Posts

Revamp

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    With the new symbols, and some slight modifications to how the system operates, I've needed to change the layout of the graphic that describes the games mechanisms. However, one of the main reasons for this was the fact that I could only find the flattened version , and couldn't modify it... so it was easier to start again. Another issue here is that I wanted to fit this SRD into a 16 page zine format. I'd tightly managed to fit everything that I thought I needed for the document, but that tight fit meant that a lot of the layout was problematic. I'd rather give the words a bit of room to breath, and throw a few more images into the mix. I'm still planning to do a "printer-friendly"/"image-free" version of the SRD, but we'll get to that once I'm happy with this version. More updates to come. 

Adding Glyphs

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  Getting back to work on the SNAFU SRD, I've been reworking the assorted glyphs that give a visual interpretation of the rules. I'm trying to make sure these glyphs are easy to grok, make sense in context, and are visually distinct. Most of the symbols I've needed are already established in images I produced months (maybe years) ago, but I've noticed a few gaps as I've refined the rules and the way they work.  I've got to stop doing this, it's just making more work for me.  A fairly universal symbol for the positive output of an action A fairly universal symbol for the negative output of an action A symbol to cover the catch-all category of "advantages" which covers mastered skills/abilities, equipment, and supernatural powers.    Aegises are defensive traits, but I hadn't really developed a symbol for them. I figured we needed one.   A symbol to differentiate super-human and supernatural powers compared to standard mundane things that anyone ...

New Village Feedback

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One of the key things about playtesting is seeing people do things that you hadn't necessarily expected, and seeing how those actions might impact the systems that have been put in place. Over the last week, I've seen a few of these types of actions... One of the characters who was infected by the zombie toxin was killed. They started trying to spread the infection, but the first couple of bites infected the same people that the original zombie had already infected. It didn't really make a disruption to the systems in place, but it was something I hadn't necessarily accounted for in the timing of the game. I had just assumed that a second zombie would double the rate of infection, but this chance of re-infecting someone who was already infected actually means that the acceleration isn't quite that extreme. A few of the players still just don't get it. I've explained that all they really need to do to remain active in the game is to write a name on their turn...

The Village Premise

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The premise is simple... I have a group with a total of about 25 kids, 10 minutes a day, 5 days a week.  On any given day, most of them will be there and some of them won't. It can be pretty random which kids are there on each day, but there is almost never all of them present at the same time. Some of the kids don't want to play a game, and a couple may actively resent being forced to play (in the situation I've been working through, two students are actively trying the sabotage the game).  The game is played out over several days, weeks even. So rather than a 20-30 minute turnaround on each cycle, the game has a drawn out melodrama... which also means that it can feel particularly unfair for those players who get eliminated in the earliest rounds. So I need to accommodate for all these things... above and beyond the regular requirements of a social deduction game. I'm going with the basic framework of "Werewolf/Mafia". One quarter to a third of the players w...

The Village - A Social Deduction Game

I have a class of academically gifted young high school students. Here in Australia, they are year 7, which makes them on average around 13 years old. It would be fair to say that since these kids are targeted as "gifted and talented" many are socially awkward, and more than a few share traits that they're probably on the Autistic spectrum at some level. I've already posted a few times about the high school gaming club I ran a few years ago, and since I'm currently unable to run this (for ongoing reasons that have now been a concern for 2.5 years), I've decided to experiments with a social deduction game using this class of students. The reasons are basically two-fold... A lot of the kids are smart, they work things out really quickly, and understand how connected systems can impact on one another. There has been a lack of social cohesion among them and I've wanted to get a sense of fun and community back into the class as we wind down toward the end of th...

Inspitation from the creator of Fallout

Getting inspiration from other RPG designers is one thing, but I like casting my net a bit wider. Articles, like this one , help to give me the feeling that I'm on the right track with my design theory.  I've mentuoned a few times that running games and workdbuilding are both like developing a recipe. A single ingredient is linear, monochromatic, even boring. A pair of ingredients adds interest, especislly if they vary in proportions through the dish. Three or fout msy add further imterest and depth... but when you add toi many, or add conflicting ingredients, the various dlavours start working against each other and you end up with a mess. This kind of idea is a decent chunk of the t3ason why the guide to my current game system us called the "SNAFU SRD and Cookbook". Knowing ehat goes together, how it goes together, and what can go wrong if the wrong things go together is the key to producing something classic snd memorable. This is not to say experimentation is bad....

SNAFU Title Card

    I've set up title cards for short videos before, and I've been enthusiastic for the before as well. It's probably the AuDHD/"Neurospiciness" that alwas gets in the way of me completing the project, but hopefully this time I stick the landing.