Tag Archives: Apocalypse World

Dragon World: Moar Stuff

And now even more blather about Dragon World.

Guts and Falling Down
My major new innovation is what I’m tentatively calling “Guts points.” The idea is that players have these points that they can spend to avoid falling down (and for things like enhancing die rolls), but any time you do you have to roll with Sanity, and on a failure you have something like a Maid RPG style Stress Explosion.

Dram/Plot/Story/Fate/whatever points aren’t a bad mechanic, but I think they tend to be bland too, and they would feel doubly so next to the level of flavor you get in a typical AW-derived game. I like what I have so far with Guts points for how they have obvious risks and feed back into the fiction in an interesting way.

Advancement
In recent years I’ve had mixed feelings about advancement and rewards in RPGs in general. On the one hand people do genuinely just plain enjoy getting and using shiny new things for their characters, but on the other hand it can create weird incentives and makes the game that much harder to design for. There’s also stuff like how, much as I enjoy D&D4e, some improvements are in an important illusory. You gain more HP with each level, and +1 to just about every die roll at every even-numbered level, but level-appropriate monsters tend to grow at a comparable rate.[1] One of the many, many brilliant things about the Sacred BBQ RPG is that hit points and accuracy are static and super-simple, and leveling up simply gives you more and better powers to use.

Anyway, I mentioned in my last post how the default Apocalypse World advancement rules are a very poor fit for my gaming group. For Dragon World players will simply get to “gain a level” once per session. This has to be between scenes, and it nets the character a Guts point and an AW-style advancement. With D&D4e in particular my friends and I have found levels to be first and foremost a pacing mechanism, and actual experience points are more important as a way to budget balanced encounters than as a thing to hand out to PCs, since it’s easier and equally effective for the DM to just periodically tell the players to level up. That way the DM is basically saying, “Okay, now it’s time for you guys to do Level X stuff.” I’ve never really liked having individual characters advance at different rates, and tying it to character advancement is, at least for my group, much too strong of an incentive.

Story Threads
I basically tossed out the AW Hx/History mechanic because I find it fiddly and misplaced in Dragon World. But what I love about it is that it creates a story and history between characters, so I’m keeping some semblance of that even if it doesn’t have mechanical force behind it. One thing I’ve been thinking about (and ranting about on Twitter a bit) is that part of why RPGs have traditionally allowed for the risk of death is that they’ve also traditionally been poor at providing tools to help come up with other things that can be at stake. At one extreme there’s old-school D&D where your starting character is, like, a guy with a sword and no particular connection to the world. At the other extreme is something like the Smallville RPG, where PCs basically only die if the player allows it, but they’re bursting with connections and affiliations, and the GM/Watchtower’s main job is to mess with those.

My idea for Dragon World is to take the History concept and extend it a bit beyond History/Connections, though not as crazy as Smallville’s Pathways system, because while there’s a lot to like about Pathways, I really don’t want to have character creation take a full session. The concept I’m going off of is to have something like the Bonds in Dungeon World (where you fill in the blanks of sentences with names), except that the players come up with a short list of NPCs and other elements that can also go into the blanks. This is going to be a fair amount of work of course, and I’m finding that the stuff I wrote for connections/Hx feels a little weak sauce for “story threads.” So, that’s another thing I get to rewrite 11 times over.

Space! Wanna go to space!
Yet another idea that’s been floating around my head that I won’t be actually getting into any time soon is to basically make a sci-fi version of Dragon World, in the vein of stuff like Vandread, Irresponsible Captain Tylor, Tenchi Muyou!, Space Pirate Mito, etc. (Also maybe a little bit of Ryo Kamiya’s Infinite Universe mini-RPG, though that one is ludicrously over the top.) It would of course face the issue that sci-fi doesn’t have nearly as many clear cliches as D&D-ish fantasy, plus I think I’d have to address vehicle combat in some way. I definitely want to give it a name that doesn’t quite make sense, like Universe World or Galaxy World.

