Víctor Paiam
vpaiam.bsky.social
Víctor Paiam
@vpaiam.bsky.social
I was thinking about this, we can end up in life being a pointcrawl. Meaning life is a game.
December 14, 2025 at 9:41 AM
How can you keep doing it? Despite the frustration, the stress, the small margins, the admin work.
December 9, 2025 at 7:39 PM
Las series necesitan un GM y un libro de reglas
December 8, 2025 at 5:18 PM
Si no hay drama no hay serie
December 8, 2025 at 5:01 PM
Oh believe me, I've read it 😆
But 10/10 as a bookmark experiment, even beautifully designed, like all your stuff.
December 4, 2025 at 1:29 PM
I'm struggling to find the game here, you read and you keep count of the words (random), roll dice (random) what's the choice?

Don't get me wrong I love the concept and the fact that you crammed it in a bookmark. But I'm failing to see the 'game' here. I need help.
December 4, 2025 at 12:47 PM
What are the rooms?
December 3, 2025 at 4:25 PM
That comment mentioning scouting the adjacent hexes. *Chef kiss* these inspire me to get going!
December 2, 2025 at 9:24 PM
Or maybe I have missed some piece of information along the way and this is snowballing into a misinterpretation of your argument!
November 30, 2025 at 11:32 PM
I see Narrative and the Story as different concepts, mechanisms such as a map and how that map is presented affects the narrative, but not necessarily the story. The main use of mechanisms are to drive the type of narratives you want in a story.
November 30, 2025 at 11:27 PM
Picking up the narrative argument. Wouldn't you think that a hex/square grid and its pacing constrains the story in a different way than the others?
I can see that wave/sky crawl are obvious nodes, but the pacing of a grid makes it slightly different. (Given there's not a most efficient path)
November 30, 2025 at 10:58 PM
I'm sensing that maybe the issue comes from "I have a hex map, and I need node movement for certain things". Maybe node to hex is easier than hex to node!
November 30, 2025 at 10:51 PM
So each grid, node, hex serves a different moving purpose, for pacing and information scattering. The tools are there to serve the narrative. Everything is nodes, but in how you want to tell the story is when you go deeper than just nodes!
November 30, 2025 at 10:44 PM
Yet the issue I think comes from laying a grid upon the already sufficient room map, usually to serve conflict and pacing between different pieces that move, adventurers and the creatures that got their dungeon disturbed
November 30, 2025 at 10:41 PM
So in a dungeoncrawl, the rooms are the nodes and the hallways the lines, which in itself contain little nodes of possible encounters along the way. And this all could also be presented as a list of items (which it is what usually happens). Yet I prefer a visually enticing map of the dungeon!
November 30, 2025 at 10:39 PM
Looking at it for a while, I start to feel that a curse will unleash if I break the lacre. The curse of making weird games!
November 28, 2025 at 2:36 PM
Same, we're three now, and I know a fourth!
November 26, 2025 at 4:54 PM
They're great, also great game designer. Looking at what they do since Casket Land.
November 22, 2025 at 6:26 PM
Great stuff!
November 20, 2025 at 3:34 PM
Helps with focus with AuDHD, talking from experience. My brain is busy and I can't do anything about it even if I love the person who I am with. So if I can keep part of it entertained with some pattern, it really helps.
November 19, 2025 at 9:32 PM
You let me know whenever you want it.
November 19, 2025 at 4:36 PM