Thursday, July 31, 2014

Hacking the Fiction

 
Have you ever considered hacking the fiction of a game and leaving the rules as written? For example, what if you kept the combat mechanics of a game, but used them to refer to something inside your story besides damage and death?
Let's take your favorite dungeon crawl game as an example. Rather than telling a story about adventurers in a dungeon, we're going to tell a story about a group of politicians on the campaign trail. We'll call this game Demi-Humans & Democracy. Imagine that the rules work exactly the same, but that we may rename certain terms so that they describe different events in the fiction.
Rather than hit points, our game has support points. If you reduce a target to 0 support points, you don't kill it, you turn it into a contributor to your campaign. The treasure that you would normally receive from killing a monster instead represents money they donate to you.
Rather than ranged and melee attacks, our game has speeches and conversations. Speeches take place over a distance, and conversations happen within about 5 feet. NPCs respond with objections (ranged) and complaints (melee) that function just like speeches and conversations. Use whichever term makes more sense in the fiction.
Rather than bows and swords, you use megaphones and wristwatches. Depending upon the dungeon crawl game you use as your base, you may end up with a +1 Mighty megaphone or a dragonbane wristwatch. Likewise, you don't use armor, but there a variety of business suits that are statistically identical.
Do you get where I'm going with this? There are some other things we would have to rename, like stats, saving throws, and some spells. But we could probably leave skills nearly unchanged, assuming your political game happens in a fantasy Mideival setting.
You may initially think that there would be some problems separating Charisma skills and combat rules, but as long as you are clear that charisma gives you volunteers and speeches and conversations give you financial contributions to your campaign, I don't really think there will be a problem with the fictional balance of the game.
So what do you think? Do you like this sample of hacking the fiction but leaving rules as written? What better example would you like to try? Let me know. You can find me on Google+ or on Twitter as @joshtjordan.

Image by vintagedept. Used by permission.

Wednesday, July 30, 2014

Meet Me at GenCon


My wife and I will both be at GenCon in Indianapolis this year. Whether or not I've met you in person before, please don't be shy. My wife and I love meeting new people! (And I'll probably have copies of all my games to sell, though you can also find them at the Indie Press Revolution booth.)

If you see either of these two goofy people at GenCon, come on up and say hi. Or reach out to me on Google+ or on Twitter, so we can try to find a time to meet.

Friday, July 11, 2014

Good News plus My Mistake


Good News! Dangers Untold is now available as a pdf at DriveThruRPG. It will be available in print very soon from Indie Press Revolution. I'm proud to be able to publish this book. Shoshana Kessock has a beautiful gem of a game here.
Now, my mistake...
I made a mistake on the credits page of Dangers Untold, and I feel terrible. I forgot to list Lillian Cohen-Moore as copy editor. We hired Ms. Cohen-Moore late in the project, and she made serious contributions to the clarity of the final text, especially in the examples of play.
We are fixing my mistake as soon as possible, so that future copies of the game will list her as copy editor. In the meanwhile, I'm asking you to do two things.
First, if you own a physical copy of Dangers Untold, please take out a pen, turn to the credits page and write in "Copy Editor Lillian Cohen-Moore"
Second, if you see Lillian (or Shoshana or JR or anyone else involved in this book) in person, thank them for me for creating such a lovely girl-positive, beginner-friendly game. I truly believe that the world needs more games like this and that the people who create them deserve some time in the spotlight.

Tuesday, June 24, 2014

10 Ways to Get into Character

I believe that different kinds of storytellers have a lot to learn from each other. Novelists can help preachers. Comedians can help songwriters. And I think we should all be willing to ask each other for advice.
My sister Jo Jordan is an experienced stage actress and occasional gamer. I've asked her for advice about getting into character. She sent me a top ten list that I believe tabletop and live-action roleplayers should adapt to their games. [Comments in brackets below are my editorial.]


10 Ways to Get Into Character

By Jo Jordan

1.      Read the whole play. Twice.


This is the most important advice I can give. A successful show is one where the actors completely live in the world they create during the rehearsal process. Whether you’re the lead or an extra, your scenes are not the only important scenes or lines in the show. Every person involved in the show needs to know the whole shape of the show. Otherwise it can be a square peg round/round hole situation. No matter how well you know your lines or understand your scene, it will stick out like a sore thumb if it doesn’t fit with the rest of the show. [We may not have a script, but we have a game book and the other players' character sheets.]

2.      Write down every single fact mentioned about your character


This is the baseline of your character. Everything you have to know should be written within the pages of the script. It’s a little like solving a mystery. You have to find all the clues to your character and then put them together as a whole. [Do you know how your character and her background fit into the fiction of the game?]
 

3.      Write down facts implied about your character. Read between the lines


While everything you have to know about your character is written in the script, everything you want to know is written in-between the lines. Sometimes this can be the way another character reacts to yours. Other times it can be how your character reacts to someone else. Another way to extrapolate is to make decisions about the written facts. For example, is your character eating eggs and bacon this morning? Okay, now take it further. Does your character eat eggs and bacon every morning? Or is it a special breakfast? Does your character hate eggs and bacon and that’s what put her in a bad mood for the scene? All of these are plausible, acceptable inferences to make. The coolest thing is that you get to make those little decisions, even if they’re never addressed during the course of the show. [What has happened with other players during character creation or previous game sessions? What does that tell you about your character's normal, daily life?]

