19 June, 2013

Walkabout Page Layout

I'm getting stuck into the rewrite of Walkabout, especially after learning some great things about it's mechanisms and how they interact with the narrative in the hands of new players. But naturally I'm a visual person, so my mind has shifted toward ways of presenting the rules.

I want this game to look scavenged; pieced together from fragments of the past. I want it to reflect the cultures that will be explored by the characters in their journey across a shattered wasteland.

I want it to look hand-made, without actually being flimsy and handmade.

I'm thinking of presenting the rules as a journal or notebook that has been pieced together by someone. The rules and images will look like they've been stuck into this book by someone who has pride in their work, but doesn't have the tools at their disposal to produce something "professional"...so I'm going for pseudo-handmade, a product so slick that it doesn't look slick.




And some pages (maybe in the combat section), will show the violence and danger inherent in the setting.

 

16 June, 2013

Vote for Town Guard

I don't know how many of you look at "The Game Crafter", or have "Crafter Points", but if you do I'd love for some people to use them to vote for my game Town Guard.

Apparently there is a public voting stage to narrow down the finalists in the contest.


I'll be looking through the competition shortly, any votes heading my way would be much appreciated.

15 June, 2013

Testing a theory

I don't know if this will work, but if you're interested in buying a copy of the new Vulpinoid Studios game "Town Guard", hopefully the link below should facilitate that.

11 June, 2013

Further Phenomenon Feedback

More Rigid 2 Player Game

The same general issues applied in this game that occurred in the first game.

It’s probably a bit hard to get the treachery aspect into play with only two players (the bit where you call on one another’s negative traits). Since it doesn’t work with four novice players, and it doesn’t really work with two, it might be time to consider ditching the concept. It’s odd that the system works fine for FUBAR, but then again, FUBAR is the kind of game where treachery and betrayal are established parts of the genre. FUBAR is also the kind of game that tends to really hit high gear when the elements of gonzo start to manifest.

This game followed a different path to the first one, focusing more on the war memorial rather than the pit in the middle of the tent shanty or the mine itself.

Pacing wasn’t really an issue, but while there were three fairly distinct acts, the game didn’t really differentiate between them. Investigating the town blended into uncovering the problems and gathering allies, with the only distinct act change coming when the climactic ritual occurred. We saw dark justice in this game, and generally it followed the direction taken by the players in a very different way to the last session. Both were valid ways of addressing the situation.     

 Traits became a far more valuable commodity this time, especially equipment and relationships. In this game, we also used Wayfarer Markings as additional narrative traits rather than core traits, and this worked well (it meant that Wayfarers were able to potentially get extra degrees of success on actions). The change created something a bit mystical that gave Wayfarers an edge over the community around them.


Still the issue of not enough narrative traits coming into play either positively or negatively…and those that did come into play tended to be very temporary. Perhaps I need to change the nature of traits from the FUBAR paradigm. Instead of “Situational – Short Term – Long Term – Permanent”, I might need to make traits “One-Off – Limited Activation – Freely Activated – Permanent”. I don’t know, I still like the idea that some traits give immediate advantages (or disadvantages) that are lost once the situation passes. Maybe there needs to be a simple option to give someone else an advantage, much like the “advantage result” in Star Wars: Edge of Empire. This way a player can choose to get something they can keep for a potential benefit in the long run, they can give an assist to their team (extra trait to all members of their team, or penalty to all opposition). Not sure…needs further thought.  

Now on Sale - Town Guard

After positive responses at the convention over the weekend, "Town Guard" is now available for sale over at The Game Crafter.

I'm pretty happy with the way this one has turned out.

https://www.thegamecrafter.com/games/town-guard

Having trouble with images at the moment...sorry, just follow the link.

10 June, 2013

Phenomenon 2013 Con Report 1

Loose 4 Player Game

Generally, the loose version of the game works just like most other role-playing games…set up a situation, draw tokens, allocate and see how the results feed back into the story.

This group showed that “a different coloured token for different types of action” is a fairly intuitive system. I didn’t get to strict on the way this was interpreted through play, and because I wasn’t too strict on the rules, an odd form of emergent play developed at the table.

