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BuJoRPG game/system review
There are interesting gamifications of life around BuJo. BuJo mean ๐—•๐˜‚๐—น๐—น๐—ฒ๐˜ ๐—๐—ผ๐˜‚๐—ฟ๐—ป๐—ฎ๐—น - a method of personal organization written in a physical journal. One is a BuJoRPG developed by Emerald Specter. You can see a description of this game in this PDF. ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฆ๐˜๐˜†๐—น๐—ฒ Scattered Gamification - the game mechanics don't directly balance each life area. You select what you want to improve but the game doesn't specify what exactly it needs to be. In reality you could also use the game for only one part of your life (e.g. fitness) which would fall into the category of limited gamification. ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐——๐—ฒ๐—ฝ๐˜๐—ต More shallow gamification. Mechanics of the game are simple and there are not much dependencies of each element. ๐— ๐—ฎ๐—ถ๐—ป ๐—š๐—ฎ๐—บ๐—ฒ ๐—˜๐—ป๐˜๐—ถ๐˜๐—ถ๐—ฒ๐˜€ - Musts (habits with a penalty) - Dailes (habits with rewards) - Achievements (metrics rewarded with boosters) - Quests (levelled tasks) ๐— ๐—ฎ๐—ถ๐—ป ๐—š๐—ฎ๐—บ๐—ฒ ๐—Ÿ๐—ผ๐—ผ๐—ฝ Filling a journal page with numbers and creating a new page. ๐— ๐—ผ๐˜๐—ถ๐˜ƒ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ - Only In-Game Rewards - the game incentivises to work purely based on in-game rewards: reaching milestones and new levels. - The only urgency motivation in the game comes from so called **Musts** category - if an item from this category is not done HP decreases. Decreasing HP below zero results in losing in the game. ๐—ฃ๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐˜๐—ถ๐˜ƒ๐—ถ๐˜๐˜† ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ - Musts reminds constantly about doing annoying activities - Dailes installs new habits - Quests and Achievements encourage you to make progress in given domains ๐—ฃ๐—ฟ๐—ผ๐˜€ - Good way to install new habits - Very pleasurable game for people who finds levelling and hitting new milestones motivating - Easy to understand; doesn't require difficult computations ๐—–๐—ผ๐—ป๐˜€ - Not for people who don't find leveling game technique motivating - Low complexity can lead to different abuse of the system (e.g. doing only one particular type of activity at the cost of others)
Skool BuJoRPG - Game to Be More Productive and Effective on Skool
I didn't particularly like the game I created for myself in January (see this post). I decided this time to try game desinged by somebody else: that is BuJoRPG (see this post). The biggest difference is that I don't want to have physical journal (I have dysgraphia so it would be ugly) but use Obsidian instead as you can see in attached photos. The goal of the game is to regularly work on most important pieces that make the community grow: content, social media posts/videos, talking with people and working on different game designs. I will see in next days how the game works for me. I consider also adding big rewards for levelling up - something that is missing in the initial BuJoRPG game design).
Skool BuJoRPG - Game to Be More Productive and Effective on Skool
Todoist + BuJoRPG Demonstration Video
I made a video demonstrating game/system described in my previous post
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Todoist BuJoRPG
One more experiment with Bulleted Journal RPG. This time I selected the Todoist app that I subscribe to. The app allows you to create labels for Musts, Dailies, Achievements and Quests and there is a description property where I can set how many HP/XP will I gain/lose when doing/not doing a given task. There is also one recurring "task" that is actually the Player info - current level, HP, XP etc. This approach is a total gamification for me - so I not only track my work but also other important activities. Hopefully this time the burden of preparing a game every day will be greatly decreased.
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Todoist BuJoRPG
Chore Wars game/system review
Chore Wars is a multiplayer game (available in www.chorewars.com) where the goal is to gamify household chores with other household members. ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฆ๐˜๐˜†๐—น๐—ฒ Limited Gamification - the goal is to do household chores (though one can tweak it if they want). ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐——๐—ฒ๐—ฝ๐˜๐—ต Quite simple gamification. To some extent it's similar to parties in Habitica. ๐— ๐—ฎ๐—ถ๐—ป ๐—š๐—ฎ๐—บ๐—ฒ ๐—˜๐—ป๐˜๐—ถ๐˜๐—ถ๐—ฒ๐˜€ - Party - group of household. - Adventures - chores to do. There are less and difficult adventures e.g. cleaning the bathroom gives 3.5 more EXP than making a bed. - Character Sheet - it contain stats like strength or charisma (effects the result of combats), XP and intentory (that can be used to sell rewards). - Combat - for doing adventure the player can claim a fight with some monster and gain EXP and some rewards in case the fight will be won (result depends on the player stats). ๐— ๐—ฎ๐—ถ๐—ป ๐—š๐—ฎ๐—บ๐—ฒ ๐—Ÿ๐—ผ๐—ผ๐—ฝ - Attending adventures (doing chores) - Combat with a monster, earning some rewards from it - Spending rewards on "real" rewards ๐— ๐—ผ๐˜๐—ถ๐˜ƒ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ - Competition (or rather collaboration) with other people - Spending earned gold on rewards (this is very optional - almost no game logic exist to support it) ๐—ฃ๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐˜๐—ถ๐˜ƒ๐—ถ๐˜๐˜† ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ - It's about doing chores so the house is more clean as a result of playing the game - It also provides a way to have more fair division of doing chores between members of the house (though there is no game constraint that enforces it) ๐—ฃ๐—ฟ๐—ผ๐˜€ - Easy to understand and play - Makes mundane activities more fun ๐—–๐—ผ๐—ป๐˜€ - It doesn't put any logic to make the game fair between members - one member can do most of the adventures and others nothing - Real rewards could be more explicit - they are very impicit
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Chore Wars game/system review
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