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| Andrew Walter |
Friday, 7 March 2025
News - Weird Hope Engines
Wednesday, 17 May 2023
The Gravity of Cows
Part One - Evolution of the Paracosm
Part Two - Corporate Power
Part Three - Autistic Traits
- DEPTH of interest.
- love of DETAIL.
- Love of OBJECTS.
- SYSTEMISATION of shared communion.
- DISCUSSION and ARGUMENT over details.
Four - The Milking Process
Five - The Natural Life-Cycle Of The Paracosm
Saturday, 23 July 2022
The Makers Hand
Monday, 20 December 2021
What Reads Like Shit But Plays WELL?
Tuesday, 10 August 2021
I AM PIMPING MYSELF OUT
The MARKETING BEAST HAS WHISPERED TO ME
PODCASTS,
WHATEVER...
I NEED ATTENTION GOD HELP ME
Friday, 21 May 2021
I FEEL SLIGHTLY BETTER NOW
Behold! You have sacrificed to me the hecatombs of your honeyed data, and as I sniff the sweet meat-stained ashes rising from your mundane material sphere, relax back into the vast and silken pillows of my own ego and rest my feet upon the cloud of my own glorious genius, I shalt not ignore thy fervent offerings.
INTERESTING MISCELLANY
Something that fascinated me was the strange ecology of virtual and IRL systems which, seem to be very common with online RPG people.
Flavio Costantini
I would half imagine that at this point there would be some sort of 'killer app' for running games, some combination of systems which does most of what everyone needs and which has become the 'main method', with other alternates occupying minority positions, but this seems not to have happened.
Instead there is a kind of ecology of varied sites, tools and methods which different people use in different ways, even the same people using different combinations of various tools and methods depending on the games they are running or the games they are in. I quite like the general feel and idea of this, though I would struggle to come up with an intellectualised reason for doing so.
Discord is a main channel, for voice play, some camera play, and for sharing documents and discussing the game, rolling via an app AND IRL seems not uncommon, shared whiteboards, google docs, google sheets, google slides, 'owlbear rodeo' 'rolld20', 'Foundry VTT', spreadsheets for tracking, pen and paper, shared pdfs AND physical copies of texts, sometimes sketch maps via shared boards and sometimes theatre of the mind.
An example comment about IRL play;
"Jack17 May 2021 at 18:03
6. I set up World Anvil to keep track of campaign information but almost immediately stopped using it. We organised sessions on a facebook page. I used a laptop to keep track of notes and play atmospheric music. We had a physical book for the rules themselves. I had a whiteboard near the table which I used to draw important info (maps of the situation, notes, clocks, etc)."
WHAT SYNTHESIS CAN BE DRAWN FROM THIS?
I suppose, for people like me worried about the virtual consuming the physical, (and if the comments given are representative, which = who knows), there seems to be a natural tendency for holistic virtual integration, which is bullshit phrasing but let me see if I can clear it up;
People are pretty good generally at finding and choosing the tools which will help them run the games they want the way they want
and it looks like they don't overuse them, or, taken as a
whole, strongly prioritise methods into a 'one true way'.
Furthermore, its highly common for people gaming through a wire to strongly integrate IRL assets, (joyless language but); virtual gamers will often roll dice, buy books and use them alongside PDFs, even send letters and create little objects. Similarly, people playing in real life will pick up and ue a wide variety of virtual methods, from having a laptop open to play mood music, to a file and background sharing deal, to facebook pages for organisation.