The emerging mechanism stated that regardless of the token drawn, as long as it wasn’t white the action basically succeeded, but each colour imparted a certain flavour toward the success or the sacrifice. A black success token could be enhanced through relationships and equipment, but a coloured success token could not. Red successes meant that the successful action required a degree of violence to accomplish, green successes revolved around an improvement or some kind of constructive element in the story, while blue successes simply showed how a new perspective or insight changed the situation; in each case the player narrated how this took place.

Conversely, each coloured token specifically flavoured the sacrifices as well (so the emergent play mechanisms followed the core rules as written even though I wasn’t too strict with their enforcement). A green sacrifice saw an opponent grow in strength, a blue sacrifice saw the tables turn toward the opponent, and a red sacrifice saw the player weaken.

The process of token drawing was pretty fast, at least as fast as many dice rolling games I’ve been a part of. For tokens we used poker chips, they were drawn randomly from old rusty metal cans. Each player drew three tokens, plus one per core trait they could justify, then distributed the most advantageous three tokens among the three categories of success, sacrifice and story. The remainder were deposited back into the can before drawing tokens for narrative traits (or drawing extra tokens to go straight into the sacrifice pool when facing higher difficulties). The whole process took under 30 seconds (while lots of die rolling games take longer than this due to calculating modifiers, referencing tables, and similar complications), the time consuming part came from narrating the results back into the story…but this made the story feel more driven by the actions of the characters and the choices of the players.        

In this game we also went with the notion that equipment and relationships simply grant extra degrees of success (while relationships opposed to the situation automatically cancelled a success or applied an extra degree of sacrifice). I like this idea for relationships because it makes the game more focused around these…but I think for future sessions I’ll be pulling the equipment back to the level of positive narrative traits.

There weren’t a lot of narrative traits handed out during the course of this session, maybe a dozen in total across the three players. Instead we made successes contribute toward eating away the GM’s pool of imbalance tokens. Every time I forced the players to make an awareness check, or avoid the worst of some incoming damage, I’d strip a point from the pool, and every time they made headway in the story, I took away a token or two. This kept the game moving quickly…there were 3 distinct acts (each lasting roughly a day of game time), each act was divided into at least half a dozen scenes (each of which resolved over the course of an hour or so of game time), and each scene typically involved three or four challenges. If we take off half an hour at the start of the session for explaining the game, then allowing players to choose and read through their characters, there were probably 70 or more challenges (15-20 per player). Spending the time to write out traits would have slowed things down, I’m not sure if this would have been for the better or worse.

Without many traits floating around it also meant that there wasn’t a lot of opportunity for players to call out one another’s negatives in a given situation. But, on the positive side, the players role-played to this anyway (eg. The player whose character had a dislike for Nomads made sure to steer clear of the scene when everyone else went to discuss an alliance with the Nomad encampment, the inhuman mutant character made sure to say out of sight or simply look like hired muscle when introductions to pure-blooded humans were underway). The lack of negative narrative traits to call on meant players had less opportunity to gain edge tokens, but a lack of positive narrative traits meant that the players didn’t have to spend edge tokens to keep them in play. It basically balanced out…the only thing it didn’t allow for was the drawing of new Wayfarer Glyphs on one another. Since new Wayfarer Glyphs are a pretty important part of the ongoing story structure, I’ll need to make sure there is an easier way for players to call on narrative traits during later sessions. Perhaps some index cards with clear writing on them that everyone on the table can read…or maybe in free-flowing low trait games I’ll just award edge points to players who act accordingly with their own negative traits.

One down side from the preparation work was the size of the scenario sheet. The scene points were simply too small to put my intended imbalance tokens on. So I basically used the scenario sheet as a guide to storyline and little more…all of my imbalance tokens were used from a central pile (the way I typically run a game of FUBAR).


As a structured version of FUBAR, Walkabout works. It is clearly a direct evolution of the mechanisms in that game, honed toward a specific style of play. Playing a far stricter version of the rules might push it even further toward the notions I had originally envisioned, but the loose version played in this first session was certainly playable and enjoyable.

07 June, 2013

It has arrived.

You may have seen the arrival on my social media profiles, but the game prototype has arrived. "Town Guard" is now a thing. Now for some intensive playtesting.