Saturday, 27 June 2015

Gingersnap

This is intended as a relatively light, possibly sad game about queer romance, dating and sex... but you could use it to tell non-queer stories too, I'll leave that up to you. It's a little more substantial than the average short game on this blog, because it covers some more complex topics than usual. Finally, you don't have to be queer to play this game, but it helps!

Getting Started

Tom Daley & Dustin Lance Black
The game's set-up and final outcome is strongly affected by the number of players: if you have an odd number, then one of the character's is almost certainly going to end up alone at the end. In order to play, you'll need some blank sheets of paper to serve as character profiles, some post-it notes or index cards cut in half to identify Qualities, pencils & erasers and at least one six-sided die per player.

Feedback

This is a short game about processes and building upon what has already been stated: in it, the player's collectively take on the role of a crashed AI trying to diagnose what went wrong with it and complete its function, whatever that is.


REBOOT

In order to play this game, you'll need a large sheet of paper (graph paper or plain paper work best), a sharp pencil, an eraser and a coin: the larger the sheet of paper you pick, the longer the game may take. Start by drawing a 4cm x 4cm box in the upper left corner of the sheet (it doesn't matter what shape the paper is or whether you orient it in portrait or landscape): the overall aim of the game is to reach the bottom right corner by drawing a series of boxes and arrows to represent the decisions the AI is faced with, the data is gathers and the actions it takes.

Sunday, 21 June 2015

The Enemy Within

In the usual process of going through things on my hard drive, looking for that thing I wrote that time and can't remember what I did with it, I discovered this lost piece. I proposed it as one the essay pieces for Andrew Kenrick's Dead of Night 2nd Edition, but it ended up not being used; here's what I wrote about games where the PCs are the monsters.


The Thing, 1982
Two characters are stuck with each other, survivors of the mayhem that has claimed so many other lives; as they look at each other, a paranoid glint in their eyes reveals their inner thoughts: “Are you the monster?” It’s a hard situation to reach in a game, but here are some approaches I've used to good effect.