Showing posts with label story games. Show all posts
Showing posts with label story games. Show all posts

Monday, August 3, 2020

Hanging by a: #RPGaDAY2020 3 - Thread

Today's #RPGaDAY2020 prompt is

Thread

Some years ago for the 200 Word RPG competition I came up with a mythologically-themed game called Strands of Fate, where the main resolution mechanic was two people each hold opposite ends of a length of string, pull sharply til it breaks, and compare the two halves to see who won.

I still think this is cool as hell and I want to learn how to lay out a nice PDF so I can put it up on itchio.

Some changes I'd make for clarity or to make it easier to play:

  • a set of d12 tables of deity-concepts, to give the players guidance of what sort of concepts to use. Note the deliberate omission of Good and Evil:
d12 Deity Concepts:   Abstract Worldly Elemental
1 Love Household Fire
2 Honour Agriculture Water
3 Death Hunting Earth
4 Secrets Sun Air
5 War Moon Light
6 Life Pain Dark
7 Inspiration Feasting Thunder
8 Lies Cooking Slime
9 Peace Healing Void
10 Chaos Fertility Ice
11 Law Craftwork Magnetism
12 Revenge Storms Metal
  • guidance for deciding on your deity's concepts:

"Each of you is a deity, responsible for some concept. It could be something abstract, like Love or Honour. It could be something mundane, like cheese or doorknobs. If you aren't sure, roll a d12 once, or twice and combine."

  • changes to who you control and how:

"[...] Deities each have two Chosen, mortals who are their pawns in a story of adventure, betrayal, magic, and secrets. A Chosen could be a legendary champion, or they could be a milkmaid. They could be born of the gods and aware of their destiny, or they could be entirely unaware that they have been touched by the divine. Your pawns are yours to carry out your will, and do what you decree unless your will comes into conflict with another deity. Give your Chosen names, so that it hurts when they fail."

  • clarity on collaborative narrative and structuring play:

"[...] A deity chosen by fate offers a simple quest: an artifact must be found, a war brought to an end, a competition won... In turn, each deity adds to the quest a detail related to their concept. Then a deity is chosen by fate to be the antagonist, who will offer obstacles to success. The protagonist's deity attempts to help, and other deities choose their own paths, making bargains and threats as they see fit. Take turns describing what the Chosen attempt to do, or what is happening in the world."

The result might be longer than 200 words but a little more playable. Now I just need to learn how to design a nice one-page rpg pdf.

Thursday, August 1, 2019

In My *DREAMS

After some time away (during which OSR turned within and G+ died), I wanted to see what was going on, and found SWORDDREAM (which for my own reference, tounge-in-cheekly backronyms to Second Wave of RPG Design, DIY Rules Everything Around Me).

(I found this post most helpful in understanding what *DREAM is and might be and what it isn't and shouldn't. Also the splat is there because not everyone dreams of swords.)

There are nine principles that people have pinned to the door and I wanted to put them here (again for my own reference have you seen how many fucking blogs are in my roll I can't keep track of anything) and jot down some thoughts on each one if I had any.

Copied from a post on Fish in the Pot, with my notes under each one:

THE NINE PRINCIPLES OF *DREAM

1. *DREAM stands against hate & prejudice in all forms. We seek to actively oppose bigotry & harassment in gaming communities. We create kind spaces.
        The less people like Pundit and Zak in the scene the better, and the more diversity among designers and players the better. Even if this started as a kneejerk reaction to the shitheads (which it really doesn't feel like), it's important to make this value crystal clear.

2. *DREAM works to be radically inclusive. We seek support and encourage creators, GMs, Players, and organizers from marginalized groups. And we seek to get better at this all the time.
        Same as above thought. Also: how can -I- be better at this?

3. *DREAM encourages the use of sensible tools for communication and consent.
        The X Card comes to mind. Are there other tools?

4. *DREAM opposes harassment and strives for non-toxic discourse. We value best intentions, we call in before calling out, and we start discussions before we make accusations. We seek to empower everyone to curate their spaces.
        Thoughts 1 and 2 again. Curating our own spaces is important. Nobody has to listen to shitheads if they don't want to, especially not in their own house. This isn't some rationalist agora. I feel like Principles 2-4 are ways of implementing the broader value expressed in 1.

