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Month: May 2011

Weighted Random Number Generators and Narrative

By Kit
|
May 27, 2011
| No Comments
| Game Design

By now, I expect everyone who reads this has seen the recent XKCD, and read the hover text: (For the record: the hover text says “Also, all financial analysis. And, more directly, D&D.”) What do we make of this? There’s a lot of (I think fruitless) argument one could have back and forth over whether […]

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Game Tasting: A Taste for Murder

By Kit
|
May 22, 2011
| 2 Comments
| Game Design

And Game Tasting Week comes to a close, with Graham Walmsley’s A Taste for Murder. Great fun was had all week. We played with me, Allie, Kate and Seth. Importantly, we didn’t get to actually finish the game, due to starting late. But the late start was in turn due to watching Gosford Park, so […]

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Game Tasting: 3:16 Carnage Amongst the Stars

By Kit
|
May 21, 2011
| 4 Comments
| Game Design

We’re nearly at the end, folks. Let’s do this. Last night was Gregor Hutton’s 3:16 Carnage Amongst the Stars, a game of space marine bug-killing action and self-psychologizing flashbacks. I’ve been interested in playing this game for years, but have only now gotten the chance. I’ll be straight: it didn’t work for me, largely because […]

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Teaching Situation

By Kit
|
May 20, 2011
| 1 Comment
| Game Design

So, without a game from last night to write about, I’ll take the opportunity to take some other thoughts that have been brewing and talk about what I see as the intrinsic elements of a story game, and how to communicate them. To start with, there are four major elements to a story-game, as I […]

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Game Tasting: How We Came to Live Here

By Kit
|
May 20, 2011
| 1 Comment
| Game Design

Sadly, this game didn’t happen. John was due to facilitate it (it’s sort of a two-GM system, so I won’t say “run”), but he was ill, and so we canceled. I’ll take the opportunity to gather my mental juices and post something else today, though. There have been some thoughts that are more general than […]

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Game Tasting: Primetime Adventures

By Kit
|
May 19, 2011
| 2 Comments
| Game Design

And on to night three. It was Primetime Adventures, by Matt Wilson. John ran it, Dan, Kate, Thaddaeus and I played. We decided on a show that ended up feeling like The IT Crowd meets Sliders, and it worked pretty well as a concept. I played the nerdy highschool protagonist, Kate my military brat tomboy […]

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Game Tasting: Don’t Rest Your Head

By Kit
|
May 18, 2011
| 7 Comments
| Game Design

Last night was Fred Hicks’s Don’t Rest Your Head. Again, I won’t talk much about the structure of the game, but rather how we reacted to it and what we got out of it. Four of us played: me, John, and our friends Eric and Avedan. I ran it. As the book warned, there was […]

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Game Tasting: Apocalypse World

By Kit
|
May 17, 2011
| 11 Comments
| Game Design

I know, we’re late to the party. The internet has been very excited about Vincent Baker’s Apocalypse World for some time now, but we’ve only just gotten to play it. I’m not going to spend a lot of time explaining the game, because at this point I figure you’re all familiar with it. What I will […]

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Game Tasting Week

By Kit
|
May 15, 2011
| 1 Comment
| Game Design

So, this coming week, we of Transneptune (with some friends) are going to spend this coming week trying a different game every night. And we’re gonna post about it. Here’s the schedule: Monday: Apocalypse World Tuesday: Don’t Rest Your Head Wednesday: Primetime Adventures Thursday: How We Came to Live Here cancelled due to illness. Friday: 3:16 Carnage […]

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Macro Mechanics

By Austin
|
May 10, 2011
| 1 Comment
| Game Design

So first, read John’s brilliant post. I want to talk about some of the “fenceposts” we use to corner off that narrative space he mentions. My first attempt at designing a game was laden with the same kind of hubris the creators of GURPS had—trying to make a game that could do anything. And a […]

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