of D&D and I quickly realized that in *practice*, there are some really amazing benefits to random char gen. Not for everyone of course, but coupled with a rules-lite system that allows most of the "character customization" to come just from role playing and improvising within the very minimal guidelines of the rules, random char gen has led to the best gaming experiences of my life. Certainly I play all sorts of styles and am not slavishly adhering to this method at all times and for all purposes, but it was just kind of eye opening to realize that sometimes constricting choices actually spurs creativity, and not the opposite. |
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"body": "To me it is one of those things that I never would have assumed until I actually tried it - I definitely thought I was in the \"more options during char gen the better\" camp, and kind of scoffed at the old school random char gen methods. Then I actually tried some out in the past decade as I became something of a student of the history of D&D and I quickly realized that in *practice*, there are some really amazing benefits to random char gen. Not for everyone of course, but coupled with a rules-lite system that allows most of the \"character customization\" to come just from role playing and improvising within the very minimal guidelines of the rules, random char gen has led to the best gaming experiences of my life. Certainly I play all sorts of styles and am not slavishly adhering to this method at all times and for all purposes, but it was just kind of eye opening to realize that sometimes constricting choices actually spurs creativity, and not the opposite.",
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2018/01/18 20:15:51
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}2018/01/18 16:39:12
2018/01/18 16:39:12
| parent author | hutto |
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| author | lextenebris |
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| body | > The question I just asked myself, after reading what you posted above, is this: How would one 'win' a game like I am trying to envision? What is the objective? Then I thought of CF, and realize there is no way to 'win' CF. Problem: you created yourself and insoluble question by the choice of question. You need to go deeper into the question of experience. Why is "winning the game" important? You'll note that is a very different question than "why is winning important?" We know why winning is important, because success provides gratification, gratification provides pleasure, pleasure is why people play the game. There are other sources of gratification in gameplay, but succeeding at things is a really good one to target. But why "winning the game?" Is it because having a narrow timescale makes it possible to get more people to buy in to the experience? That's a reasonable point of view. Is it because setting goals and achieving them makes for good breakpoints in storytelling? That's certainly true. Most traditionally architected role-playing games, tabletop or computer, have a definitionally driven top-down story pressure to "get to the end." It's the kind of thinking that led to "railroading" being such a big deal in the reports of game players. Railroading is just the GM deciding that no matter what happens, the story and the characters goes "this way." It blatantly disenfranchises the decisions of the players. That's exactly, and all, that it does – and why it is such a loathsome technique, because the players really don't have anything else. But let's go with simulation. There is a lot of discussion around the question of whether simulations constitute games in any case. That lack of closure, that lack of "bringing things to an end," even on a chapter/mission/achievement basis may certainly disqualify them from being seen as games in any traditional sense. However, custom character development and play acting in a dangerous, war-torn fantasy world with D&D, wargaming, FPS, RTS, or civilization-style direct competition. The problem is that you are acting at the wrong scale. You want custom character development, which implies that you want a single (or a squad, if were talking about the whole party) character which can make meaningful decisions on a regular basis and have some effect on the world. That is particularly hard for a videogame, because scalar affects on the functioning of the world which go hand-in-hand with your ability to make decisions in an open world environment don't really come together. On the tabletop, check out **Warrior Heroes** which are referred to in my previous reply. The idea is that you create a character who inhabits a place in the world, and the mechanics are geared toward you having adventures, meeting people, getting entangled and things, and adding to your group – making contacts, working your way up. If you pick up **Warband**, you can continue working your way up from just a guy out fighting against the local constabulary or invaders, making yourself more and more powerful in a real way, pulling in more hangers on, and working your way up to being responsible even as king. Which reminds me, I need to poke Ed and see if he's going to put **Warbands** back up on the store. If D&D had a strategic layer, that would possibly be useful to you in this particular context. But once scale moves beyond your local individual, that character whom you customized and made personal becomes less important – by definition. It's back to the question of density of important decisions. There is only so much time, and only so many decisions can be made in that given time, so you spend your time developing the part of the game where people will spend their time making decisions. And you have different required decision densities for different kinds of play – and often the twain shall not meet. This is why you find modern systems making combat mechanics more like the broader resolution methods used in social conflicts, and thus move the rate of decision-making for combat scenes into something closer to social scenes, rather than the other way around – which never worked very well for combat in the first place. (I have a few more ideas, too, but Life(tm) demands its due. This evening, then.) |
