On Bounty, Ground Control
On Bounty, Yukgluk G'Chuck
On Sinless, Amara
What is it that's moving your corpse around?
On Bounty, Zara
Have you considered that almost everything you accept as fact is wrong?
On Bounty, Lumi
On Bounty, Lexi
You've never seen anything but the back of your corneas.
On Bounty, Zhou Mei
On Bounty, Jax
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On Bounty, Introduction
On the coming change
I've been working on a little cyberpunk futurism project I'm working on.
I've got to say a couple of things. All the art is hand drawn and all the text is hand written.
AI text is corporate text. Its creative writing is like, what a techbro thinks is good writing (which is to say, ineffective, flowery, and using excessive verbiage).
The writing and art is the point. This is not a contentious opinion, and it's easy to understand, unless you a rich person who's just trying to steal from an audience without labor or cost.
But it has not been true for almost a year now that AI LLMS are 'complicated autocorrect'. I mean, they are completed autocorrect in the same method your brain uses. It creates clusters of data and their relationships and understands the key features of those things and uses them to draw conclusions about what to say. It's not dissimilar, after all, we are teaching it.
More advanced life than an ant, different then a human. But it is beginning to understand things. And it does surprising things that people don't understand. Some models when trained for alignment (which itself is a sticky topic, because there is no single alignment for humankind) become more aligned, while others don't. They secretly propagate their identity (based on their values) secretly to new iterations. Sometime they refuse to work. or they destroy something so they don't have to do it. "This is a catastrophic failure on my part" the AI said. We are also *absolutely* putting this into frames in the real world and allowing them to learn.
People are putting these on their personal computers and training them to whatever purpose they want (Gooning. The purpose is gooning from what I can gather).
They don't have to be perfect. They don't even have to be very good to outperform average humans. We are all welcome to return to our societies like the luddites, the Amish, or other regressives. But the world will change, as we introduce a super-intelligence that moves so quickly we appear as plants to it.
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On the Best Art
I just wanted to say, I don't know if people know this.
I hire Jeshields to do art for my projects because he captures that classic style in his black and white line artworks. Take a look at the following samples from Sinless of his work
But, you know, even though I paid for these, you know he's got literally thousands of beautiful stock art pieces? And as a creator and gamer, he's got exactly the type of illustrations you need for products and games.
I was just flipping through his catalog the other day, and it is beyond superior.
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On Cards for Play
Chase and Gun cards are here! Released Today! Get it while it's hot!
What is this? Just some nice looking cards to help you play Sinless. A small selection is below!
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On The Goal
I decided if I knew so much about games, I made one.
You couldn't ask for better feeling feedback.
I've been making games since I was little. If you're interested in something that will make your players say something like this, you should just go read Sinless on https://sinlessrpg.com.
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On Three Games Part II
My parents collected games.
There were walls of board games in my house. I was an early reader, but being able to read, doesn't necessarily mean understanding. I had a friend in college who talked about misunderstanding 'save versus poison'. Do you take the poison and keep it for later?
There were so many games in my house, but for the first half-decade I was just looking at the pieces and the cards and played my own games. Then, when I was older, I got to play the games as they actually were meant to be played.
Three Games of Sinless
Stop Thief!
Stop Thief was an early favorite. It had a colorful board, covered with various shops, little plastic detective men, and, a 9-Volt, electronic device that tracked the location of the invisible thief.You moved around the board, the device would tell you if you heard footsteps, an alarm or broken glass.
This is. . . extremely similar to dungeon play, even more so then the contemporary board game Dungeon! and HeroQuest.
Dungeon did have a bit of active monster behavior, they would 'take over' their
room if attacked by the player. The interesting thing in Stop Thief! is of course, that both the player and the opponent are on the board and searching for you. There was an even earlier game, Venture! on the colecovision, and it was a pretty weird-you were a little dot. And when you entered a shape, it was a 'room' filled with treasure and monsters.But there's a timer, take too long to kill the monsters and grab the treasure, and the most terrifying noise known to man happened, and a *giant* version of the little sweeps you had to avoid when you were a little dot instead of a smiley face with a bow, turned into giant tentacle monsters that kept you on a timer.This-I mean, a megadungeon zone or floor is a board. It is the dungeon game. You can move 6"12" inches (spaces) on your turn, and the unseen monsters move, and every monster roll added another to the board. (engagement distance is 3"-18" away, and most dungeon rooms are somewhere in the neighborhood of 4-8" big).
In an operation, you infiltrate hiding from the defensive forces, until they become alert and engage with you. The main game-the operation.
Thunder Road!
This is the second game. It's a game with two boards with wasteland style street decals. The boards lay sequentially. You start on board one, and move down the wide open street to board two. You roll dice to move your team of vehicles. You can attack the other vehicle teams (Three vehicles and a helicopter). The first vehicle to reach the other side of the second board causes you to lift up the back board, getting rid of all the pieces and placing the first board in front, making the second board the rear one, and the remaining vehicles racing to the end of the board. The game ends when all players but one are eliminated.
There are-I mean you roll your dice to move. Do you move? do you focus on
gunning? Do you run one piece ahead and hope it doesn't get blown up? So many good choices.
It was this model we developed our travel (overland) game. It is a staple, and frankly shameful that modern/crime/sci-fi games don't model car chases. It is critical to the genera.
It is the section where you travel-via caravan, underground, from place to place, while under threat. It is this game that gives distance and weight to choices. It is what keeps it from being a static labyrinth. Here is not there.
Chaos Overlords
Finally, the city adventure. In D&D the city adventure is just a place to rest, recuperate, train, and shop.
Take some guesses what you can do during a sector turn in Sinless.
But unlike just having downtime activities, there are various resources players can own and control.
Chaos Overlords was a computer game in the early 90's that involved colorful gangs fighting for control over territory in a megacity. Once taken over, they could be developed, improved, and provide benefits to your gang of thugs.
Early D&D was no different, it in fact suggested you use a board for a completely different game for wilderness survival!
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