Tonight we wrapped up our Star Wars-ish
game. The group had laid a trap for Darth Vader, knowing he'd be coming
for Duke - who had earlier promised to join him on the Dark Side. but
then reneged. They had found an abandoned Separatist base from the Clone
Wars, equipped with a killer weapon - a giant light sabre that could
slash to orbit, powered by a volcano through a giant force crystal.
Long
story short, they lured two Star Destroyers into range and slashed,
cutting one in half and destroying the other's sensors in the nose, then
destroyed most of the Stormtrooper-carrying shuttles with the giant
sword, and fighting off two others trying to land with their fighters.
Simultaneously, Vader, in a Super Star Destroyer, let off a massive
blast over the volcano, frying their electronic systems with an EMP
burst. They used luck to say their systems were hardened military issue,
and rebooted scans in time to see the Super Star Destroyer in orbit,
ready to bombard them. They used the sword weapon one last time, and hit
the SSD, then fled, taking the crystal with them. They sent the Y-Wing
up to destroy the SSD's hyperspoace engines, which it did with
torpedoes, smashing through a screen of tie fighters first on the way,
then it to leaped for hyperspace and safety.
We then set up for
out _Look! Up In The Sky!_ game, creating the Confederacy of Calamitous
Doom, known to everyone else as the Incompitint Basterds. They have a
Time Share of a Secret Base at Six Flags New Orleans, shared with other
super villain groups - never repaired after Hurricane Katrina - for one
month a year, as well as a platoon of Goons and a platoon of Mooks, 6
vintage AMC Gremlins, and an excellent PR department with a PR
Specialist, a Graphic Artist, A Lawyer and Law Clerk, and a Copywriter.
The
League consists of The Commander of the Serpent Armies, The Mole,
Bubblegum Girl, and Communist Man. They start off having just killed
their nemesises Mongoose Man, Clown Girl, Edward Scissorhands, and
Captain Capitalism, protectors of New Orleans. They had led the heroes
into a bubble trap laid by Bubblegum Girl, and while they were stuck,
they were hit by a random meteorite. Bow New Orleans lies open to them -
provided they can keep the other super villains, whom they time share
the Amusement park with, away.
Saturday, May 31, 2014
Lowell Was Right! - One Week In
Just a note - over one week, Lowell Was Right! sold about 80 copies in Pay What You Want. Of that, 23 wanted to pay something. Average amount paid by those who paid was almost $4.00, so just under $100 total gross. Now this is way more than I would expect if I sold them for $10.00 each. This title is in a tiny little niche of a niche of a niche, and is hard to actually describe. It doesn't fit into any genre, and it's not OSR or a Story Game or a big publisher new school game. So, I'm pleased, and maybe PWYW is the best way to get stupid little games like this out. :D
Friday, May 30, 2014
Gut Feel and Game Design
"Gut feel" is is a two edged sword. "Gut feel" is an internalization of logic - a shortcut to the proper answer without conscious thought. It is also, by the same token, an internalization of 'what has been done before', and thus also a shortcut to the *safe* answer. The shortcut only works on what you have internalized, which means you totally comprehend it, which means it is utterly and completely known territory. What we don't know is always vastly larger than what we do know, and what we know - that is, that which we have a fairly vague but useful understanding of - is always vastly larger than what we comprehend - that is, what is known so well we have internalized it. "Gut feel" therefore can only lead us to what we already know. It cannot lead out of that territory, which can only be understood by exploring, learning, and studying that which lies outside our internal oikumene*.
*Koine Greek for "Known World"
*Koine Greek for "Known World"
Saturday, May 24, 2014
Interesting Results for Lowell Was Right! Experiment
Interesting results for my experiment with releasing Lowell Was Right! - A Very Different Now
as Pay What You Want. The vast majority of people are paying nothing,
meaning the game is worth nothing to them. This is entirely expected. I
anticipate very few of these people will actually do anything with it -
if it's worth nothing, it's worth nothing, after all! A few people are
paying the recommended amount of ten dollars. About the same number of
people are paying various strange amounts in between. The first is
rather unexpected - I anticipated only one or two would feel the game
was worth the full price. The second is more what I expected. What isn't
expected is the strange amounts some people are paying - the game is
worth exactly four dollars and 16 cents to someone. How they arived at
that price is... beyond me. The various payment amounts average to a bit
over a buck per copy sold, which is slightly more than I expected.
Anyway, an update for you all! :D
Friday, May 23, 2014
Lowell Was Right! Escapes!
Last night, Lowell Was Right - A Very Different Now escaped into
the wild. She had been contained past the proper point of release, and
it was time to allow her to escape, where she can live the rest of her
short life in something approaching freedom before she expires,
unnoticed, in the leaf litter of the vast forest of words that is the
internet. She is feeble and toothless, and if you should chance to see
her, gently avert your gaze until she passes. She cannot possibly harm
anyone in her state - her fiercest onslaught consisting of gumming at
one's ankles. Take pity, and hide your eyes, and do not mark her
wandering path to her inevitable, obscure death.
Thank you!
Thank you!
Monday, May 19, 2014
Releasing Lowell Was Right!
So
I'm releasing Lowell Was Right! this coming Friday. If I can figure out
how, it will be released for Pay What You Want. This is because I
figure I could count on my fingers all the people who would actually be
interested in this game, with a few fingers left over, and if I release
it for PWYW, a few folks may actually enjoy it if they happen to DL it.
