Fortunately, there's a pretty simple fix.
The Queen, King Melny's wife, and their child have escaped to Sota City. Sota Fortress is fallen. Her honor guard surrounds her and the child jealously. They demand an accounting of where the king and his companions have been. The Argentum overlords are putting up with this "visiting" queen, but only because of the strength of her honor guard... and the viisuulas insisting that King Melny's family is to be protected. The Argentum general is compliant with the wisdom whales' wishes, for now...
Welcome back! Today, we talk about turning the Crescendo discord server into a clubhouse.
It is always a question of what your goal is. Always. When I first started designing Crescendo the goal was raw: never leave that feeling I had at the end of Book of the Short Sun, and the rest of the Solar Cycle. I labored with that goal in mind. I have accomplished my goal, admirably even. But the problem shifted even as it was solved, and now I find myself at another crossroads: now that I have this game, what do I do with it?
That's a flawed question, as we'll see in a minute. Put a pin in it.
The biggest things that I got out of my time working on Crescendo have been threefold:
1. Gaming allows a form of vulnerability with people I find necessary.
2. As long as I stick with people, the project expands.
3. As the project expands, people will come on board who will want to do "more" with it, and may actually want to take point.
I do not think most people are naturally comfortable with being vulnerable with each other. I also think that people need to be vulnerable with each other. It is vital. It is not negotiable. Our culture is so bad with it, and the rift between what's expected of human beings and what's needed is now so wide that it's a wonder there aren't more suicides. Crescendo's helped with that problem, in a way that's a lot of fun, and I couldn't be prouder of what it's accomplished.
The more important point, however, has been that I simply do not have any ambition... because I like just playing with people. I like designing games and playing them with people. I don't particularly care for the business end of it. And I have found that, as long as I am playing with people and enjoying the time with them, things grow. And that's a nice byproduct of the one thing I really care about... playing the game.
The thing is, the other day one of the players just out and out suggested a mechanic that absolutely improves Crescendo. I never would have thought of it, but the idea was utterly correct. So, it's going into the 0e draft, which I'm currently working on. We'er going to playtest it, and make sure it works the way we thought it would. Now, if he can just show up and come up with an idea that I frankly could never have come up with, on my own, then someone better suited to this whole business bullshit may. I don't care, I just want to play the game with people.
And that, I think, is the real answer to the question I pinned earlier. I set out to chase a feeling I got from Gene Wolfe. I caught it. The game exists now, and it does what I wanted it to do. But the goal was never really to "have" the game. The goal was to feel that thing again, and then to share it.
Turns out the best way to keep feeling it is to keep playing with people who make it better than I ever could alone. So maybe the next question isn't "what do I do with Crescendo?"
Maybe it's simpler: keep showing up. Keep the table open. Keep making space for the next person who walks in with an idea I never would have had, or the next quiet player who finally feels safe enough to speak up.
The game will keep growing, or it won't. People will run with it, or they won't. Business stuff will happen, or it won't.
None of that is the point anymore.
The point is the table. The point is the moment when someone laughs, or cries, or leans in and says, "Wait… what if we did it like this?"
As long as that keeps happening, I’m exactly where I want to be.
Crescendo isn’t something I need to "do" anything with.
It’s something we get to keep doing. Together.
And that feels like a pretty good place to be.
“ Party games are games that are played at social gatherings to facilitate interaction and provide entertainment and recreation.”Wikipedia
Now that we have a technical definition.
Tsuro is the perfect party game. Notice I didn’t say it was the best. I simply said “No notes”. If you don’t like Tsuro that’s nice. Something doesn’t need to be wrong with you to dislike it.
But it is perfect. Here’s why.
First: rules are stupidly intuitive. Lay a tile down before your piece. The tile has a path. Advance your piece along that path. Other pieces advance down a path if you “accidentally” put a path before them while you’re laying a tile for yourself. You win by being the last guy on the board.
Boom. Done.
That alone is enough. It’s awesome. People can just play.
But that’s not the end of it. See, most party games don’t have real consequences in the game. Points accrue, sure, but you don’t necessarily have the game funnel you.
Tsuro funnels hard. Each tile you play creates branching paths, which takes up space on the board. You can’t get around this. Eventually you’ll find that your choices are viciously constrained. You run out of tile choices. You’re picking up the tiles of the fallen, hoping they’ll give you just one more turn. But eventually you run out of time.
And you have to take yourself off the board.
Most party games? They're yelling matches or mean-spirited roasts. Tsuro's elegant. Zen-like paths on a gorgeous board. A touch of strategy—block 'em, dodge 'em, pray for that perfect tile—but mostly pure, shared chaos. Everyone's in it together, watching the board shrink like a noose.
For the past two weeks:
For Alistair and King Melny, the entirety of the Undermaze lights up with this powerful blue light. You start seeing visions of ones you love, striving and suffering and pushing, all for you. And then, on this last Sunday, a powerful blue flash happens, right at midnight... and you both bump into each other a few minutes later
And then, somehow, there's blue footsteps, leading you further.
Tell me about some of what you saw
Tasha saw that I hadn't made a prompt for her. I responded that she had walked into Faerie, and that time didn't work there like it does in the material plane... so nothing yet.
As we follow the footprints it's like a dream where places are melded together, like when it's your bedroom but also a pool. I see Natasha's home but it's also the forest where I died, and the cave where I found the sword all at once. It's all places connected to both Natasha and Telos. It doesn't feel like a message but a reference. Like the index of choices and inevitabilities that brought me here.
I see visions of all my past friends and rivals. From my first day in the company to the current day. I see the faces of the soldiers, the captain, the lieutenants. All of them meld together before melting away to reveal Alistair and Raphael. Signifying they are my true friends that have remained constant. Before I awake, I see a vision of my old self. He simply bows and tells me good luck before I awake.