Also, I’m looking forward to making a “space cat princess” class that’s a cross between Eris from Asobi ni Iku yo! and Di Gi Charat.

[1]On the other hand everyone concerned tends to forget that you really don’t have to use level-appropriate challenges all the time in 4e. One of the coolest things in the Dark Sun campaign I ran was the PCs escaping with a paragon-tier monster in the form of a skill challenge.

Dragon World: Monsterhearts Lessons

Monsterhearts is one of those things that doesn’t necessarily interest me personally, but where I think it’s awesome that such a thing can exist. It’s an Apocalypse World hack that turns it into a teen paranormal romance game, and does a damn good job of it. It’s a genre that’s easy to make fun of–it’s aimed at women, Twilight is a seminal entry, it’s overdone to the point of getting its own shelf at bookstores–but Joe Macdalno unironically embraces it. I don’t know that it’s a game I’d want to play, but the Skins and Moves point to amazing things happening in it. The Mortal character is basically Bella Swan, and it gives you the tools to explore everything that’s messed up about that, including the things Stephenie Meyer isn’t talented enough to get into. Practically every character type makes me want to see/read something with them. “Twilight, but well-done and the boyfriend is a demon” could be amazing. (I also want a Twilight parody where the Bella type girl has a whole reverse harem of supernatural boys, but that’s neither here nor there.)

The other thing about Monsterhearts is that it really makes the framework of Apocalypse World its own. Dragon World has suffered in some places because I stuck too close to AW, whereas Monsterhearts embraces basic AW exactly as much as it needs to and no more. For example, aside from their sheer flavor, one of the things I like about the Skins in Monsterhearts is how they’re simpler in certain places. Each has only one set of stats (you get to add +1 to any one stat, which reminds me a lot of how certain Japanese TRPGs work), and the range of advancement options always include 2 slots for skin moves, 2 slots for moves from other skins, 1 gang, and a +1 to each of the four stats. Calling them something as simple and evocative as “Skins” is a nice little touch too. Even though I have a million other things to work on, reading Monsterhearts set wheels turning on Dragon World, hence this post.

I’ve done a fair amount of playtesting of Dragon World, and it’s right at that point where I know I’m onto something, but it needs work. I’ve also found that for me at least 3 players is the sweet spot, and 5-6 players is too many. I don’t know how it stacks up with other AW-derived games, but I’ve found that Dragon World requires a certain amount of GM attention per player, especially in terms of making their Temptations and Heart’s Desire relevant.

One of the biggest things I want to change is how character advancement works. Apocalypse World’s experience rules just plain don’t work well for my group. Highlighting stats is easy to forget, and it creates perverse incentives that lead to players trying to spam relevant moves. Monsterhearts includes the “Singleton Rule,” which says that you can’t mark experience from a given move or stat more than once per scene. While I like that idea–and will likely use it as a house rule any time I run AW or its progeny–for Dragon World I’m still planning to just drop the experience marking concept entirely and have players get one advancement per session. There are some other moving parts that tie into marking experience (like History), but after looking at Monsterhearts I’m feeling a lot more confident about slicing things out.

Relationship mechanics are one of those things that are very appealing for certain kinds of games, but a bit difficult to get right. Monsterhearts’ “Strings” system is note-perfect for the particular game. Strings are a currency you gain per character, and you can spend them to get an advantage over someone. Relationship mechanics have the issue that it can be hard to make them able to keep up with what’s going on in role-play, and Strings are ephemeral in just the right way, so that they don’t seem like they’d be trying to dictate or play catch-up with how characters relate to each other except insofar as they convey a very visceral advantage. This is definitely going to influence Slime Story whenever I get back into working on it. As for Dragon World, I’m thinking that while connections are awesome for developing the characters’ stories, the game doesn’t have any great need to assign a number to them. For DW’s source material I think helping or hindering others should work a little differently, and doesn’t really tie into relationships per se.

