Stuff That’s Been Going On

Thought I would do a quick update of what has been going on with Damwain and myself.

  1. Damwain Games got a shout out on the Jennisodes thanks to Piers and Stuart of the London Indie RPG Meetup. They were talking about What You Wish For and my aims of non-miseryporn play.
  2. With the guys from London Indie we ran 5 tables of games and demos of Indie stuff at DragonMeet, these included Fiasco, Witch, Apocalypse World, Puppet Land, Spione, InSpectres, Love in the Time of Seið and other stuff I have forgotten
  3. After said convention my bag with all of my gaming stuff, including the WYWF and NP manuscripts was stolen.
  4. Some kindly person found my bag abandoned in the midst of Kensington, the only identifying feature they could find was a receipt for Leisure Games, whereupon they made the hour long trip to Finchley to hand the bag in at Leisure Games, where they tweeted about it and so I will be reunited with my bag this weekend.
  5. I have been playing around with some new ideas for games, one of which is up on the Protean Ideas page.

So, my undying gratitude to random stranger who found my bag, the guys at Leisure Games, and Stuart and Piers.

I still haven’t received much feedback about the first draft of WYWF, so if you have had chance to read/play it please let me know through any way you might have of contacting me, what you think needs clearing up etc. I am thinking that at next week’s Indie meet I will try and get someone to facilitate a game blind, just to see how the text works at conveying the game. If you are up for volounteering for that let me know (obviously this doesn’t work if you are one of the 6 people who have already played the game).

What You Wish For – First Draft

I know, its a shocking day, I didn’t think I would see this either. Here is the first draft of What You Wish For, the layout is horrible, the text is nonsensical and their are probably a million typos, but what the hell I might as well get it out there and have people give me feedback on it.

What You Wish For – First Draft

For those interested the art postcards that I use as the Inspiration in my playtests are the XOXO: Hugs and Kisses by James Jean which can be found here.

London Indie Meetup

Managed to get in a playtest of What You Wish For, it was generally well received by the players with some useful discussion. The main thing I am learning is that I need to be more clear about how the structure is supposed to flow and the things that the game is designed to explore. I am considering slightly ritualising the play a bit, a la Penny For My Thoughts or Polaris. I think ritual phrases might help make the intended structure clearer.

In other news, I announced at the meetup that I would be running a Playstorm day at one of the meetups sometime early next year. The intention is to give everyone a chance to experience the design process, but in a slightly more familiar way.  I will post more details nearer the time, but I am aiming to have a few people come along with basic ideas for a game worked out, organise groups and let them have at the playstorming. In addition there will be some helpful advice about the process, and maybe even a prize a two.

Moment of clarity

Well yeah. I was just sitting here, eating my muffin, drinking my coffee, when I had what alcoholics refer to as a moment of clarity.
- Jules (Pulp Fiction)

Or in my case thinking over the stuff that went down at Indiecon.  I owe a massive thanks to Lisa “Oooshie” Platts due to a conversation we had last slot in the bar on Sunday night. I was talking to her about how I ended up getting together with my wife, at the time I didn’t think much of it but having reflected upon it, I realised that that particular incident was very much my own version of what “What You Wish For” sets out to explore.

I was stuck in a crappy job I hated, driving 100s of miles every week until one December 22nd I was working late at a customers in Driffield (just a bit north of Hull), when my boss rang me and told me I had to be in Portsmouth first thing the next morning (at the time I was living in Manchester). Driving home that night I’d had enough and I started just thinking about where my life was going. Christmas Eve, I booked tickets to fly to Singapore and handed in my resignation.

Everything good in my life stems from that one moment and decision, thinking about it in that terms really gave me clarity on what I wanted to achieve with What You Wish For. So, thanks Lisa, it was just a random chat but its resulted in a much clearer vision in my head and now the What You Wish For manuscript* is moving along at a pace.

* – well manuscript is a bit much for the 4 – 8 pages I think the game will stretch to (including play advice)

What You Wish For Playtest

Its only with actually having run this at Indiecon (you can see my report here) that I have realised that my information about this game on the site is well out of date. There has been a big change in the focus of the game from my original blurbs, so I intend to get that all updated over the next day or two.

The game as it is now, is about exploring the past memories and future hopes of an ordinary person who has become disillusioned with life, and they are given an opportunity to reflect on where they have come from and where they are going.

This is a brief synopsis of the game at Indiecon and the ideas we explored, hopefully it will give you an idea of what the themes the game is designed to explore are.

First up Piers played an office worker who had become stuck in a rut doing the same thing every day, with no real appreciation. He had a wife, but the spark was gone from their marriage.