4.      Make choices about the subtext of your character's actions


This is another way of reading between the lines. This is one of your best tools. Your line might be, “No, thank you.” However, your subtext might be, “In what world could you possibly think that I would ever want to eat a peanut butter and jelly sandwich on Tuesday?!” Subtext is a way to say what you want within the constraint of your lines. A single line can have the meaning and power of a monologue if you take the time to discover and explore all the subtext of your lines.
 

5.     Recognize similarities between you and your character


One great way to get into character is to make a list of all the ways you and your character are alike. Similarities can become the subconscious of your character because once you figure them out you don’t have to focus on them so much. For example, if you are right-handed, and so is your character, you can accept and disregard it. It isn’t a facet of your character that you have to learn; it is just something you know.

6.      Recognize differences, too


On the opposite side, differences can help you get into character, too. These are the conscious side of your character. Especially if your character has a limp or a stutter and you don’t. Becoming you character can take a considerable amount of work until you master that limp or stutter, but it can also be the most important characteristic to portray.

7.      Your character is always right


Villain or hero, your character always believes in themselves and believes what they are doing is justified. Take Loki in the Avengers. He absolutely believes his actions are justified. If you were to play him in such a way that shows you personally disagree with his actions, the character wouldn’t come across as honest or could come across as weak. Believe in your character more than your character believes in himself.
 

8.      Behave honestly under unreal circumstances


Let’s face it; the world of acting is not particularly real. That’s why it is called a play! But to truly get into character, it is extremely important to accept the unreal circumstances as reality and behave as honestly as possible within those conditions. This includes being madly in love with that gross boy from your history class or acting like a murderous drug dealer when nothing could be further from the truth. While the world of the play may not be the truth of reality, it is the truth of reality to your character.

9.      Anger is the weakest choice


Characters are emotional beings. You typically get to decide what emotions are brewing. A common directive is (she says angrily). In my opinion, this is a terrible directive. However, it can give you some leeway. Anger is a cover for a lot of emotions such as fear, loneliness, sadness, hurt, shame…the list goes on. My favorite choice for an angry directive is to choose two or three other emotions that could be driving the anger and play those instead. It still comes across as anger, but it is nuanced and subtle and much more honest.

10. Take your character for a spin in the real world


Once you’ve become comfortable with your character, take her out in the real world for a spin. Try your accent on a barista. Use your limp at the grocery store. See how a complete stranger treats you when they don’t know it’s a character. This can be extremely informative to you. All of those real life experiences can inform and shape how you play your character within the context of the play, adding depth and breadth to her.

 

Monday, June 16, 2014

Gamer Advocates Guest Appearance


I recently appeared as a guest on Rich Roger's Canon Puncture podcast as part of his Game Advocates series.
Rich explains,
"Game Advocates is a series of interviews about a single tabletop role-playing game, not with the game designer(s) but with people who have thoroughly played the game. In Game Advocates we ask about how the game plays, what’s fun about it, possible pitfalls for new players, and why this and not another game."

I had a great time advocating one of my favorite convention games, Zombie Cinema by Eero Tuovinen. If you are interested in hearing me talk about a game I love that I didn't design, you can find the episode here.

Actual Play Festival Volunteers

 
Want to help celebrate recorded stories? The Actual Play Festival needs volunteers. We need judges in December and a web designer as soon as possible. If you are interested, email Josh at gingergoatpress@gmail.com.
 
What is the Actual Play Festival? It's a two-week, online festival that celebrates recorded story. Before and during the festival, people submit audio or video clips, mostly recordings of story game actual play. This year we'll also accept other kinds of story, like poetry, short film, and recorded oral storytelling and comedy. At the end of the Festival, we award prizes to the best recordings. Last year, we awarded a prize to the best recording of a game published in 2013 and the best recording of a game published outside of North America.
 
This year, we need more volunteers, because I expect even more people to submit stories. To be an #ActPlayFest judge, you agree to review at least 4 recordings in one of the three categories. You must review the recordings between December 1st and 10th. Your favorite(s) then advance to the finals, where I (and possibly a panel of judges) will decide the prize winners.
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We also need a volunteer to set up an informational home page. Nothing fancy, and you won't pay for hosting. Basically this would be a landing page with a couple of "about" links and a link to the Youtube feed where we post all the recordings. I don't want to have to set this up myself, because I find website setup stressful. (It would also be great to get someone to design a logo for the festival, but it's not strictly necessary. You know me, though. I love art.)
 
I'd like to get at least five volunteer judges. The perfect candidate would be a game designer, podcaster, author, or devoted story game fan who can commit to about four hours of work during the beginning of December.

Friday, May 23, 2014

Silly Sci-Fi Name List


I've been developing a list of silly scifi names today. I have no particular plans for the names, but I like the list enough that I thought I'd share it with you. Feel free to use these. I'd get a kick out of hearing about any character you make with one of these names.

Men's Names

Glyph
Cliftopher "Clif"
Varius
Scarlo
Golden
Carnie
Major
Kilo
 

Women's Names

Pix
Cryptina "Crypty"
Clover
Emotica
Green
Barista
Hella
Milli
 

Names of Unspecified Gender

Rune
Oddrey "Odd"
Moss
Birch
Hexi
Gray
Valet
Uber
Mega
 
 
Image by Quinn Dombrowski. Used by permission.