So my Nightmare vision of 'dead file' pdfs stacking up in peoples hard-drives like the victims of a plague, seems, on the balance of evidence given, to be largely an illusion. People prioritising IRL play seem to be naturally adapting and integrating virtual elements without letting go of core IRL tactile and social interactions, and people playing virtually seem to have little trouble dealing with real dice, real books and sometimes developing more complex hardcopy exchanges which do not replace virtual alternatives but actually sit alongside them, and there doesn't seem to be any single dominating cultural force or True Format which sets that standards and rules everything else but instead a vast archipelago of means and methods which can be pulled from and integrated a number of ways
LEAVES ME HOPEFUL
My ratty mind would have expected more alienation, for the virtual to have consumed the real and reduced it to sessile pseudo-activity - a mere mumming of gaming rather than the real thing, for pdfs to have eaten books, or for books to go unread, for there to be some quiet invisible dominating corporation with its fingers in everything, smiling falsely through the gritted teeth of the marketing beast, (which arguably does exist with content but not necessarily with means and methods of play).
So... I'm forced to say...
I...
I was wrong less correct than anticipated.
Instead of fulfilling my darkest visions, Humanity has, (THIS TIME, DON'T GET COMPLACENT), exceeded my expectations and things are not actually (AS) awful (as predicted - YET).
Thursday, 11 March 2021
The Crypt of the OSR
Its coming up on the ten-year anniversary of this blog, which was itself quite "late to the party" of the O.S.R.
The OSR which has itself died and been reborn more times than a Hindu cosmos. The culture has moved on, from the ancient Forge through the age of the Purple City, still living but driven now to madness and a culture of purge upon purge, to the rise of the Red Bazaar, Constant-Con (does anyone remember that?) FLAILSNAILS, the rise and rule the Mad Titan and his banishment to the negative zone, the great migration to the Halls of Discord, Zuckerbergs Labyrinth of Pain and the Screeching Azure Cage.
My challenge to you; go forth into the forgotten halls of the OSR. Seek the treasures of the ancient world and drag those glimmering shards into the nacreous light of our dying reality so that we, the mutated survivors of 'The Current Circumstances' may dance about them, flapping our wattled mouthparts, waving our stubbed and sore-pocked limbs as we chant praises to the secret powers of a forgotten ageof wonders we lack now the capacity to even comprehend!
What are the oldest posts you remember?
What should be known of the first posts of ancient blogs, made when the world was still young? And what things about them might strike the eye strangely to a traveller from current times?
The Crypt of the OSR
Saturday, 13 February 2021
The Poem Dungeons Revealed
Honestly I kinda forgot you guys existed.
But behold! Some people actually responded to my post, and literally everyone who did a dungeon managed to produce something closer to my stated intent than I did.
(And thanks of course to Dyson Logos, whose map was the basis of the challenge.)
I shall link them in the order of their comments.
(No, as of 04.03.2021 they are still coming in so I will link them in reverse order so the newest one is always at the top.
Ablution
By Matthew Schmeer of RenderedPress. Our boy did an actual poem! And it looks like if you read it to the end and took notes it might even be near playable!
Shelter 15
An adventure for Death is the New Pink (now on sale) or Into the Odd. Vagabundork (Chaos Magick-User) from the blog Chaos Magic User brings us our second (I think) nuclear bunker quasi cold-war interpretation. This one with a slightly different political slant than the last;
"The booklet “The March of the Pigs”. It takes 1 day to read. Once per adventure, you can create 1d4+1 Molotov bombs using improvised materials (1d6 damage per roud to all inside the area; one extra point of damage to cops, sheriffs, soldiers, politicians and other enemies of freedom)."
THE TOMB OF BENDAN FAZIER
The Tower of the Red Dome
The Undercellars
Terpsichorean Sodality of the Bird People
Degenerates Art
All 5's and 7's
The Vulnerary House
Party Cove
SkyChasm
The Great Ghoul Market
The Court of Hell
The Song of Snow and Sun
Zzarchov! Our Lost God King turns in his mist-wreathed bed of tattered finery and from his battle-scarred fingers drifts 'The Song of Snow and Sun'. Its two dungeons in one! He did a PDF! He put a song in it!
lonely in the mortal world
Take the twilight ship to elsewhere
for any noble boy,
born and raised a castellan
take the twilight ship to elsewhere
the bard amidst the burning hall
the smell of wine, the siren’s call
a devilish grin, to rule the night
they march on and on, and on, and on”
Generic Laboratory
From 'Coins and Scrolls'. Finally you have a chance to join the Skerples train.
