This is a little hobby project I'm working on, and I'm really proud of how it turned out.
Mirage is a lighthearted, social, easy to learn roleplaying game, focused on storytelling, improvisation, imagination and creativity. Your goal is to make up and play out a fun story. You will go on adventures, complete quests, find treasure, slay dragons, and gain awesome powers.
Mirage is made for the people who, like me, enjoy the social/creative aspects of Dungeons and Dragons, but don’t like the countless arguments over the intricate rules, the painfully slow combat encounters, and all the tedious arithmetics.
It’s perfect for people who want to get started with roleplaying but have no experience, and it’s great for getting your non-gamer friends or kids into RPGs. It’s great for improvisers and storytellers who want to focus on playing a fun long-form improv game, without the complicated rules getting in the way.
The rules are very simple, but deep and interesting enough for the experienced players to play over a long period of time.
Players can create a character and begin playing in 15 minutes. For GMs we have a collection of adventures that are easy to prepare and run: https://rpgadventures.io
You can play it in-person or over discord. It's super fun, and I hope you guys enjoy it!
This is a little hobby project I'm working on, and I'm really proud of how it turned out.
Mirage is a lighthearted, social, easy to learn roleplaying game, focused on storytelling, improvisation, imagination and creativity. Your goal is to make up and play out a fun story. You will go on adventures, complete quests, find treasure, slay dragons, and gain awesome powers.
Mirage is made for the people who, like me, enjoy the social/creative aspects of Dungeons and Dragons, but don’t like the countless arguments over the intricate rules, the painfully slow combat encounters, and all the tedious arithmetics.
It’s perfect for people who want to get started with roleplaying but have no experience, and it’s great for getting your non-gamer friends or kids into RPGs. It’s great for improvisers and storytellers who want to focus on playing a fun long-form improv game, without the rules getting in the way.
It’s rules are very simple, but deep and interesting enough for the experienced players to play over a long period of time.
You can play it in-person or over discord. It's super fun, and I hope you guys enjoy it!
In addition to that google's AMP made reddit totally unusable, after clicking on a link it kept taking me to logged out version which hides most of the comments, and sorts them by "best".
Remember that there's an https://old.reddit.com, it still works great, I use only this version now. There are browser extensions that automatically redirect you to the old version (not on mobile, unfortunately).
Yeah, I thank everyday I'm able to browse with old.reddit. Tried a few times on mobile, but it's really hard to use old.reddit on the small screen. The new web interface is OK on mobile, a bit slow.
There might not be a deep philosophical answer. Making games is fun, playing games is fun, that's all there is to it. If you can make money doing something you enjoy - why wouldn't you?
To try to go for a philosophical answer - why do we do anything? Cooking, writing, building shelter, sending spaceships to mars. I think generally, the purpose is to make human brains feel good. Ultimately, we all are going to die and nothing we do will have a lasting impact, but as long as we're here - we spend our time making ourselves and each other feel good. Games are one of the ways to make people feel good.
A more cynical answer - we make games for no good reason. Games feel good in the moment, but feel like a waste of time and energy afterwards, making a net negative impact on people's lives, like junk food or addiction. People play them against their best interests, because it feels good in the moment, and because people aren't rational creatures. People make games because making games is fun and makes them money.
One more answer - making games is art. Art is cool. Making games is an art that can be beautiful, interactive, engaging. It's a combination of multiple art forms (painting, sculpting, storytelling, music, etc). It's also way more fun than most kinds of art, people don't get addicted to paintings or books the way they get addicted to video games. I doubt that people got as much joy out of looking at Mona Lisa as they did out of playing Minecraft.
One more related thought - the real world is overrated. We have the power to make imaginary worlds that are far more engaging and satisfying than the one where we live. Better ones. So we make them.
These are different possible perspectives, pick yours. There can be a bunch more I'm not considering.
What I left out of my question is my desire and admiration for automotive sports. It's so strange to me that I have no problem admiring to one day build a track car, and waste tires, fuel, and endless hours of amateur manufacturing effort all in the name of "fun". Sure, I'll learn many skills, but it's primarily for fun.
So I'm left with--how do I resolve the cognitive dissonance that "cars" are okay, but "games" need to be justified? I think there's something deeper going on for myself.
Thank you for taking the time to walk through this.
Did anyone manage to make a good Emacs config for effective React webdev?
I'm really missing graphql and styled components syntax highlighting and generally a bugless properly working webdev mode. Currently it keeps messing up indentation and losing syntax highlighting.
I tried moving to VS code, and I saw how amazing an editor designed for webdev can be. But despite all the issues, I'm still much more productive in emacs, so I went back.
I really wish it was possible to setup emacs for modern webdev, but I haven't found a way yet.
Won't get you graphql literals, but the new Emacs has much better JSX support. Reposting my setup:
"""
Disclosure: I'm the author of rjsx-mode)
The best setup I've found is to use js2-mode for .js and rjsx-mode for .jsx, which parse the buffer for syntax highlighting, local refactoring (with js2r) and basic linting. For typescript, use typescript-mode. Flow support is quite bad ATM
nvm.el replaces the shell scripts from nvm.
Add a jsconfig.json to your project root and enable tide-mode for completion. This has worked far better than tern-mode, which some people recommend.
For fuller linting than what js2/rjsx offer, use flycheck. Eslint support is built-in, so it should just work, I think.
[2018 update: I prefer using tslint, which you can accomplish with:
I haven’t done any web development, so my best recommendation is to forward you to search relevant keywords and then ask questions on r/emacs or r/spacemacs
Just wanted to add my opinion to the thread and thank you guys for a very good service.