One of the big things in Dragon World that needs work is Falling Down. Not unlike Toon (or Teenagers From Outer Space), damaged characters are temporarily, comically incapacitated. The difference is that in Dragon World I made it binary–either you stay up or you Fall Down–with the caveat that for powerful enemies you need some kind of MacGuffin to make them Fall Down. As currently written, there’s the issue that PCs can be very resistant to falling down, but when they do fall down it kind of sucks because the player can’t participate in the game until the next scene, and they had no control over it. For a while I’ve been thinking about adding some kind of currency that players can spend to avoid Falling Down, and in turn I’ve been thinking that it would be very genre-appropriate for it to be easier or cheaper to avoid Falling Down by having some kind of freakout (not unlike a Maid RPG Stress Explosion) instead. I’m not sure what to call said currency, but it could well have other uses, and of course interact with certain moves. I definitely want to put a cap on how many a character can accumulate in order to prevent hoarding.

This is in addition to the stuff I was already looking into, notably story moves (a kind of temporary and sometimes detrimental move representing a story element like a curse or a certain situation) and an abstract wealth system aimed at getting PCs into trouble. I’ve also been working on an assortment of NPCs and setting elements, and trying to generally make the text better. I definitely needed a little extra distance from the text to come back to it fresh, and I can see the cracks a lot more clearly now. On the other hand this is a game I really want to play, because if I can pull it off it’ll be bursting with bright, silly fun.

Magical Burst Update Number Whatever

Even though I have like a zillion other things to do, I got inspired to put in some more work on Magical Burst, which I’m sure a lot of you will be glad to hear. I have no ETA on when the next draft will be ready, but I’m in the thick of things working on it in any case. This post is a series of disconnected paragraphs on some of the different bits I’m working on.

I mentioned it in my last post on the game, but one of the big things I’m doing is more clearly writing out the procedures of play, which I think is really important. The big thing that I’ve kind of been groping towards is that the game and its source material are driven by “shocks.” In Madoka Magica the narrative has a constant escalation of shocking revelations, and in Magical Burst a lot of the rules are ultimately an engine for delivering similar kinds of shocks. I want to make it crystal clear in the text that this is the GM’s key tool for making things happen in the game. A whole lot of RPGs leave that kind of thing to trial and error, but I’m aiming for a fairly specific play style. There’s also the part about how my first playtest was kind of flat and I think not pushing the shocks was partly to blame.

In the 3rd draft I added Apocalypse World style moves to the game, especially for non-magical stuff. I did so kind of thoughtlessly, and now that I have some more experience with Apocalypse World (and Dragon World) I have a better idea what it is about the game that does and doesn’t work for me and the friends I play with.[1] The big problem I’ve had with moves is that players tend to want to treat moves as push buttons rather than role-playing towards them first. (Doubly so for moves that use a highlighted stat.) My solution is to treat moves a bit more as a thing the GM brings to bear, and to remove them from the player reference sheets. Moves don’t have to be secret from the players, but I do think the game could work better if the moves weren’t staring the players in the face the whole time. I’m also going to be rewriting them a bit to better fit this GM-oriented approach. I pared down the Normal Attributes to Charm, Insight, and Tenacity too, and let players assign points for them (but with fewer points and lower values than Magical Attributes). I still need to dig into moves and such to get a better feel for them though.

My philosophy for revising the rules for youma this time around is basically, “Make them fucking MEAN, and scale back later if need be.” My experience and pretty much all of the feedback I’ve gotten so far as been to the effect that as written youma tend to get wiped out pretty quickly, which isn’t anything like what I’d intended. It’s surprisingly hard to make good “boss monsters” (or solos in D&D4e parlance) that can effectively fight a full team of PCs, and I think that for the purposes of designing such enemies I need to ignore some of the kind of advice that I think of as good sense in other circumstances, like being stingy with extra actions in a combat round.