His past was explored through the memory of playing Cowboys and Indians with his childhood friends, with some painful aspects introduced by the loss of his friend later fighting in Afghanistan, memories of his Grandmother suffering in her last few days, and unexplored homo-erotic tension between himself and his best friend.

His hope was a journey of self discovery to work for a charity in Africa helping to build farms in remote communities, with doubts being introduced in the form of whether his wife would wait for him, and the futility of working in corrupt and war torn areas where what you worked for is so easily destroyed.

In the end he chose to move forward with his life, by giving up on his hopes, and re-evaluating where he had come from and making a go of it again with his wife.

John played a frustrated author, who had previously had success, but now was writing unfulfilling trash to keep his publishers happy.

The memory was of university, a more creative time in his life and his relationship with a girl back then, his regrets came in the form of his grandfathers hard times in the mines of the rhondda, missed opportunities and the loss of first love.

And his hopes were around finding a new creative fulfilment and a muse to inspire him at a writing workshop. The doubts came in the form of irritating authors who had previously sapped his creativity and a muse whom reminded him of his first love.

In the end he chose to move on with his life and forgot about his past, he stopped answering his calls from his publisher, and signed up for the creative writing workshop.

Barbara played a divorced single mum, who worked in a supermarket.

Her memory was a family outing to the Zoo, with the pain being brought by memories of her drunken father and her break up with her ex husband.

And finally her wish was to escape to make a new life in the orient with her daughter, and doubts came in the form of whether she could really trust men again and the distance from her aging mother.

In the end she decided to take the plunge and move on to the future quitting her job and cashing in her savings to move to China.

Indiecon Time, Again

So its that time of year again, and I had really hoped to have had Narrative Pursuits ready, but due to work deadlines its still not quite finished. Regardless I shall run some games of it along with my first playtests of What You Wish For. So if you are going to be at Indiecon and want to play in one of the games, check the sign up boards or catch me in the bar.

An Improbable Fiction – Tidied Up

N.B. If you are looking at this site and reviewing our Game Chef entry, in order to comply with the rules, please use the copy posted in the previous update.

Here is a, slightly, cleaned up version of An Improbable Fiction. The overall game is still the same, what has been added is some more description about the games intent, a few unclear sections have been expanded or reorganised, typos have been corrected and some places where old versions of the rules still peeked through have been sorted.

AnImprobableFiction-GameChef2011Entry-Draft-5

Edit: Draft updated again

Game Chef again

So we have finished and submitted a very, very rough draft of our game. There is a lot of work to do on it, the cards need fixing, the ideas the game explores need bringing to the front more, and it needs a ton of play advice. So with that said if you feel brave enough you can have a read here

AnImprobableFiction-GameChef2011Entry

An Improbable Fiction – Cards

The tech we are trying to explore in the game is basically play through the use of dialogue.  It’s something we notice tends to fall by the wayside a lot in games, so by forcing the play through dialogue we wanted to see what would happen.  You only have control of what your character says not what your character does, past action can only be introduce through dialogue and the other players introduce your current actions through implication in their own dialogue. Anyway, have a read and cry about how poorly written it is.

Game Chef time

Well it’s Game Chef week again and I am definitely entering this year. The theme and ingredients all just struck with me immeadiately. What may be happening is a join entry between myself and John Keyworth of Kiwi RPG Design. So look forward to updated from us, and a finished game this time next week.

Oh and Narrative Pursuits goes to press in 2 weeks time.

So Where Are We Up To

Its been a while since my last post, this is due to work, holidays and my part time degree course getting in the way of things. So apologies for the lack of updates but there really wasn’t much to report, I haven’t even been gaming with the collective since my last post.

However on Saturday I dragged myself down to the London Indie RPG Meet, and I ended up running an impromptu session of Narrative Pursuits. We did a kind of Mythic Prehistory thing where our goal was to steal fire from the gods. There hadn’t been any changes to the rules, so this makes it 3 consecutive sessions now with no rule changes, so I think I am pretty happy with where they are. The game went well, people seemed to enjoy themselves and we failed the group goal with Zeus causing the eruption of Santorini to get rid of us. (Yes I am well aware we mangled mythologies, time periods and new and old names, but who cares?)

What You Wish For is still unchanged from last update, I still haven’t managed to get off my arse and sort out things for the fortune deck, I promise I will get to that at some point soon.

Sanctuary has had a tiny bit of work on it, mainly to do with the scene structure and how characters work, but its still very much work in progress, although I hope to do a playstorm of it this Thursday.

And finally I had some interesting thoughts this morning, which may mean something new appears on the Protean Ideas page soon. So watch that space.

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