The Manteion
'I Don't Remember that Move brings us MASKS! You know its artpunk if there are needless masks. "skinless pink things like cave salamanders stir in the oily water. They attack if you try to help him." As true today as it was yesterday.
A Peer Beyond the Alchemical Aleph Null
From the blog 'Foreign Planets' a dark-alchemy inspired dungeon in two versions. A 'Light' version for easy usability and a 'Dark' version for maximum pretension.
Clavicarcerum of the Scribe Jamesus
From the blog 'Whose Measure God Could Not Take, the Magma-Marred Clavicarcerum of the Scribe Jamesus. Ahh I remember when I could crank out mysterious stuff. Feels like a long time ago. He even has ferric snail in his.
Ice Troll Moon Abbey
From the blog Lapidary Ossuary. A classic one-page dungeon.
Tuesday, 9 February 2021
Dungeon Poem Challenge
I had this idea of, not a Gygaxian Democracy dungeon, but a kind of blog-ring alter-dungeon challenge thing
Take one of the more interesting (and SMALL) Dyson Logos maps.
Thursday, 28 January 2021
HELP ME PUT MYSELF INSIDE A CHILD
Future topics to include building a 'household', magic, treasures, food and cooking, describing circles of familiarity and making friends, stuff about Strange Dangers like sickness, poison, curses, weather and seasons, magical events and poverty, a whole section on building dungeons/mazes, treasures. There is a lot to do.
But a key concept for the project is to have the best possible advice and ideas about running games for families, between generations, with children of different ages and with parents and children.
I also need to know about child psychology, education and development to work out how to arrange rules and concepts in the book.
I know nothing about any of this so I am opening the Dread Portal, and asking for book reccomendations, and priority analysis of the books I have already listed to buy.
If anyone in my audience knows much about the subjects in question then I am asking for advice about where to start, so I need advice on;
- Books or articles on Child Psychology, especially decent (sane) overviews of the topic.
- In particular, stuff about family games and playing games across generations and age groups, how children and adults of different ages play with each other.
- Games and entertainments which work well for children of different ages.
- Games which work with parents and children.
- Analysis about what children are like at different stages of development.
- What motivates them.
- What they can handle intellectually and emotionally.
- General howling at me about families, children, how I should or shouldn't be doing this, culture war stuff, yeah lets culture war it we may as well and its going to happen anyway.
Thursday, 18 June 2020
Amish in Space
It's interesting. I saw these first when I was maybe 13, watching at home. Fascinating to see them through the mirror of my own memory. There are lots of relatively subtle adult interactions and themes. Im sure I missed a lot when I was younger and now I try to understand how much I understood and what I half understood.
The family episode where Picard goes back to his brothers vineyard after the Borg, I knew even young that something complex and dark was happening, that Captain Picard was upset! he cried! Now I can see that but, I think more than anything else what adulthood brings me is an awareness of all the complex, invisible social language going back and forth between the characters. I think now I understand just how insufferable a young Jean Luc Picard must have been to his brother and how much Robert must have resented him, and how much he both regrets that and still does resent him.
Anyway.
PURITAN HUMANISM
I know the imagined tech of Star Trek is based more on extrapolations from the current tech of the time of its production AND that its chimeric synthesis of technologies and society is made both to take account of the possibilities at hand, and to communicate the stranger elements of the show through a matrix that a mass audience will understand, so don't @ me.
BUT
I am interested in thinking about what if, even considering the current direction of technology, the Star Trek tech is/were/will be an actually-real thing? I mean in a cultural sense. Because, while from its original perspective, Star Trek is very technologically aspirational and humanist, if you imagine it in relation to current developments in technology then Star Trek is obsessively, puritan about its Humanism even anti-technology, bordering on Luddite, at least Luddite-restrictive rather than Luddite-destructive.