I renamed Appendix 1 to “Instant Magical Girl,” and I’m working on expanding the tables enough to make it possible to generate a completely random magical girl. I had intended for it to be more of an optional thing for people to turn to when they’re stumped, but it’s pretty clear it’s become core to how a lot of people play the game. The folks from the Empire Tabletop podcast (who previously did Maid RPG) did a Magical Burst AP episode, and their attitude was basically, “Why would you ever NOT make a character randomly?” For attributes I’m working on a d66 table that gets you one of 36 sets of attributes, and I rearranged the tables so that they follow the same steps as the character creation rules. When I mentioned that I want someone to make an online random magical girl generator on Twitter I got three replies almost immediately, so it’s pretty much guaranteed to be a thing that will happen. I may try to get the youma rules to the point where you can generate one totally at random too.

Update: Carly M. Ho put together a great little Magical Burst character generator!

Update Again: And then she went on to make a Youma Generator and a Tsukaima Generator!

I have a rough outline for a Magical Burst novel about Yuna and Makoto (from the intro comic script), though I’m struggling a bit figuring out how to get started and how to find the right tone. (Watching Brick the other day has me wanting to explore a stark noir style.) I like the idea of making it a tie-in with the game with game stats and info for the characters and such in the back, but first I have to, you know, write a novel and make it not suck. I’m actually worse at finishing novels than I am at games, if you can believe that.

I just finished re-reading Planet Guardian, a manga which hardly anyone but me seems to know. (Even scanlations haven’t gotten past chapter 2.) It doesn’t have all that much influence on Magical Burst, but I like it a lot nonetheless. The main character is Koyuki Kisaragi, a girl who got magical girl powers from a little critter named Pirosuke. Five years later there’s been no sign of the alien criminals that were supposed to show up, and Koyuki just wants to study hard and get a cushy government job (and Pirosuke has gotten so fat that he’s spherical). When the first bad guy shows up, Koyuki goes to fight it only after massive badgering from her brother Itsuki, who berates her for failing to be a properly cute magical girl like in anime. When another magical girl shows up it’s Ririka Saotome (real name: Yoshiko Yamada), an abject psycho whose desire to be the center of attention is potent enough to break the fourth wall at times. There’s also a boy named Shizuku, who treats being a Guardian as a serious duty, at least once he gets over his older sister’s attempts to dress him up in weird outfits. The story is kind of random and aimless, but I really like the differing attitudes towards being a magical girl (or boy) on display, as well as how Koyuki’s attitude evolves over the course of the story as she starts to take the responsibility of protecting the world seriously. But anyway. I may see about ordering the Madoka Magica novel, though it’s apparently over 500 pages.

[1]AW style experience tracking pretty much just fails for us, though that’s more relevant for Dragon World. It’s also related to enough other things that rejiggering the rules to work differently in Dragon World is going to be… interesting.

Dragon World Hack (v0.1)

Dragon World is my Apocalypse World hack for stuff inspired by 90s comedy fantasy anime, and to a lesser extent the silly parts of a typical D&D campaign. I was most directly inspired by Dragon Half and Slayers, but quite a bit of other stuff crept in. This is a very silly game, and the MC (or rather the “Dragon Master”) section is in part a distillation of what I learned from running Toon and Maid RPG.

I decided to put a rough version of it up on the site for people to enjoy and hopefully play a bit. This is the “hack” version, which lacks explanations of some of the basic rules, such that you’ll need a copy of Apocalypse World (or at least to be well-versed in the basics of AW) in order to play. It’s had a little bit of playtesting, such that I refined the basic moves and the Pure Sacrifice, Dumb Fighter, and Conniving Thief character types a bit, but there’s also a lot of stuff I finished up in one big rush over the weekend.

Download Dragon World Hack v0.1 (PDF)
Dragon World Hack Playbooks and Basic Move Reference Sheet

Other Ideas
I’m pretty happy with the selection of character types here, but I literally have about 30 ideas for others, plus I’ve found that the game very frequently inspires people to suggest new ones as well. If I publish a proper book, there’s a very good chance I’ll end up doing some kind of compendium of character types as a supplement. I’m also going to be working more on a few other possible things for the rules, and a section with setting and NPC ideas.

