First a correction: I mis-remembered how West End Games-style dice pools work
last time, and I shouldn't have mentioned them.
I'm having a great Thanksgiving holiday in North-Eastern Pennsylvania, and on top of that I've actually managed to get some stuff done. I've just finished the amazing
Why Read by Mark Edmundson, and I'm about half-way through
Proust Was a Neuroscientist by Jonah Lehrer. I cannot recommend them highly enough. In the middle of the second chapter of Lehrer's book, I'd decided I was ready to read Middlemarch again. I thought I'd need at least a few years away from the academic grind before I dusted off that one.
The game ideas have been flowing into my spiral notebook and onto my pad of graph paper. I really should pick up a cheap laptop for word processing on the go. Nothing inspired by either of those books has really become cohesive yet - though Leher's chapter on George Eliot, free will, and neurogenesis has influenced how I'll describe character "advancement" in the Pirates in Space game.
Despite my efforts to stay focused on RPGs, I started thinking about the
Greenwashing card game and adding rules for ecological disasters. So the Resource cards will have some marking or a key word that denotes what kind of disaster they lead too. My first thought that when enough cards in a category have been played a disaster happens and nobody wins. Than I realized that disasters could be incorporated into un-green victory conditions. For instance, one secret victory condition would be to have several "Yukon Real Estate" Resource cards horded in your hand when a "Global Sea-Levels Rise" disaster occurs.
Is that too cynical for a purportedly educational product? Anyways, this is the first bit of development I'd done on the game since I hammered out the turn structure on my journal back in August.
Do write soon, and happy Thanksgiving everyone!