AI
The ships A.I. is basically super-Siri. Little more than a database with a complex search function and a range of cybernetic control algorithms which aid with the running of the ships complex processes.
But all of these are designed specifically to plug into human and humanoid inputs, to 'keep a man in the loop'. From the perspective of a far future systems designer, this is slightly maniacal. Building this complex system of subtle technology and leaving in these gaps which can only be filled by organic semi-independent beings, all of whom perform more slowly, and with less accuracy than a computer.
But it also makes sense from a societal perspective. If you imagine a really intensely puritan humanist culture, one absolutely dedicated to the idea that space exploration, and culture generally, are *for humans*to the extent of throwing away, restricting or banning powerful technologies, even when they might provide a distinctive edge.
This does seem dumb.
But - consider the political and cultural argument after the battle of Wolf 359, and the just in time destruction of the Borg Cube in the Sol System.
One side might say - hey we really need to and should have, woken up the AI's on this one. No-one wants humanity to become a slave to its own machines but if we have to choose between a risk of that and total annihilation then - yeah, wake em up, use a full-scale general intelligence.
But then the counter-argument is - no, the existence of the Borg, and what they just did to us shows absolutely that we can never wake up the AIs and have to do things our puritan humanist way, even if it might mean our destruction.
Because that - the Borg, is what happens to you if you fuck the computer too much. Either the AI's absorb you, or you have to form a giant Borg mind just to control the AI's and turn into that. Maybe that’s how the Borg were created, maybe they are just a distant version of the Federation who faced an impossible threat and adapted to survive.
DATA
The only Synthetic General Intelligence the Federation will even allow to exist is Data, a creature *specifically designed* to look human, bound in a human form and to *desire to be human*, and to be largely unable to fulfil that desire.
And on a few occasions, Data still goes full Skynet and illustrates that even limited as he is, with the right prompting, he could still take over the ship, as he does at least.
Think about how intensely focused/repressed a culture needs to be to be able to conceive of an AI, but only willing to make one, (on the borders of its own power, and half off the books),when the existence of that AI is so closely bound to the conception of humanity that its almost enslaved by its own desires.
GENETICS
The federation actually finds it easier to accept aliens that to deal with genetically altered humans.
Which again makes perfect sense because the Federation is a humanist meritocracy, or trying to be one, and if genetics is anything, it’s the science of human inequality, and worse than that, of *predictive* human inequality, and worse than that, if you bring heritable alterations in, the science of inherited class-based human inequality.
And that makes it kryptonite for a scientific, rationalist, egalitarian and humanist society. A society which simultaneously believes deeply in science and reason, and has no magical source which legitimises its belief in equality, (God didn't make everyone in his image, souls aren't real)
Well here comes science to tell you with increasing and terrifying precision exactly how unequal people are and, with the big data and high end algos (which you may be deciding not to use),to predict their lives and outcomes with increasing and terrifying accuracy. And also to put directly into your hands the ability to produce improved and better humans, or at least, better by all those standards you claim to value, more healthy, more intelligent, more reasonable, kinder.
So if you really believe in humanism, and in reason, why can't you produce improved humans? In fact how can you excuse *not producing them*?
And if you do produce improved humans, is there even any way to do it without essentially bleeding the current social and global technology and resource hierarchy into the very bloodline of the species?
Probably there is not.
In the star trek universe this leads to a genetic world war, and then they discover chill aliens and interstellar travel, and so the Federation is = Aliens Good - Genetic Engineering - FUCK NO.
But this is also because the process rests on an irresolvable fault line in their society and philosophy.
SOCIETY
An egalitarian society with Quasi-Military Hierarchies, Standard nuclear families, adapted relationship rituals with historical continuity.
The society of the Federation is more obviously odd when seen from its out point in time, as society has changed a LOT more than technology since TNG was broadcast. All of the tech is comprehensible, slightly archaic, but the hatred of torture, the traditional roles and archetypes and the 1990's views on sexuality etc all feel very archaic.