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"body": "> The question I just asked myself, after reading what you posted above, is this: How would one 'win' a game like I am trying to envision? What is the objective? Then I thought of CF, and realize there is no way to 'win' CF.\n\nProblem: you created yourself and insoluble question by the choice of question. You need to go deeper into the question of experience.\n\nWhy is \"winning the game\" important?\n\nYou'll note that is a very different question than \"why is winning important?\" We know why winning is important, because success provides gratification, gratification provides pleasure, pleasure is why people play the game. There are other sources of gratification in gameplay, but succeeding at things is a really good one to target.\n\nBut why \"winning the game?\" Is it because having a narrow timescale makes it possible to get more people to buy in to the experience? That's a reasonable point of view. Is it because setting goals and achieving them makes for good breakpoints in storytelling? That's certainly true.\n\nMost traditionally architected role-playing games, tabletop or computer, have a definitionally driven top-down story pressure to \"get to the end.\" It's the kind of thinking that led to \"railroading\" being such a big deal in the reports of game players. Railroading is just the GM deciding that no matter what happens, the story and the characters goes \"this way.\" It blatantly disenfranchises the decisions of the players. That's exactly, and all, that it does – and why it is such a loathsome technique, because the players really don't have anything else.\n\nBut let's go with simulation. There is a lot of discussion around the question of whether simulations constitute games in any case. That lack of closure, that lack of \"bringing things to an end,\" even on a chapter/mission/achievement basis may certainly disqualify them from being seen as games in any traditional sense.\n\nHowever, custom character development and play acting in a dangerous, war-torn fantasy world with D&D, wargaming, FPS, RTS, or civilization-style direct competition.\n\nThe problem is that you are acting at the wrong scale. You want custom character development, which implies that you want a single (or a squad, if were talking about the whole party) character which can make meaningful decisions on a regular basis and have some effect on the world.\n\nThat is particularly hard for a videogame, because scalar affects on the functioning of the world which go hand-in-hand with your ability to make decisions in an open world environment don't really come together.\n\nOn the tabletop, check out **Warrior Heroes** which are referred to in my previous reply. The idea is that you create a character who inhabits a place in the world, and the mechanics are geared toward you having adventures, meeting people, getting entangled and things, and adding to your group – making contacts, working your way up. If you pick up **Warband**, you can continue working your way up from just a guy out fighting against the local constabulary or invaders, making yourself more and more powerful in a real way, pulling in more hangers on, and working your way up to being responsible even as king.\n\nWhich reminds me, I need to poke Ed and see if he's going to put **Warbands** back up on the store.\n\nIf D&D had a strategic layer, that would possibly be useful to you in this particular context. But once scale moves beyond your local individual, that character whom you customized and made personal becomes less important – by definition.\n\nIt's back to the question of density of important decisions. There is only so much time, and only so many decisions can be made in that given time, so you spend your time developing the part of the game where people will spend their time making decisions. And you have different required decision densities for different kinds of play – and often the twain shall not meet.\n\nThis is why you find modern systems making combat mechanics more like the broader resolution methods used in social conflicts, and thus move the rate of decision-making for combat scenes into something closer to social scenes, rather than the other way around – which never worked very well for combat in the first place.\n\n(I have a few more ideas, too, but Life(tm) demands its due. This evening, then.)",
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}2018/01/18 16:19:00
2018/01/18 16:19:00
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}2018/01/18 03:37:09
2018/01/18 03:37:09
| parent author | lextenebris |
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| author | hutto |
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| body | > The problem for a designer is that there are a lot of direct conflict decisions to make moment to moment, and role-playing choices aren't nearly as dense – they require a lot more set up, a lot more development, and a lot more time for payoff. If you put them both in your game, side-by-side, then your perceptual profile of gameplay turns into a lot of conflict decisions, all of which – per your request – carry a lot of weight, and only a few role-playing decisions which may carry a lot of weight individually, but happen too rarely for that to feel like a part of the game that the people who are looking for role-playing can really get into. This is a really great insight. I have done some brainstorming myself the past few months, trying to imagine character play acting and strategy in a table top game. I was even giving myself an additional challenge of trying to do it as a single session game. Everything I could think of felt like either the play acting was a light add-on to the combat grid mechanics, or the combat was a light add-on to the deeper play acting. (I am very intrigued by Gloom though.) The question I just asked myself, after reading what you posted above, is this: How would one 'win' a game like I am trying to envision? What is the objective? Then I thought of CF, and realize there is no way to 'win' CF. If I recall correctly, it is like SimCity where Will Wright said he had hard time explaining to publishers that there was no way to win. There was no end to the game. CF, like SimCity, is a simulation. That's what I'm looking for. I'm looking for a fantasy simulation. I want to combine custom character development and play acting in a dangerous, war-torn fantasy world with D&D, wargaming, FPS, RTS, or Civilization-style direct competition. I'll still try to think of ways to do this on the tabletop, but it may be better suited for computer/consoles. Do you know of any fantasy simulations that have these? |
