Unhinged narrative design: What if RPG stats measured weaknesses instead of strengths? (Part One: The Narrativening)
This is but Part One - See Part Two here! Let's break some tabletops! (By applying videogame narrative design tactics!) The theme of this garbage fountain was "Ghost," which got me thinking about all sorts of old, weird ideas that have been bubbling around in the back of my head, alongside commercial jingles from 1992 and a vague sense of unease about the approaching heat death of the universe. Anyways, under the duress of creativity, I decided to once again cheat on videogames and dabble in the forbidden waters of tabletop. (If videogames wanted faithfulness and fidelity, she wouldn't lay off half the workforce every 16 months.) Plus, the infamous Drive-thru RPG (world-renowned for both being the largest tabletop RPG storefront on the Internet and also committing unforgivable spelling crimes against the Honorable English GH) was having a weird contest, and if there's one things that I love more than ignoring the appro...