But it makes sense if these people are Amish. Individuals living with borderline singularity technology and, from our perspective, infinite resources*, but living in some hyper-constrained version of 20/21st century society _because that society keeps you stable_.
It keeps you safe. It prevents the singularity and it prevents the fracturing and dispersal of humanity into a hundred thousand different lines of gene manipulation, cybernetic alteration, cultural drift etc etc.
(*There is no cornucopia, human desires expand to consider any available resource and human conflicts and ambitions can take place over matters that would seem mad and ethereal to older generations.)
DESIGN
There are no neural-network designs visible in the Star Fleet aesthetic. I'm thinking here in the difference in the arrangement of form, space and technology between a kind of post WWII human industrial thing and the kind of flowing, near-incoherent designs you seem in a handful of hyper-modern buildings, and in other places.
There is a train station in near me based on a 19th century red-brick industrial base, but the roof of the station was designed in a computer and could only have been designed in a computer, with 3d modelling software, flowing, irregular bespoke elements. It looks pretty strange.
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| This is it. Don't know it it gives you the impression I described here. |
Consider also the architecture of both spaces and technological processes designed by neural nets, the kind of tech where, it works really well, but we can’t define *how* it works, and the kind of technology where a box does something complicated but we can't really open the box and fiddle with it because it’s too strange to our limited ability to do. We can get you a new box real easy, we can manufacture them by the 1000s in our super-factories to a design given to us by a monodirectional AI, but you can't open the box and fix it.
Which, compare to a mid 20th Century car, where its big and lumpen but you can open it and fix it and access every part ultimately. (Except maybe some parts sealed inside the engine block?). Because everything in the machine was put there by human hands and arranged to a plan literally, literally directly draw, on paper, in ink, by a human hand, by a guy with a slide rule.
So every part of that technological construction process directly involves human hapsis and ideas and concepts and plans which can be directly conceived of by the human mind and, though highly specialised, can be passed between human minds in base reality.
Star Trek tech, even when miniaturised is clearly designed to be accessible in this way. Something you can repair rather than throw away, something you can read a manual to understand. Something where you understand the principals of how it works and, in theory, could follow all those back till you understood the whole thing.
And again yes there are storytelling and era-relevant reasons for this in the fiction.
However - consider it as a real thing. A society which has the theoretical capacity to create post-future designs but which simply chooses not to.
GOT IT OFF THE VULCANS
For diegetic reasoning as to why this might be so, well I imagine that in the Star Trek universe, species that go hardcore for technology or self-alteration either sublime beyond the point where they can be conceived of as people in the same way as most ST races, like they go off and become interdimensional gods like the Q or the wormhole dudes. Or they become homogenising swarms like the Borg, or hyper-stable genetic tyrannies like the Dominion or they just sit on their planet being mysterious and all-knowing and/or decadent (waiting for a Starfleet Captain to turn up).
But it looks like in the Alpha Quadrant there are a whole cluster of species which gained technology at roughly the same time in galactic terms, and which have also adopted this highly conservative philosophy to quite an extreme degree as even in conflicts with each other they strongly resist any progress towards the Singularity.
(Its mildly amusing to think about the different reasons each species might have for limiting their own technology, even when in conflict with each other. Klingons – not honourable. Romulans – don’t make a machine smarter than you are.)
So..
interesting thing about the differences in Star Trek between when it was made and when it was seen
When made, its very much about the future, possibility, and bleeding edge tech, and about humanity and humanism. But when seen, from now, if taken as real, the balance has shifted and the same stories are now about being very conservative with technology, stories about controlling and limiting the role of technology about not proceeding towards the singularity, and about bending the arc of tech so that it serves the needs of a people, species and community conceived of in *very* conservative terms.
