Slice-of-Life by The Dododecahedron

@dododecahedron wrote up a blog on some ideas for Slice-of-Life moments in play to help characterize our characters and the world.

First and foremost, I wanted to say thanks for taking the time to write this up for my Secret Santicorn request! Also, I love the choice of art with the lady looking like she’s groggily rubbing her eyes as she walks with the cow.

I think its great when a DM gives players the chance for a duet game. A DM being willing to expand the story for a player like this or even just through messaging between sessions can help the player feel more connected in the world and help flesh out both the character & the world. I’ve never experienced more than some messaging, but this does sound fun. The fact it was done purposefully in your experience where everyone got to share their experience together sound delightful as well. I bet the DM was happy with that, they get to hear the players sharing their love for the game!

Rest Turn Questions and Camping procedures remind me of His Majesty the Worm, which is a good thing! I personally am mulling around how to better work in rest and downtime and the act of connecting with people as part of good rest to then recover and level up. Similar a bit to His Majesty the Worm’s approach. These questions at rest time definitely open up the floor for a player to monologue and in a good way! I recently read up on Good Society and learned they purposefully had monologues to give dramatic insight into what events mean to the character, and here you get the same kind of thing when pondering the events of the day or the looming quest overhead, or given all that to contextualize one’s value of a simple but warm meal. And ofc, here it can be beyond a monologue and include other players in the acting. good stuff.

OH. Deck of cards with prompts for ideas. Yeah a must. so good!

The crossroads conversation reminds me of For the Queen and how it essentially is a game of retroactive story telling (in how I’ve played it that is) and it is perfect for this kind of rumor telling and story telling during the lull of journeys. I was working on a game that generalizes this format and lets you set the “Destined Dilemma” similarly to what you’re saying as a choice to make at the end of this conversation. I find that’s a strength of For the Queen where we all know the end question from the beginning, its about filling in the story and deciding how we will answer given it all.

Great write up and good food for thought. I think the slice-of-life aspects can really help flesh out a world and the characters and I appreciate your blog. Good answers and provides further food for thought!