“Story moves” are kind of a neat little thing I came up with the other day but haven’t implemented yet. I’ve been reading through the Discworld novels from the beginning (which is why stuff like Failed Wizard, Oblivious Tourist, and Octogenarian Barbarian crept into my list of possible character types), and in the first two books there’s the thing about how Rincewind has one of the eight great spells from the Octavo stuck in his head and all the trouble it causes. A story move is a thing like that, represented as a special move that at turns helps and hinders the character, and also has an end condition of some kind, after which you lose the move and get a free advance.

Steven Savage suggested adding a wealth system, which would basically be a special stat shared by the group that would fluctuate depending on when they bought major stuff or found treasure, and there would be treasure with associated custom moves to make their lives more interesting. It could fit in nicely with Temptations and make room for some kind of merchant character type, but I’m still thinking about it.

Design Journal: Dragon World

“Something is wrong with these people, and I don’t know what it is.”

I’ve said it before, but Apocalypse World provides a fascinating framework to work with. There have been certain big hit games that have thrived in part by encouraging hacks and customization. Fiasco’s playsets are an obvious example, and there are AW hacks, IaWA oracles, and Technoir‘s transmissions are poised to become the next example of this phenomenon. Technoir also joins AW in having a printable player reference book[1], an idea I think I’ll have to try for quite a few of the games I’m working on.

The more I work with moves, the more fun I have with them. Where AW has moves that play into desperate badassery, Dragon World moves reinforce a very different kind of fiction. I’ve ended up writing a lot of moves that say things like “You end up looking stupid in front of everyone.” Writing up moves for the different character types is proving a little harder, and I suspect that’s where a lot of the real challenge of this thing is going to come from. Here’s my first draft of the Explosive Mage character type, which is basically for players who want a character like Lina Inverse from Slayers. I’m not satisfied with the moves yet.

Writing the MC moves for Dragon World is really interesting too, since in a sense I’m trying to distill my own best practices for running silly games like Maid RPG. And when I think about it that way, it becomes incredibly awesome in my head, since it means I’m using ideas and techniques that go back to when I first got my copy of Toon back in middle school, literally something like 20 years ago[2]. I’m too intuitive a designer to make some grand point about how humorous RPGs should work, but I think I’m on the track with Principles like “Break your toys in the name of comedy.” Comedy is subjective and challenging and all that, but I think if an RPG can give players better tools for, say, horror, then the same is surely true of humor.

The thing that’s been sticking in my head for quite a while now is how slapstick characters react to physical punishment. Toon handles this by having Hit Points[3], except if you run out you Fall Down for three minutes and come back. A while back I dug out my Toon rulebook and ran a session. It was a lot of fun, but the whole time part of my brain was saying, “Cartoon characters don’t have hit points!” I’m still feeling out how to handle this kind of thing, but I think that cartoon physics work more on a scheme where characters are fine until they hit a certain threshold, whereupon they Fall Down, and then the scene changes shortly thereafter. Right now I’m trying to figure out how to implement that, and especially how to implement it gracefully within the framework of Apocalypse World’s rules. The big problem with a binary system like that is making it work appropriately for a genre where powerful evil overlords are pretty much a given. For that I think I’m going to have to sit down and really rigorously brainstorm.

Also, it occurs to me that if I finish this and try to publish it, finding someone who can do the right style of art is going to be a challenge.

[1]Though AW’s ludography mentions that Vincent got the idea from XXXXtreme Street Luge.

[2]The fact that there are notable things in my life that were 20 years ago makes me feel old, though my grandma would tell me that I’m nowhere near old yet.

[3]Specifically, a Toon character gets 1d6+6 HP, and things typically do 1d6 damage. Also, I’m trying to not think about rewriting Toon to use AW moves.