Compared to even some modern societies, the TNG Cast are like the Amish in space
Tuesday, 12 May 2020
Soft-Ass D&D
Char Gen for Soft D&D
Shinto in Cumbria
A World without Violence
Monster Brainstorm /
Goose-Gold & Goblins /
I'm old now and I'm getting soft. Recently I've been making consistently brilliant strategic decisions in Ryuutama with Noisms. I really liked the idea of Ryuutama and the promise the game seemed to make with its art and with the idea of play it presented, much as, on picking up Mouse Guard, I really liked the idea of what that game is about.
In both cases I found the actual play (in Ryuutama) and what I perceived as play (in Mouse Guard, which I never actually ran) as being weirdly abstract and discomforting.
Ryuutama feels like quite a displaced 'dual pathway' system. Roll some dice for your abstract properties. Ok now do some roleplaying as instructed to in the text. Ok now roll some dice.
A lot of the ways you can usefully affect dice rolling are through thinking about logistics ahead of time? which seems odd to me for the game Ryuutama was presenting itself as.
Anyway; since our Ryuutama game essentially devolved into Old School D&D anyway, I started thinking about how you could alter the old school D&D rules and assumptions to produce a fundamentally different character of play.
Here followeth my schemes;
(All of these illustrations are by Varguy - who does pictures I like which seems like they come from nonexistant Ghibli films.)
DeviantArt
A Shop
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| Look at that fuckin angry toadstool! |
GHIBLI-ESQUE REACTION ROLLS
The primary and simplest one was the replacement of the standard reaction table with something with a more complex and subtle arrangement of social and emotional interactions.
Scrap once said that in my Adventures there was no real dividing line between Monsters and NPC's, which I think is largely true, and which I think is a better way of going about things in general. I've even started to use the word 'agents' in my head at least, when thinking about these things.
The basic table is very old school - its essentially about how much of a threat something is going to be to you *right now*, and if it isn't a threat then the nature of the interaction is blank and totally open, depending entirely on the predilections of the DM & players.
Classic Monster Reaction Roll
2 or less - Hostile, attacks
3-5 - Unfriendly, may attack
6-8 - Neutral, uncertain
9-11 - Indifferent, uninterested
12+ - Friendly, helpful
(OK I was at least partly wrong, this is much less tilted towards violence than I was half-remembering.)
Ghibli-esque Monster Reaction Roll
2 or less - Angry.
3-4 - Deceptive/Manipulative.
5-6 - Upset/Sad.
7-8 - Curious.
9-10 - Social.
11 - Impressed.
12+ - Joyous, brimming over.
All except 'Sad' are meant to provide an immediate relationship with the PCs
Then to add complexity - throw in ANOTHER COLUMN.
I suppose this would actually end up somewhat awkward if you were rolling two sets of 2d6, so lets amend it so you are rolling 2 d12. After all, with a low assumption of immediate conflict, the necessity of a flat curve which reduces the likelihood of a combat encounter is less important.
So; roll 2 d12s and read right to left as they land
Right - This person is;
1 - Angry!
2-3 - Deceptive/Manipulative.
4-5 - Upset/Sad.
6-8 - Busy/Working.
9-10 - Seeking social contact.
11 - Impressed.
12+ - Joyous!
Left - Because of..
1 - An environmental change.
2-3 - Social or cultural change.
4-5 - Altered close relationship.
6-8 - Another agent or group.
9-10 - An object, Treasure or resource they have or want.
11 - A magical effect.
12+ - The PCs.
Hmm, perhaps I was inadvertently ripping off this Joseph Manola post?
LANGUAGES
Curiosity I've found about D&D is that languages *as they work in real life, don't really work well, unless you are in a city-like environment where there are many different languages spoken in a small space across multiple levels of society, meaning each language presents extra problem-solving opportunities, but if you lack that language, as its a city, there are usually ways around the problem.
In most D&D, if the majority of the party don't understand the local language, that goes out the window after a few sessions of play.
So in Ru-D&D, extra languages let you speak to unusual aspects of the world and you can spend the extra ones you get in character generation in the following way;
1 language - spend one to speak to a particular kind of vertebrae.
