Tuesday, March 5th
Mar. 5th, 2013 12:57 pmThe Daily Report
It's my second weekday/workday of using Habit RPG. I think between it and having a weekly pill planner thing I'm going to have a lot easier time keeping on top of the pills, which has positive implications for both my sleep cycle and my work life. The pill planner on its own was alerting me when I was off, but it didn't come with a built-in incentive. I've tried using Google Calendar and other reminder services, but I think the reward mechanism of a game will be more effective for me personally.
Still working on A Wilder World. The biggest sticking point has always been that the combat rules are so much more complicated than the non-combat rules. Or rather, that it was harder to get away without knowing the advanced stuff in combat. I'm changing some things to bring combat more in line with the rest of the game. It will still tend to be more complex/rules-heavy, but less so than it would have been.
One of the things that's really important to me there is that it can't be hideously complicated to attempt things like disarming a foe or swinging one enemy into another, because I don't want the system to dissuade players from doing more interesting things than swinging a sword at their enemies. And now I think I have it.
The State of the Me
Slept really well last night.
Plans For Today
Have a Mackenzie chapter to finish and post.
It's my second weekday/workday of using Habit RPG. I think between it and having a weekly pill planner thing I'm going to have a lot easier time keeping on top of the pills, which has positive implications for both my sleep cycle and my work life. The pill planner on its own was alerting me when I was off, but it didn't come with a built-in incentive. I've tried using Google Calendar and other reminder services, but I think the reward mechanism of a game will be more effective for me personally.
Still working on A Wilder World. The biggest sticking point has always been that the combat rules are so much more complicated than the non-combat rules. Or rather, that it was harder to get away without knowing the advanced stuff in combat. I'm changing some things to bring combat more in line with the rest of the game. It will still tend to be more complex/rules-heavy, but less so than it would have been.
One of the things that's really important to me there is that it can't be hideously complicated to attempt things like disarming a foe or swinging one enemy into another, because I don't want the system to dissuade players from doing more interesting things than swinging a sword at their enemies. And now I think I have it.
The State of the Me
Slept really well last night.
Plans For Today
Have a Mackenzie chapter to finish and post.