Yet Another Project: Dragon World

I may need to come up with a better name, but I ended up starting up yet another RPG project. I’ve been reading an obscure and in my opinion tragically overlooked manga called Dragon Half. When the renowned warrior Rouce went to slay a dangerous red dragon, he ended up marrying her instead, and the result of their union was Mink, a “dragon half.” She’s ridiculously strong, but all she really wants is to meet the handsome monster hunter/pop idol Dick Saucer. The magna got a 2-episode OAV series, which barely touches on Mink’s grand adventures. (There are, however, scanlations out there…) Webcomic artist Josh Lesnick also cites Dragon Half creator Ryusuke Mita as one of his major influences, and having finally read the manga I can definitely see why.

It occurred to me that Dragon Half is part of a genre of anime/manga, along with titles like Slayers, Maze, Ruin Explorers, and Those Who Hunt Elves, and that I really enjoy that genre. I don’t really go in for the nostalgic lamenting of the current state of the anime industry that’s become so trendy these days, but there is something I miss about the style of anime that made me such a fan back in the 90s. Since I’ve had Apocalypse World on the brain after it helped me get over a major design block with Magical Burst, it occurred to me that I could probably rejigger the basic rules of AW to make a game for that genre. AW’s moves–both player and MC moves–really reinforce the genre, and changing them is a very powerful tool to make a game that does what you want it to. I’ve tentatively titled it “Dragon World.” Thanks to Dragon Quest, in Japan “dragon” strongly evokes Japanese-style Western fantasy, but I already get it mixed up with Dungeon World in my head, so I’m going to be on the lookout for a different title.

Rules-wise I’m probably going to drop the concepts of harm, gear, and barter (i.e., a lot of the stuff that puts the apocalypse-y stuff in AW). I need to explore the idea more, but I’m increasingly of the opinion that rather than having “hit points” or whatever, characters in a very comedic world (whether wacky anime or Looney Tunes) should have more of a threshold before they fall down, after which the scene ends and the action jump-cuts to whatever consequences there are. (Though in Dragon Half if the foe is a disposable monster they’ll often jump cut to Mink and company eating its roasted carcass.) Likewise, gear tends to be part of characters’ overall shtick (like Gourry and his Sword of Light) and money will tend to be ephemeral one way or another (food bills, thievery, etc.).

My tentative list of character types goes:

  • Adorable Mascot (Mappy from Dragon Half)
  • Conniving Thief
  • Dodgy Alchemist
  • Dumb Fighter (Gourry from Slayers)
  • Explosive Mage (Lina Inverse)
  • Half Dragon (Mink)
  • Nutjob Cleric (Amelia from Slayers)
  • Tweaky Shaman (a nuttier version of Fam from Ruin Explorers)
  • Useless Bard (pre-4e stereotypes of D&D bards, and a bit of Lufa from Dragon Half)

The MC moves are especially interesting to work on, since they very directly relate to the flow of the fiction (and I’m going to have to start watching relevant titles with an eye towards how stuff works in terms of moves), so there’s stuff like add silliness and introduce a new version of an old nuisance.

The other thing about AW that’s striking is the sheer economy of it. The rulebook feels like it’s written as though the book is a necessary evil for conveying the game, and it’s very clear that this is the right way to play/run the game. Moves often take up one to three sentences where other games would write them as a paragraph; AW gives an evocative name and the minimum text to tell you what a move does, and continues to the next one. Given my penchant for overwriting my games, the game’s economy of prose may turn out to be a good influence, but time will tell.

Mostly, this is a project that seems like it’ll be really fun to work on and even more fun to play. I started a thread on the AW forums, though the response has been kind of anemic so far, not that I expect a huge overlap between Apocalypse World tinkerers and Slayers fans. Anyway, I just wanted to toss this out there.