2 languages - spend two to speak to a particular broadly defined animal-type, like birds or four-footed animals.
3 language - spend three to speak to certain plants, rocks or limited natural phenomena, or the spirits which inhabit them. This always requires some complex diegetic expenditure of time or resources and tends to make the speaker somewhat odd.
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NO WEAPONS
This sounds completely insane in any diegetic sense but I think it might work.
Game starts - no PC has a weapon. Maybe someone has a walking staff.
No-one around them has a weapon. Maybe one old Adventurer in the village has an old sword they keep hung up on the wall. The village only needs one because that's how unlikely violence is. The place has lots of *problems*, but it doesn't have much *violence*.
Now, violence is still a possibility, and death can still happen. Hit Points still exist, its just very unlikely that you will meet anything truly, exceptionally immediately physically dangerous in the first session, first adventure or even the first levels.
And when you do meet them, they will have complex needs and desires; not just be directly violent towards the PCs in particular.
Sub-Rule; If you walk around with a weapon drawn, new people/agents/NPC's /monsters, won't talk to you, most will just run away. High status NPCs will strongly criticise you. People will be afraid.
XP for FRIENDS and FOOD
Obviously the real treasure is the friends we made along the way.
So, XP for friends?
And/or, double XP for making two people or groups friends who weren't before?
And maybe TRIPLE XP for solving one of those complex open-ended problems the village has, like a lack of water, a bad sickness, a missing child or an alcoholic farmer (and by 'fix' I mean heal, you can't kill the farmer)
Optional Rule - XP for served food. I strikes me that one diegetic element which serves this softer play in a manner similar to that in which Gold serves standard Old-School play (encouraging ambition, conflict but also lateral thinking and problem solving), is food.
Sharing food with someone, being tolerated in their personal space, talking to them, being invited to share, are all major social milestones.
Kids bloody love food, as any kids series will show (I am also a fan myself). Getting special foods, and especially being *served* special foods, and sharing food and certain drinks, is almost a marker of your integration into local societies and your ability to integrate others.
If the old witch serves you Tea, that’s one point, if you can get her to bake you a cake, that’s another, or provide a feast for the Village, that’s a treasure hoard.
Of course the children/teens who manage to provide a feast for the Whole Village are going to be considered some badass motherfuckers (by Ru-D&D standards).
YEARLY PLAY
Every adventure takes place in a year, possibly even across seasons.
After the adventure concludes, a year passes. The results of the adventure are incorporated into the home/local PC environment and all the social webs and local hierarchies are updated before the next adventure begins.
This is also part of how the PCs 'level up', they are literally growing up at the same time.
LOCAL LANDS
Integration over time lessens the sociopathic elements of new character/player combinations, and invests people in the ongoing drama/development of their village or land.
So PCs are hobbits, at least socially. They start of young, and they have a place, like a village or something, and with each completed adventure they deepen their knowledge of and relationship with, that place.
COURTESY INSTEAD OF CHARISMA
Not sure about this one.
Traditionally in fairytales, courtesy is extremely super-important. The more polite and socially perceptive you are, the better, and protagonists who lose their shit always end up doomed.
But Charisma, as beauty and personal magnetism, fits better into the concept of an embodied quality rather than a quality which the player can perform and perfect. While courtesy is something which Players can very much be good at, or, more likely, screw up to interesting result.
HOWEVER
It might be engaging to be given a PC with very high or very low courtesy. It would give the player something interesting to play, especially if they were a child (the player) so it might be an engaging element of play regardless.
The idea of courtesy being in some way 'inborn' does match up with a fair amount of folklore/middle ages culture, where aspects we would think of as governed by descent and biology intermix much more fully in the minds of the observer.
Hmm, consider this Courteous Quest Generator
Here's those links aggaiiiin






