5. *DREAM values creators & their work. We support equitable pay for professional creators and fair treatment for hobbyists.
        "Fuck you, pay me." But also, fair treatment for hobbyists means that if people hack your work, or criticize it--don't go after them.

6. *DREAM values a DIY approach to creation. We question gatekeeping, we take alternative approaches when traditional publishing models fail, and we believe anyone can make great games.

7. *DREAM values experimentation in game design & world-building.
        I like this a great deal.

8. *DREAM isn’t defined by, but is interested in: anti-canons, emergent story, generative worlds, kitbashing, non-violent play options, and more. And it is fine if some of these things contradict each other.
        So much of these specific interests are my own that I really want this scene to persist (and of course I should contribute to the pile if I really mean it), but to pick out one that challenges my preconceptions: -emergent story-. I have used Fate a bunch and enjoyed many so-called "storygames", but this feels like something different. Is it in the OSRian sense, where the story comes out of what the players actually do in response to the neutral-abiter-DM's in-game situations -as opposed to- having written out a plot and characters etc? Not like to railroad the PCs but like... are emergent narratives the opposite of adventure paths and box text? This, above all, for me, warrants exploration. A delight of OSR/DIY/artpunk(and now *DREAM) is the rich, dense items in random generation tables. For improvisational purposes, a detailed-yet-brief prompt is a strong start... for emergent narrative? I have usually defaulted to very neutral items in my tables (but was I using those for generative worlds? or what even is that if I misunderstand?) and let improvisation and the depth of the setting inspire details. Anyway, there's loads of stuff to explore in this space.

9. There is no one *DREAM. Anyone who commits to these principles is *DREAMing.
        Excellent.

I look forward to seeing what comes out of the *DREAMJAM so we can see what up in this scene.

Friday, January 5, 2018

Reasons to Do Gamethings: a calendar of narrative game design challenges and writing prompts

A seasonal calendar of recurring game jams, blogging prompts, design competitions, and challenges to spur your work on narrative and tabletop games.

You might find it useful too.   UPDATED July 25th 2020

This is fairly extensive (but necessarily incomplete). It includes board games, RPGS, storygames, and interactive fiction. I have deliberately excluded game jams focused on graphical video games, but if that's your jam (HA) then you can check out the calendar at Indie Game Jams. I've tried only to include -active- competitions that have happened more than once. There are loads of new game jams on itch.io going on all the time as well--and Max has a collection of current physical game jams on itch.  I've guessed at the likely date of some competitions based on previous years. Some long-running competitions have ended or are no longer updated, but have extensive archives of games worth looking at--they are listed at the end.

(Also, someone should host another Threeforged because that was a great idea, and the One Room Game IF Competition was great and should come back in some form. Even more also, I'm surprised at how many individual, unrelated One-Page RPG competitions have been started and fizzled out. I want there to be a big official one. There is a One Page RPG Jam again, on itch.io! But now I'll hope for Game Chef to return.)

Do let me know if I've missed any regular things!


ONGOING / TRY ANY TIME

    The Gygax 75 Challenge    https://rayotus.itch.io/gygax75 (make an rpg campaign setting in 5 weeks, working through a booklet)

    RPG Blog Carnival    https://ofdiceanddragons.com/rpg-blog-carnival/ (monthly topics hosted by active bloggers)

    RPG Generator    https://sadpress.itch.io/rpg-generator-alpha (randomly generated game idea)

    Meta Prompt Generator    https://crateredland.blogspot.com/2020/07/meta-prompt-generator.html (write an rpg post about...)

