You have left the world behind on an almost-fully automated, one-person spacecraft, with the mission to scout the galaxy and see what's out there. Your craft will navigate you to places of interest and record everything it can via its sensors: your job is to provide the human touch by means of a commentary on how each discovery makes you feel.
Wednesday, 27 September 2017
Monday, 18 September 2017
The Continent Adrift
Over the past four weeks, I've been sharing a sci-fi supplement for Dungeon World in twice-weekly installments to Google+ communities: this is the full story of that supplement.
I have a soft spot for fantasy adventuring: like many other people, I can while away a happy hour or two pretending that I'm cleaving goblins in two with my axe, setting them alight with fireballs or sneaking up behind them to stab them in the back. It's pure, simple fun, with maybe a little bit of wish-fulfillment, where I can kick back and enjoy the fantasy without worrying about real-world issues. When it comes to literature though, I prefer sci-fi to fantasy: I like my stories with wormholes & time-warps rather than myths & spells for the most part. This inevitably lead me to consider blending the two together, which caused the image of a hero chainsawing alien monsters in a techno-dungeon to spring into my head.
Chainsaw Dungeon
I have a soft spot for fantasy adventuring: like many other people, I can while away a happy hour or two pretending that I'm cleaving goblins in two with my axe, setting them alight with fireballs or sneaking up behind them to stab them in the back. It's pure, simple fun, with maybe a little bit of wish-fulfillment, where I can kick back and enjoy the fantasy without worrying about real-world issues. When it comes to literature though, I prefer sci-fi to fantasy: I like my stories with wormholes & time-warps rather than myths & spells for the most part. This inevitably lead me to consider blending the two together, which caused the image of a hero chainsawing alien monsters in a techno-dungeon to spring into my head.Tuesday, 1 August 2017
Situation: Comedy!
If comedy is tragedy plus time, then you should probably read this later, but if you will insist on reading it right now, then here are some rules for a light and simple comedy story game for around four players.
Situation
First things first: what is your story going to be about? You can pretty much pick any premise you like, as long as everyone who is going to play feels confident they know enough about the subject matter to participate in telling a story about it. You could skip over that confident amount of knowledge requirement if you prefer, but recognise that what you are playing is a pastiche or absurdist take on the premise, not a realistic portrayal. For example, a story taking place on an oil rig might be cool, but what do I know about oil rigs except what I've seen in films and TV series? Nothing really, so any story I set on an oil rig is going to be divorced from reality, which is fine so long as I don't fool myself into thinking I've understood oil rigs by telling that story.
Friday, 28 July 2017
Best Friends Forever
Lately, I've had an urge to dig some Gregor Hutton games out of my stack and introduce them to a new audience of players; one of my favourites for doing this is Best Friends, a simply brilliant design that I've used in the past for sessions inspired by Galaxy Quest, Scooby-Doo and The Guild. It's a perfectly well-balanced game; in fact, it's almost too well balanced, as it is designed to work best for exactly six players plus a GM. These are my thoughts on how to release Best Friends from it's constraints and make it work equally well with any number of players and even without a GM; think of this as a 'Chapter Zero' or appendix to the main rules, but you will need to have read the latter to understand what follows.
Friday, 26 May 2017
The Leviathan Manifesto (Redux)
The title above might sound like one of those thick-as-a-brick Len Deighton novels, but in reality this post puts together a number of ideas that have been fermenting in my head for a while. Ingredients in this heady stew are the TV programme Person of Interest, current events relating to security and personal liberty, and many years of online discussions about the best way to conduct investigative RPG sessions. There's also some reference to classic social theory, whose origin I hope should be obvious from the title. What follows is a both a nano story game and a statement of my personal philosophy about certain types of game, where the players have to investigate a mystery and put together the clues they find to come up with a solution.
Since posting this game, I've been fortunate enough to get feedback from Story-Games forum user Rafu, who playtested it across several sessions: their suggestions for some changes to the game to highlight the player-characters are now included below.
Since posting this game, I've been fortunate enough to get feedback from Story-Games forum user Rafu, who playtested it across several sessions: their suggestions for some changes to the game to highlight the player-characters are now included below.
Tuesday, 16 May 2017
Conspiripedia
First of all, a big thank you to all of you who backed The Imposters on Kickstarter, an anthology of conspiracy themed games that I contributed to. It set off a chain of thought about conspiracy theories, which leads me here: a short game you can play online, via text, or in person. You will need access to Wikipedia, a pocket encyclopedia or a fact finder.
Thursday, 4 May 2017
Twilight of the Gods
or, You Can't Teach an Old God New Tricks
Shade Orchard
What happens to the Gods when their believers dwindle and their powers fade? The Gods can never truly die, as long as someone in the world still believes in them, so they find ways to pass the quiet millennia. Shade Orchard is a nursing home with some very special residents, though the staff remain largely unaware of this; a significant number of the people living here are in actual fact the Gods of various pantheons who have settled in for the long haul. Though individually weak, collectively they have enough power to cast a haze about their home that prevents the mortal staff from asking too many inconvenient questions.
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