It may be the tiniest niche anyone has ever published a game for! As
usual, there will be lots and lots of tools for generating all kinds of
weird stuff, so maybe someone will want it because of the pieces, like
buying an old car for parts. :D
Sunday, May 11, 2014
Performing Gigs in High Strung
What Could Possibly Go Wrong?
Using the Club's TN, roll one die. If the roll is at or under the TN, Something Will Go wrong.
Club TNs - Local = 7, Metropolitan = 5, Regional = 3, and National = 1.
Roll on the following chart to see what that problem is:
Roll Problem
1 There is a cold going around and the band has it. All TNs have a penalty of -1
2 Someone mislaid the electrical cords! Band must borrow replacements! All TNs -1
3 A percussionist sprained a wrist. All this member's TNs at -2
4 One of the members has a family problem, and can't make it - roll a die, highest is it
5 A Lead member had an accident at work and cut a finger. All this member's TNs at -2
6 If any member is hooked on drugs, stash is stolen. All this member's TNs -3
7 If any member is hooked on sex, member is shot down. All this member's TNs -3
8 If any member is hooked on booze, member is drunk. All this member's TNs -3
9 If any member is hooked on partying, member is exhausted. All this member's TNs -3
10 One member is in a funk. Roll a die, highest is it. All this member's TNs at -2
11 The Roadie's van broke down, and he has to get a ride. Band is late! -2 to all TNs
12 Club has electrical fault! All amps randomly go out through performance. -2 to all TNs
13 A member is too sick, a buddy subs, but doesn't know songs. All band's TNs at -2
14 Club's sound guy is utterly polluted. All Vocal TNs at -3
15 Whole band partied too much last night! Hangovers result in -2 to all TNs
16 Drunk audience member climbs on stage! Chaos erupts! -2 to all TNs!
17 Fight breaks out at club! Cops come! No gig!
18 Roadies get lost, can't find club. Band must borrow equipment. GM assess penalties as appropriate.
19 Main vocalist has laryngitis. Other band members have to take all vocals
20 Club's transformer blows. No juice, no electrics in the performance
The Performance
Gig are the central pacing mechanic in High Strung. Gigs earn you Notice and Hope. Without gigs, the band will go nowhere.
When a band performs at a gig, the individual songs are not tested - except for debuts of important songs. The gig as a whole is a test of the band, and everyone in the band has to contribute for it all to work.
At the end of the gig, each member of the band makes a skill check, counting the number of successes. The successes are applied to the individual aspects of the performance - Vocals, Lead, Bottom, and Rhythm. The successes are normalized by averaging - if there are two performers contributing to Vocals, divide the Vocal successes by two. This gives a number-neutral rating for the performance.
Add together the four categories, and multiply by the rating of the Club. This gives you the amount of Notice the band has gained for the gig. Each performer gets a base of one Hope point as well. If an aspect of the performance is 3 or more, each performer contributing gets a second Hope point, and if the aspect is 5 or more, each contributing performer gains a third Hope point.
Using the Club's TN, roll one die. If the roll is at or under the TN, Something Will Go wrong.
Club TNs - Local = 7, Metropolitan = 5, Regional = 3, and National = 1.
Roll on the following chart to see what that problem is:
Roll Problem
1 There is a cold going around and the band has it. All TNs have a penalty of -1
2 Someone mislaid the electrical cords! Band must borrow replacements! All TNs -1
3 A percussionist sprained a wrist. All this member's TNs at -2
4 One of the members has a family problem, and can't make it - roll a die, highest is it
5 A Lead member had an accident at work and cut a finger. All this member's TNs at -2
6 If any member is hooked on drugs, stash is stolen. All this member's TNs -3
7 If any member is hooked on sex, member is shot down. All this member's TNs -3
8 If any member is hooked on booze, member is drunk. All this member's TNs -3
9 If any member is hooked on partying, member is exhausted. All this member's TNs -3
10 One member is in a funk. Roll a die, highest is it. All this member's TNs at -2
11 The Roadie's van broke down, and he has to get a ride. Band is late! -2 to all TNs
12 Club has electrical fault! All amps randomly go out through performance. -2 to all TNs
13 A member is too sick, a buddy subs, but doesn't know songs. All band's TNs at -2
14 Club's sound guy is utterly polluted. All Vocal TNs at -3
15 Whole band partied too much last night! Hangovers result in -2 to all TNs
16 Drunk audience member climbs on stage! Chaos erupts! -2 to all TNs!
17 Fight breaks out at club! Cops come! No gig!
18 Roadies get lost, can't find club. Band must borrow equipment. GM assess penalties as appropriate.
19 Main vocalist has laryngitis. Other band members have to take all vocals
20 Club's transformer blows. No juice, no electrics in the performance
The Performance
Gig are the central pacing mechanic in High Strung. Gigs earn you Notice and Hope. Without gigs, the band will go nowhere.
When a band performs at a gig, the individual songs are not tested - except for debuts of important songs. The gig as a whole is a test of the band, and everyone in the band has to contribute for it all to work.
At the end of the gig, each member of the band makes a skill check, counting the number of successes. The successes are applied to the individual aspects of the performance - Vocals, Lead, Bottom, and Rhythm. The successes are normalized by averaging - if there are two performers contributing to Vocals, divide the Vocal successes by two. This gives a number-neutral rating for the performance.
Add together the four categories, and multiply by the rating of the Club. This gives you the amount of Notice the band has gained for the gig. Each performer gets a base of one Hope point as well. If an aspect of the performance is 3 or more, each performer contributing gets a second Hope point, and if the aspect is 5 or more, each contributing performer gains a third Hope point.
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