    Boardgame Geek Monthly 24hr Challenge (anytime w/in month)    https://boardgamegeek.com/thread/2307821/current-contest-info (also several other rotating contests are listed in this post, including faves like the Mint Tin Challenge and the 9-Card Challenge)

    Game Crafter Community Contests    https://www.thegamecrafter.com/contests (boardgames, roughly every 3-4 months)

    One Month Story Challenge    http://howtomakeanrpg.com/a/one-month-story-challenge.html (nobody has used the hashtag since 2015, but the challenge is self-guided for creating a bunch of narrative ideas)


WINTER

    Secret Santicore/Santicorn     http://santicore.blogspot.ca/ (OSR rpg content, now mostly run on the OSR Discord but archives up to 2017 still online. 2018/2019 collected on various blogs)

    Cardboard Edison submit (Jan 31 deadline)      http://cardboardedison.com/award/ (unpublished board games)


SPRING

    Spring Thing (Mar 1 deadline, submit by Apr 1)       http://springthing.net (interactive fiction)

    Secret Jackalope (an Easter-ish version of Secret Santicorn for OSR rpg content)


SUMMER

    NarraScope Game Jam (May-Jun)    https://narrascope.org/ (interactive fiction)

    RPG Superstar (deadline June)    https://rpgsuperstar.com/ (rpg content design competition)

    One Page Dungeon Contest (deadline Jun/Jul-ish)    https://dungeoncontest.com/

    IntroComp  (deadline Jul 31 but pre-register in Jun)    http://introcomp.org/ (first room of an interaction fiction)

    #RPGaDay (August)    https://melestrua.wordpress.com/category/rpgaday/ (daily prompts for blogging/game design)

    Saga Forge Scribe (August 24 deadline)    https://www.wearesaga.com/sagaforge (one-shot module competition, Halloween theme)

    One Page RPG Jam (deadline Aug 31)    https://itch.io/jam/one-page-rpg-jam-2020

    200 Word RPG (did not run 2020 but claims it'll be back)    https://200wordrpg.github.io/
(and ongoing submissions at reddit.com/r/200wordrpg)


AUTUMN

    The Mega RPG Jam (ran in Sept 2019)     https://itch.io/jam/mega-rpg-jam/community (creator says will be another one in 2020)

    IFComp (deadline Oct 1 but pre-register in summer)    https://ifcomp.org/ (interactive fiction)

    ECTOCOMP (deadline Oct 31)    https://itch.io/jam/ectocomp-2019-english (Halloween/horror interactive fiction)

   NaGaDeMon (November)    http://nathanrussell.net/naga-demon/# (national game design month)



***

DEFUNCT (but archives available)

    BGDF Game Design Showdown    http://www.bgdf.com/forums/game-design/design-contests (last thread was posted august 2018)

    One Game A Month    http://onegameamonth.com/ (officially ended in 2018)

    24 Hour RPG    http://www.1km1kt.net/cat/24-hour-rpg (last entry was august 2016)

    XYZZY Awards     http://xyzzyawards.org/ (last awarded for 2018)

    New Year's Minicomp     https://intfiction.org/t/eleventh-hour-new-years-minicomp/12848 (last ran in 2017)

    Game Chef      (no archive or website anywhere! I just thought I should mention this great little competition that appears to have completely vanished)


Sunday, April 23, 2017

Strands of Fate

This is the full text of a game I just made up for the 2017 200 Word RPG Competition:

***

Strands of Fate

It is a time of myths and legends. Before you lie two cotton threads, each one metre long.

Each of you is a deity, responsible for an important concept (like Love, or Honour) and two Chosen Ones, OR two minor concepts/elements (like Fire, or Hospitality) and one Legendary Hero.

The Heroes and Chosen Ones are your pawns in a story of adventure, betrayal, magic, and secrets. A pawn chosen by fate--a roll of the dice--is the protagonist. A deity chosen by fate creates a sacred artifact that the protagonist must find. Another deity chosen by fate is the antagonist, and works to prevent the protagonist's success. Other deities choose their own paths, and should make bargains. Tell each other the tale.

Whenever there is conflict or the opportunity for interesting failure, two deities wrap the ends of a chosen thread around their fingers, and pull sharply to break it. Whoever ends with the longer piece succeeds--the shorter piece means a setback. If the pieces are the same length, someone is granted a boon. Both pieces of thread are returned to the table. If the thread doesn't break, there is a catastrophe.

