Café Game Exchange

So I was reading on Meg & Em’s blog about Epidiah’s terrific idea and have the perfect café in Toronto in mind to try it out with.

If I did the ground work here and the café in question agreed, would any of you who has a published game be interested in sending me a comp copy to put in the exchange?

Caw!

So Jonathan Walton started up a quick design contest this week, and I guess my creative juice was itching because I took the bait.

Crow, an aesthetic socket living poetry game, for your perusal.

Simon Says…

So Simon Carryer rocked my socks earlier this week with this Culture Builder that he posted elsewhere on the Interwebs. I thought more of the world should know about it.

Here’s the idea:

First, you need to come up with 13 “rules” for your culture. They should range from really broad, general, and non-intrusive, through to very specific, all-encompassing laws. You can crib them from existing cultures if you like. Depending on the game, maybe everyone can help come up with these. Number them 2-10, then Jack, Queen, King.

For example:

2: People wear blue for mourning.
3: Women always get first choice of food, and the eldest choose first.
8: There is a tribe called the “Gazzir” who provide guards to aristocratic families. The tribe is renowned for honour unto death, and fanatical loyalty to employers.
9: Swords are forbidden to be carried by anyone not of noble lineage. For this reason, pole arms are common.
Queen: Those who are sentenced to death, or contemplating suicide, can opt to join a sect of monks called “the Nameless”. They give up their old identities, and live ascetic lives of servitude.
King: The Emperor’s word is law, and none may question it and live.
(of course, you’d have 2-K all done)

Now, in game, when you need an off-the-cuff NPC, or if you’re preparing NPCs for a game, draw a card. Referencing the number on the card and check the suit. Take the rule you’ve drawn and interpret it according to the suit:

Hearts: The character embodies, enacts, or enforces the rule.
Diamonds: The character twists, alters, or avoids the rule.
Spades: The character’s life is altered (for good or bad) by the rule.
Clubs: The character breaks the rule.

So, drawing from the above list:

2 of Diamonds: Alaric the Mason wears blue every day, and has done for years. No one knows if he’s mourning a long-dead wife, or if he’s just weird. Though he seems perfectly normal in other respects, it makes people suspicious.

3 of Spades: Gwen is the mother of five hungry children, and poor. She lives with her mother-in-law, who always chooses the most food for herself, leaving very little for Gwen and the children. Gwen is forced to eat almost nothing, so her children can survive.

8 of Clubs: Numun the Betrayer was a Gazzir guard who betrayed his employer, a cruel and merciless man. Numun and a few of his friends slew the man. Now Numun’s tribe is hunting him down to restor their honour.

9 of Hearts: Darran of Everwood is a young nobleman, and an expert swordsman. He itches for a chance to test his skill against the best in the land.

Queen of Diamonds: Aliea is an advisor to the Emperor. Though she wears the garb of the Nameless, and claims none of her former identity, forgoing even her name, she is often present at high-level meetings, and has a strong voice in the Emperor’s war-council.

King of Spades: Beatrice, a serving-woman at the palace, is sentanced to death for refusing to go to the Emperor’s bed.

Aces: Aces are a special case. Come up with a previously unknown rule, and then refer to the suit to find the character’s relationship to the rule.

So the idea is that you get a whole lot of characters with kind of intertwined fates, different stakes in the culture.

Simon says… “I think it’s an interesting way of doing “show, don’t tell” in a fantasy game, where the culture, and how it works day-to-day, is revealed by the characters the players meet, rather than dictated from on-high. If nothing else, it’s a great prompt for imagination. These characters were all thought up on the fly as I was typing this, but I’d be happy to have any of them in my games. I like how they really act as plot-hooks, but they’re plots that are firmly rooted in the culture. So often I think fantasy cultures are treated as this monolithic thing, where all members of the culture adhere to a set of guidelines unerringly. What I like about this idea is that it introduces the complexity and moral ambiguity of real cultures, without endless complications to the game.”

GameChef ‘06 Volume I in print!

Technomancer Press, LLC will have the first print edition of the 2006 “Game Chef” challenge winners available by GenCon. Technomancer is happy to see 4 of the top 8 indie RPG design winners into this first print volume, including grand prize winner Moyra Turkington’s 2-hour procedural drama/cop show RPG “Crime and Punishment”.

Further, all profits from the GameChef series will be devoted to the Child’s Play Charity, bringing games to sick kids in children’s hospitals. As Game Chef lead Andy Kitkowski notes, “If it sells, yay, more cancer kids get Gameboys.” Game Chef is also a nominee for the prestigous 2006 Diana Jones Award, to be awarded at GenCon.

“Game Chef 2006 Vol I” appears in stores and at the PAX convention on November 23, and a limited number of copies will be on sale at the Studio2Publishing booth at GenCon August 10th to celebrate the Diana Jones Award nomination. Distributors and retailers can order via their Studio2Publishing.com accounts. Information on Technomancer Press is available at www.technomancer-press.com, Game Chef details are at www.game-chef.com, and Child’s Play at www.childsplaycharity.org.

PUSH!

PUSH is available for purchase, and having read an commented on all of it, there’s some damn interesting stuff in there! Go buy it!

Get voting, you.

Our very own Sister Abigail, Jess Hammer has received an Ennie nomination by way of the book Everyday Heroes!

Go vote for her now.

Now why are you reading this line? I said now, didn’t I? ;)

And don’t vote for White Wolf, or I’ll have to get a rolled-up newspaper.

RPGs for Katrina Relief?

Here’s how it works…

Mail Jeff Grubb: nuelow@earthlink.net with the subject line: “Dyvil Roleplaying Game” and he will mail you his free 30 minute RPG .pdf and donate $1 to Katrina Relief (up to a $500 max, which he hasn’t reached yet).

More info here.

In other sites…

Very glad to see this list of RPG companies and professionals that are working towards Katrina relief.

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