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"body": "> The problem for a designer is that there are a lot of direct conflict decisions to make moment to moment, and role-playing choices aren't nearly as dense – they require a lot more set up, a lot more development, and a lot more time for payoff. If you put them both in your game, side-by-side, then your perceptual profile of gameplay turns into a lot of conflict decisions, all of which – per your request – carry a lot of weight, and only a few role-playing decisions which may carry a lot of weight individually, but happen too rarely for that to feel like a part of the game that the people who are looking for role-playing can really get into.\n\nThis is a really great insight. I have done some brainstorming myself the past few months, trying to imagine character play acting and strategy in a table top game. I was even giving myself an additional challenge of trying to do it as a single session game. Everything I could think of felt like either the play acting was a light add-on to the combat grid mechanics, or the combat was a light add-on to the deeper play acting. (I am very intrigued by Gloom though.)\n\nThe question I just asked myself, after reading what you posted above, is this: How would one 'win' a game like I am trying to envision? What is the objective? Then I thought of CF, and realize there is no way to 'win' CF. \n\nIf I recall correctly, it is like SimCity where Will Wright said he had hard time explaining to publishers that there was no way to win. There was no end to the game. CF, like SimCity, is a simulation. That's what I'm looking for. I'm looking for a fantasy simulation. I want to combine custom character development and play acting in a dangerous, war-torn fantasy world with D&D, wargaming, FPS, RTS, or Civilization-style direct competition.\n\nI'll still try to think of ways to do this on the tabletop, but it may be better suited for computer/consoles. Do you know of any fantasy simulations that have these?",
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}huttoupvoted (100.00%) @carlgnash / re-hutto-a-confession-and-insight-on-gaming-20180117t190310552z2018/01/18 02:11:30
huttoupvoted (100.00%) @carlgnash / re-hutto-a-confession-and-insight-on-gaming-20180117t190310552z
2018/01/18 02:11:30
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}2018/01/18 02:11:27
2018/01/18 02:11:27
| parent author | carlgnash |
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| author | hutto |
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| body | I can see both points of view on this. I probably *prefer* creating my own characters as opposed to running with randomly generated ones. I like the idea of thinking about the setting, and trying to flesh out certain philosophies, themes, and/or game mechanics. I love that kind of thing. I can enjoy randomly generated characters too. As GM of a D&D game that is turning two in February, I often have to ad lib or use quickly generated characters when the players decide to take the game a different direction. Some of those quirky NPCs turn out to be the favorites of the party. Being forced into a role you didn't come up with entirely yourself can give you a new perspective, especially when others interact with the role in ways you didn't anticipate. I have considered doing a mad lib kind of character creation for one-off tabletop games, for a quick and light way to jump into a game. |
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"body": "I can see both points of view on this. I probably *prefer* creating my own characters as opposed to running with randomly generated ones. I like the idea of thinking about the setting, and trying to flesh out certain philosophies, themes, and/or game mechanics. I love that kind of thing.\n\nI can enjoy randomly generated characters too. As GM of a D&D game that is turning two in February, I often have to ad lib or use quickly generated characters when the players decide to take the game a different direction. Some of those quirky NPCs turn out to be the favorites of the party. Being forced into a role you didn't come up with entirely yourself can give you a new perspective, especially when others interact with the role in ways you didn't anticipate.\n\nI have considered doing a mad lib kind of character creation for one-off tabletop games, for a quick and light way to jump into a game.",
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}2018/01/17 22:44:18
2018/01/17 22:44:18
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}resteembotsent 0.001 SBD to @hutto- "A post of yours was randomly upvoted by @resteembot. Thank you for using the bot."2018/01/17 22:43:36
resteembotsent 0.001 SBD to @hutto- "A post of yours was randomly upvoted by @resteembot. Thank you for using the bot."
2018/01/17 22:43:36
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}resteembotupvoted (100.00%) @hutto / a-confession-and-insight-on-gaming2018/01/17 22:43:36
resteembotupvoted (100.00%) @hutto / a-confession-and-insight-on-gaming
2018/01/17 22:43:36
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2018/01/17 20:38:45
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