***

Inspired by breaking a thread off a frayed jacket, and written entirely in about 45 minutes.

If you try playing it, let me know how it goes!

Wednesday, August 31, 2016

Story-Flavoured Powdered Beverage

It's the final day of BrigadeCon's daily RPG prompts! Check out their site to see the full list, sign up for the online convention, and donate to Child's Play. I only started doing the prompts on day 10, so I will continue to do them into September (though I might do more than one a day on occasion).

Today's #RPGaDay2016 prompt is: best advice you were ever given for your game of choice. Strap in: this is a big and rambling one.

There are two concepts that changed the way I think about running games, and both of them come from D +Vincent Baker .

The first, from Dogs in the Vineyard, has spread widely: "say yes or roll the dice". Loads of intelligent people have written on this, and players with different philosophies have debated its merits and re- or mis-interpreted it. My own take on it is informed, I think, by trying to use the bloated skill systems of the 3rd ed d20 games.

I hope I'm not being hyperbolic when I say d20 had too many and too hyperspecific skills. It wasn't just stuff like Use Rope and Decipher Script, there were also skills with fill-in-the-blanks like Knowledge (_____) or Perform (_____) which effectively made the list simultaneously too specific -and- infinite. And the existence of these skills encourages their use, so even with advice like "use the Knowledge skills to drive the plot and give the players crucial information", you're basically telling players "roll to see if you get this information I want to give you". It's worse with the practical skills, because either they never come into play, or you're constantly rolling them (like perception or search checks in every. single. room.) so you're guaranteed to get a failure eventually; which again, ends up being "roll to see if you get this thing I want to give you".

Playing only within that paradigm, it took a hell of a mind twist to realize that I can just give the players things I want to give them. Whichever PC knows about the history of this region--they know the bit of trivia about this old ruin which could help them avoid a trap. They don't have to roll. The old sailor PC who would have 10 ranks in Use Rope? Why would they need to roll to see if they can moor a boat? PCs that are good at stuff should get to just do that stuff. This is just the "say yes" part of the advice!  It was probably the most revelatory for me, as it blurred away this assumption that skills must always be rolled.

The "or roll the dice" part took much longer to grasp, and I'm still figuring it out. This post on the old forge forums goes a little way towards explaining why--I think this way of playing doesn't work in every situation. I argue the key factor is that the system, players, and setting must support characters attempting to do things that they have a chance of failing -and- allowing interesting consequences for failing. In other words, the attempt should have a chance of getting the PC into trouble. The advice becomes something like "say yes, or throw rocks". This is different from asking for rolls when you want to drive the story forward--it's the reverse: drive the story forward whenever the PCs try something worth rolling for. And it's only worth rolling for when it would be interesting to fail. The classic example is to avoid rolling to pick a lock when there's no time pressure and no trap set. Rolling the dice should significantly affect the game.

The other concept comes from Apocalypse World: "play to find out what happens". This one's a little looser and there's lots of ways to use it. It reminds me of +Justin Alexander 's classic post, Don't Prep Plots. By creating situations, tricky or complex or dangerous ones, and then throwing the PCs into them, not only do we avoid all the problems of trying to railroad players through a specific sequence of events, we let the players -and- the GM discover a story. The value of surprise seems pretty obvious for players--the GM springing plot twists and sudden monsters on unsuspecting PCs is a pretty classic way to play--but what about for GMs?  Maybe random generators are fun partially because it means the GM doesn't know everything that will happen. Why not extend that further? Create a compelling situation, get the PCs in there, and play to find out what happens.

At this point, it's patently obvious that I have drunk, deeply, of the story games kool-aid. However, I think that these two bits of advice are applicable to any game and have the potential to improve the experience at your gaming table for everyone. Avoid making players do stuff that has no point and let them get on with what they're interested in rather than using them as pieces in "your story". This works in classic D&D just as well as the most pretentious Nordic LARP you can imagine, and games that bake it into the system (like Fate and Dungeon World) hit a real sweet spot of player- and character-driven gaming.