Monday, October 26, 2020

How to Creatively Reset Your Brain

 What is a creative reset? This is a tool for replenishing creative engery, not a tool to become more creative. It's what you need to do to avoid burnout or when faced with burnout. If you're feeling apathetic toward your projects or have developed a sense of loathing at the thought of being creative (especially on a schedule), you probably need to reset creatively. A creative reset is a break that allows you to rest and refill your creativity tank. 

How do you reset? In order to truly reset, you have to take a break from being creative on demand. So, during your reset time, you cannot work on any creative projects. Avoid thinking about them as well. Give your brain permission to rest. Resting is hard in our overstimulating world, so if you can you should avoid screens during your reset. At minimum, avoid social media. Do chores; do work; read a book; play a board game you're already familiar with. Do these things instead of looking at your phone, computer, or television screen. Listen to music if you have to have background noise. Take walks. Walking without a focus on exercise is a good way to let your brain relax. The ideal place to walk is somewhere quiet with lots of trees, but just walking a minimum of twenty minutes anywhere can work. 

If you have an idea, write it down to get it out of your brain, but avoid developing it during your reset. 

How long is the reset? The minimum for a full reset is three days. I have read reports from various places that that is how long it takes people going camping/off the grid to shift their mode of thinking away from being constantly plugged in to a more restful state. If you're already burned out, you made need longer. Ideally, a long weekend away in a cabin in the woods would tick all of the reset boxes. But I find that by forcing myself to reset in my usual environment that I am better able to regulate my behavior after the reset than if I just got back from vacation. Plus, a creative reset allows me time to do chores, contributing to lower stress in general. 

Remember, three days is for if you are approaching burnout and need a full reset. A week or more might be needed if you're already at burnout. Another, possibly healthier approach if you aren't near burnout is to pick a day of the week (yes, every week) where you focus on aspects of your life other than your creative projects. If you are a freelancer, this may involve explaining to people that you don't work on Tuesday afternoons or Sunday mornings (to pick an example from my freelancing days) if you don't want to wall off a full day. 

Don't curtail your reset if you start to feel better halfway thru. Fully commit to a timeframe and stick to it. Exhaustion is only a symptom. You'll know your tank is truly refilled when you get back to your projects eager to work and feel the ideas starting to bubble up again. 

The most important part: You have to give yourself permission to take a break from the thing (creativity) that is exhausting you. During these times, you will have to remind yourself that your job for today is to refill your tank. Most of a reset is just taking pressure off your self to always be turned 'on' creatively. Tell yourself it's ok to be 'off.'

If you're skeptical, give it a try. It's just three days. 

Monday, October 19, 2020

Mechanics Roundup: Acquisition (Cards)

I use action categories to help me plug in mechanisms around my core idea in order to flesh out a game and make it functional. Most often, I have idea for what players will do with components once they acquire them. It's the acquisition of resources that trips me up. Recently, while yet again testing different ways to acquire cards, I started a list of every way I could think of to acquire cards. Maybe it will help someone else as well. 

Card Acquisition

  • Drafting: 
    • pick-and-pass (ex: LRL; snake draft)
    • from a pool, any card is free (flushable, sometimes)
    • from a pool, cards slide down, place resources to skip a card
    • I Cut; You Choose (hidden information, sometimes)
    • Coloretto-style draw-or-draft
  • Market:
    • random pool (flushable, usually)
    • from a pool, cards slide down to get cheaper
    • from a pool, "I price; You Choose"
    • complete information, all cards used
    • complete information, market grows as cards are unlocked
  • Personal player cards
    • personal deck (pairs with a market for deck building; reset mechanism, sometimes)
    • personal hand (reset mechanism, frequently)
  • Drawing off a shared deck
    • dealing a hand, all players get same number of cards (pairs with most things)
    • draw n cards blind, into hand or otherwise 
    • discard to draw
    • pay to draw
    • draw from discard pile
    • search deck/discard pile
  • Auctions/bidding (see BGG for types)
  • Exchange between players
    • trading
    • negotiation/bribery
  • Fulfill requirements
    • turn in resources to get a card
    • spend cards to get a card
    • fail to fulfill requirements (ex: having cards is bad)
  • Take an action
    • action selection list ("take a card")
    • worker placement/rondel (put a pawn on a card space)
    • move token a number of spaces (land on a card space)
    • forego an action to take a card instead
  • Mancala-style set collection to claim cards
  • Defeat other players in a contest
    • trick-taking
    • rock, paper, scissors
    • other conflict resolution mechanisms
  • Inherit cards from eliminated players
  • Take that (steal a card from another player; included for completeness)
  • Dexterity
Common traits to pair with card acquisition
  • flushing 
  • blind/open
  • reset/ reclaim discards
  • following (take the same action at a lower power)
  • real-time
  • race to complete/ "be the first"
  • push your luck
  • simultaneous
  • variable costs
Obviously, I'm bound to be missing some. But I find having a list to go over when I'm stuck is helpful. 

Edit: This is something of a living list that I will add to as I think of things.