HGMO & GxB
lumpley:
Our theory after playing GxB is that to win cards you have to show how your life away from school is unlike your life at school. Ichigo has it easiest because there are so many obvious, fun, cute & satisfying ways for his life outside of school to be different. His vulnerability, for instance! For Risa and Takemichi, though, the most natural way to play them is to make them the same outside of school. It's kind of easiest to play them super cool and larger than life, or studious and thoughtful, at home too, and that puts them at a card-winning disadvantage.
Like, it's wasn't really a sign of vulnerability when my Ichigo bragged that he was 1/4 ninja on his dad's side, but it was a way that his real life was bigger than his school life. Takemichi's big moment, in our game, was when he took Momoko to a concert, and it wasn't classical music, it was a cool indie band in a cafe and he was friends with the drummer.
So that gives me my strategy for next time I play!
-Vincent
lumpley:
Hot Guys Making Out: Yeah. I would have started the game hoarding kings (as you guessed), but by scene 2 I was wishing for them, and especially wishing I could draw a high heart for once. My guy's poor unexpressed heart!
-Vincent
Jake Richmond:
My experience after.... 30 or so games is that Ichigo wins the most in games with mostly men and Risa wins the most in games with Mostly women. It hadn't occurred to me that Ichigo has an advantage until Ben pointed it out. Ichigo is the character I play the least, since he's almost always someone's first choice. The downside of the Ichigo is that he's usually the least interesting of the characters. Everyone takes Ichigo to (roughly) the same place, where Takemichi and Risa are much, much more difficult.
Here's what I've seen so far:
Ichigo: Unrepentant biker punk,takes care of his mother, takes care of his grandparents, secret orphan, secret chef, gang connections, fondly remembers childhood, depressed over childhood, can't remember childhood, willing to let Momoko east sushi off his naked chest.
Risa: Not interested in girls at all, looking for a best friend, looking for a sex slave, timid and unsure of herself outside of school, gun collector, part time job, not sure about her sexuality, super sexually aggressive, allergic to boys, intent on dating every girl in school at the same time, child like wonder at neighborhood festival.
Takemichi: Computer nerd, gaming nerd, anime nerd, likes the zoo (I've seen Takemichi take at least 7 Momoko's to the zoo), can't sing but can totally dance, accidentally buys drugs, works at a coffee shop, has an older woman who is in love with him and jealous of Momoko, collects "hug pillows", allergies, lives with three older sisters.
Momoko is actually pretty interesting, since the entire game hinges on her. I've NEVER gotten to play Momoko by the way. Anyway, something that happens sometimes is that if Ichigo has the first date (which is nearly always the case for some reason) sometimes Momoko will just go all in and embrace a life of crime and deviancy. Which means that Risa and Takemichi get to play catch up.
Recently I've found that it's fun to play to lose. my last Takemichi was the president of the Momoko fan club, populated solely by himself and giant body pillows with Momoko's photo taped to them. he chased Momoko through the halls, shouting out his love confession while she fled in terror. Good stuff.
Anyway, the neat thing about both these game is that they're fast and fairly universal. Everyone likes to fall in love and everyone has an hour to spare. I ran 5 games at PAX, and even my most reluctant players (who had came in wanting to play Dominion) were able to have fun and embrace the idea.
Daniel36:
There is a game called Hot Guys Making Out? Man, I am not well versed in the indie scene... but that sounds scary to me! O_o
Good to hear people are having fun with it though. Tehehh.
Joel P. Shempert:
So, Vincent, on Google+ you billed this thread as being about "the oppressive social footprint, and innovating to overcome it." (OSF = RPGs have huge barriers to participation in terms of time commitment, regular long-term scheduling, and learning curve)
What insights did you glean from GxB and HGMO regarding that?
Both games have these assets that I can see:
*Plays in an hour
*No prep, including no character generation
*Simple rules framework that can be learned quickly then run smoothly without centralized direction
*Uses a deck of playing cards, which is even MORE ubiquitous and accessible than 6-sided dice
In GxB's case, also:
*eye-popping artwork, including explanatory comics, that drop you right into mood, situation and characters.
Presumably HGMO will have some of this in final form, as well!
Anything else?
Peace,
-Joel
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