DMK's 3 crazy game ideas for Game Chef 2012
dmkdesigns:
Hello!
I've been working on three game ideas. Below are my ingredients, brief intro write-ups for each game and PDF links for the current drafts.
INGREDIENTS (2 sets)
4 Words: Coyote, Doctor, Lamp, Mimic
4 Threads:
Courage as currency (Thread # 27419)
Stalin's Story (Thread # 18194)
System design for 2 different games (Thread # 1691)
Exposition, example of play, IIEE on the Edge of Forever (Thread # 13183)
SPIRIT QUEST
A game of adversity and ingenuity among spirits over the fate of your tribe.
About: Characters take on roles as animal totems that represent a tribe in crisis. Each tribe is on the brink of destruction due to starvation, disease, war, the environment or other causes. It is the responsibility of the totems to journey far from their homes to the Edge of Forever, where the great spirits gather. It is here where the totems must make a case for why their tribe should receive aid.
dmkcreative.com/games/gameChef2012DMKspiritQuest.pdf
Note: This game needs a fair bit of feedback as it is the least developed concept.
RAGE, RAGE
A game about the last chance for hope in the face of futility and madness.
About: This is a collaborative narrative-focused game that uses a loose framework and suggestions to construct a one-shot story. You can try to accept it, you can try to deny it, or you can try to bend it to your will.
Rage, Rage was inspired by: “Macbeth” (William Shakespeare), “Out, Out—-” (Robert Frost), and “Do not go gentle into that good night” (Dylan Thomas).
It is dedicated to those of us who must confront hard choices in life, which exist between hope and fear, courage and madness.
dmkcreative.com/games/gameChef2012DMKrageRage.pdf
Note: This game has some unusual mechanics that I'd appreciate specific feedback on how to simplify or clarify.
COYOTE PASS
A game about smugglers searching for identity and life beyond the Edge.
About: Coyote Pass is a role-playing game where your Player Characters (PCs) are Coyotes, smugglers along the Edge of Forever Borderland Territories. It is a life of deceit and desperation where Duties to Clients and Debts to Innocents come into conflict with the Authority and other Coyotes who try to reclaim their lives along the way to a new life beyond the Edge.
dmkcreative.com/games/gameChef2012DMKcoyotePass.pdf
Note: Of the three, this game feels the most like a traditional RPG. Does it make sense?
Best,
-David-
Mathalus:
After skimming your three games, I think I am most interest in Rage, Rage. If you were pitching those three games at a con, I would pick that. The concept just jumped out at me. I will reread the pdf and ask more questions about the mechanics as soon as I can. If you are hitting refresh on this thread over and over, maybe you can answer the Power 19 and see if it helps.
1.) What is your game about?**
2.) What do the characters do?**
3.) What do the players (including the GM if there is one) do?**
4.) How does your setting (or lack thereof) reinforce what your game is about?
5.) How does the Character Creation of your game reinforce what your game is about?
6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
7.) How are behaviors and styles of play rewarded or punished in your game?
8.) How are the responsibilities of narration and credibility divided in your game?
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)
10.) What are the resolution mechanics of your game like?
11.) How do the resolution mechanics reinforce what your game is about?
12.) Do characters in your game advance? If so, how?
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
14.) What sort of product or effect do you want your game to produce in or for the players?
15.) What areas of your game receive extra attention and color? Why?
16.) Which part of your game are you most excited about or interested in? Why?
17.) Where does your game take the players that other games can’t, don’t, or won’t?
18.) What are your publishing goals for your game?
19.) Who is your target audience?
dmkdesigns:
Quote from: Mathalus on April 13, 2012, 09:45:42 AM
After skimming your three games, I think I am most interest in Rage, Rage. If you were pitching those three games at a con, I would pick that. The concept just jumped out at me. I will reread the pdf and ask more questions about the mechanics as soon as I can. If you are hitting refresh on this thread over and over, maybe you can answer the Power 19 and see if it helps.
1.) What is your game about?**
2.) What do the characters do?**
3.) What do the players (including the GM if there is one) do?**
4.) How does your setting (or lack thereof) reinforce what your game is about?
5.) How does the Character Creation of your game reinforce what your game is about?
6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
7.) How are behaviors and styles of play rewarded or punished in your game?
8.) How are the responsibilities of narration and credibility divided in your game?
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)
10.) What are the resolution mechanics of your game like?
11.) How do the resolution mechanics reinforce what your game is about?
12.) Do characters in your game advance? If so, how?
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
14.) What sort of product or effect do you want your game to produce in or for the players?
15.) What areas of your game receive extra attention and color? Why?
16.) Which part of your game are you most excited about or interested in? Why?
17.) Where does your game take the players that other games can’t, don’t, or won’t?
18.) What are your publishing goals for your game?
19.) Who is your target audience?
Thanks. I look forward to more questions. Thanks for posting the Power 19 -- I've run across that before as well.
I'm curious to know what about the concept got your attention?
Best,
-David-
Mathalus:
Rage, Rage interests me because it's about darkness and madness. The other games are much lighter, and they seem fine, but I feel like I can play something else to get those stories.
I can't tell you how to fix it, but I wish Madness wasn't just a discrete score. What if it was something closer to the adjective tags in Technoir?
Don't you think that courage and madness should go up together, rather than be an inverse?
dmkdesigns:
Quote from: Mathalus on April 13, 2012, 08:24:42 PM
Rage, Rage interests me because it's about darkness and madness. The other games are much lighter, and they seem fine, but I feel like I can play something else to get those stories.
I can't tell you how to fix it, but I wish Madness wasn't just a discrete score. What if it was something closer to the adjective tags in Technoir?
Don't you think that courage and madness should go up together, rather than be an inverse?
Interesting. :-)
Having never played or read Technoir, I can't follow the example. Could you summarize what the adjective tags in Technoir are like?
Good points. I can see how Courage and Madness could be companions. However, I wanted something with "predictable" results (spending Courage points) and unpredictable results (Madness dice). Also, while it may be simplistic, I like the idea of Courage feeding Hope and Madness feeding Fear -- though too much hope can be disastrous, as in the Hope Runs Wild condition. I wanted to draw a parallel of hope/courage/light vs fear/madness/darkness in this game.
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