Thoughts That Are Random

Pockylips Worldo
Apocalypse World has been generating a heck of a lot of discussion, and I think I’m going to have to join in, possibly in podcast form, especially once I finally get a copy of the actual book. I got to play it at the South Bay Story Games Day event at Game Kastle in Santa Clara, and was very impressed, though it’s worth noting that it was MCed by a gentleman named Carl who was very experienced with running it.


One particularly interesting thing about it–which somewhat ties in with what I talked about in the last podcast–is how the game very carefully and thoroughly delineates the GM’s job, to a degree that is basically unprecedented. (Which explains the change in terminology to “Master of Ceremonies.”) As Jonathan Walton put it, apart from explicitly encouraging hacks, “it makes no effort to offer flexibility to people with different tastes or desires.” On the one hand I don’t share Will Hindmarch‘s (apparent; I may be misreading him) discomfort with AW’s approach, but on the other hand I really like the idea of this development and the tools it implies existing, but on the third hand (I’m running Dark Sun this weekend; maybe it’s a hypothetical Thri-Kreen?) needless to say I wouldn’t want every game to work that way.

Over on Theory From the Closet’s interview, Vincent said he’s a game designer rather than a teacher, and in light of that it makes sense that he’s sending what he’s figured out about GM techniques out into the world in game form. While it goes without saying that he never meant it to be the end-all be-all of GMing techniques, the GM’s role is one of the single most ephemeral things in RPGs. There are definite advantages to that of course (another Theory From the Closet Episode has David Wesley explaining how using a human referee saved his wargaming hobby), but there’s also the problem that we don’t really have the vocabulary or techniques that we probably should for discussing (much less modifying) what exactly the GM does. There’s a lot of good advice out there, but it’s really hard to be concrete.

A Story of Slime

Of course, right now the thing with Apocalypse World that’s more immediately relevant to me is the Hx/History system (the one that gave Ryan Macklin a little trouble), since it’s pointed me to a way to improve Slime Story. Setting up connections between characters is currently one of those things that can easily become tedious because it asks for largely unguided creative input.[1] AW’s History mechanic the setup of the PCs’ relationships and shared history into kind of a minigame with different abilities per character type, which also serves to dump the players into having to work with mechanics and each other. While I’m not completely happy about stitching yet another piece onto this Frankenstein monster of a game, it looks like it has immense potential.

A while back I made the acquaintance of Steven Savage, who amongst other things does the Fan To Pro blog and the Seventh Sanctum name generator site. (And if we can ever get our schedules to coincide enough he’s going to be on the podcast.) When I told him about the game I was working on he, having recently seen the Scott Pilgrim movie, said Slime Story sounded like “magical realism.” While Slime Story doesn’t strive for a Jorge Luis Borges type of style or anything, it does juxtapose the real and fantastic, and I think that in terms of the setting that’s its real strength. There’s an inherent tension between the teenagers’ ordinary lives and the absurd monster hunting they do. I’m not sure what to do with this epiphany apart from including it in the text, but I think it’s very important to realizing the game I want to create.

Dice Within Dice
I was at Toys R Us the other day and wound up buying the “Pavilion Games Black Die Multi Game Set.” Pavilion Games is apparently a brand name TRU came up with for selling cheap and generic board game stuff. I’d seen this many times before and put off buying it because it was $19.99, but it was on sale for around $12. It’s a black faux-leather box like a black d6, about 6½ inches on a side. Inside are two decks of cards, four small dice, a doubling cube, a set of poker dice, a small game board for chess and backgammon (with pieces for both), a rather small set of double-6 dominoes, and a booklet of rules. I think I like it more for the novelty of the box than what’s inside, though I suppose even given that I’m not really into board games it’s not a bad idea to have those things around. (Someone was working on an RPG that uses dominoes, right?) Also, it has enough room to fit several of the other assorted game materials I’ve accumulated.

[1]I’ve heard such complaints about, for example, Prime Time Adventures’ pitch sessions. The results can be great sometimes, but I certainly don’t find that kind of thing terribly efficient with my friends.