I have no idea who I picked it up from, but I came down with a cold the day after I got back from GenCon. On the plus side, I also came back feeling inspired about gaming in general, so it’s time to look at my various back burner projects and figure out where I am and what I need to do. The most important thing, unquestionably, is that I need to make much more of an effort to playtest the stuff I create.
Today I finally finished typing up the descriptions of Quirks. I need to fill in a few things here and there, but at this point the only thing I really need to to for playtesting is have a single episode write-up ready to play. I actually slipped some elements of this game into a weird dream episode of my Divine Machine campaign (a long-term dimension hopping game using OVA), but the rules never really came into play. I’m trying to do a “Bonus Indie Gaming Night” kind of thing with my friends, and I think the first real playtest of RH will come after The Mountain Witch.
I looked through what I currently have the other day, and I’m thinking that I’m closer to having it testable than I realized. Mostly I need to work a little on how I’m presenting what I’ve already got, and maybe do a little bit of trimming. The game is essentially a conflict engine, a diceless version of games like DitV, FATE, PDQ, TSOY, etc., and while the setting creation rules have the potential to be really interesting, they’re a distraction from getting the engine running.
I also want to come up with a more evocative title. In no particular order, here are some titles and bits and pieces thereof that I came up with:
Defenders of Tokyo
Dreaming of the Sunrise
Sea of Miracles
S, R, J, Super, Z, A’s, Zero, 1/2, +
I think I mentioned this before, but Filip sent me literally 8 pages of feedback. I know more or less what I want to do with the game — an overhaul to make it much, much less handwavey — but it’s going to be pretty time-consuming. The main thing is I’m going to delineate game session structure according to kishoutenketsu as mentioned before, which in turn will require retooling several other widgets in the game to match. In particular, I want to take a cue from the GUMSHOE system and put the emphasis on when and how PCs find clues, rather than rolling dice to see if they figure things out.
I came up with this setting idea ages ago (and even put it in an episode of Divine Machine), and I’ve been wanting to do it in RPG form, either as a setting or an independent game. Right now I’m thinking I want to create a game that uncomfortably marries simple hack-and-slash with hippie/story game stuff about the protagonists’ hopes and dreams in the face of a bland reality brightened only by the monster hunting hobby that they’ll eventually have to give up. It’s still very much in the preliminary stages, and I honestly have no idea how I’m going to tackle the latter part of the game’s concept.
The eternally delayed, hope to do it some day second edition of Thrash. Every time I get even remotely motivated Real Life starts dumping stuff on me, plus my tastes have changed enormously since I wrote Thrash in my first year of college, and while I still want to make a game-y hand-to-hand combat thing, I find assigning lots of points to be bland and cumbersome. I’m thinking that characters should just have set selections of maneuvers (say, 3 Special Moves and 1 Super to start with), and applying similar simplification all the way through. I’ve lost count of how many total rewrites I’ve done, but if I go this route it’ll be yet another.
we are flat
This is intended to be an anthology of three short-form games inspired by Superflat: Moonsick, Magical Burst, and Black Hole Girls. Right now it’s WAY on the back burner. Each game is going to be radically different from the others, and require its own development cycle.
7 thoughts on “The Status of My Games”
For an alternate title to Anime Dreams, how about “Infinite Story”?
Hmm… I think “Infinite Story” sounds a little bit too generic, like it could be an alternate title for something like Universalis.
I still need to think about it more, though I’m increasingly thinking I want something with the word “star” in it, if only because Stars are the game’s main currency. A light touch of Engrish wouldn’t hurt either.
Ever thought about letting other people play test the rules at other cons and give feed back that way?
I totally hadn’t thought about it. ^_^; Of course, if someone were to ask me I certainly wouldn’t refuse.
Anime Dreams sounds good to me.
Out of the remaining ideas, Anime Stars sounds nice, too.
One thing the title might lack is a third word. Or some random letter at the end.
Anime Stars Saga? Anime Dreams S? Something in these lines could fit.
Also, count me in for the playtesting :)
Don’t worry about the presentation all that much at this stage, as long as you have all the rules and key advice worked out. I think it’s better to playtest a rough draft than spend hours on polishing up the text only to find oneself rewriting a major portion of it after the first session. Well, the broader group of playtesters you want to draw, the better presentation you need, obviously, but it doesn’t matter all that much for initial crash-testing.
In that case, I’ll hopefully be posting up a PDF playtesting document for Raspberry Heaven in the next week or so. Anime Dreams (or whatever it winds up being called) is going to take some more fiddling.
There is actually a brazilian RPG called Defenders of Tokyo. ^^