I’m trying to decide if this is a real game or a joke about indie games.  What do you think?

I’m trying to decide if this is a real game or a joke about indie games.  What do you think?

I’m trying to decide if this is a real game or a joke about indie games.  What do you think?

52 thoughts on “I’m trying to decide if this is a real game or a joke about indie games.  What do you think?”

  1. If it’s a joke, it’s brilliant. I could totally see this being a sort of arthouse film or something. It actually reminds me a bit of Scott Pilgrim, just with added gravity/maturity.

  2. If it’s a joke, it’s brilliant. I could totally see this being a sort of arthouse film or something. It actually reminds me a bit of Scott Pilgrim, just with added gravity/maturity.

  3. As a game, I’d tighten it up and choose more evocative (and less vague) terms. As a joke, I’d definitely go in the opposite direction (make game terms flowery and also use the phrase “narrative control” frequently) and echo Jason’s title suggestion.

  4. As a game, I’d tighten it up and choose more evocative (and less vague) terms. As a joke, I’d definitely go in the opposite direction (make game terms flowery and also use the phrase “narrative control” frequently) and echo Jason’s title suggestion.

  5. Something I really like about the design is just how blasted arbitrary it is. I think that helps the theme a lot. Though there’s some stuff that alleviates the randomness, it all ultimately hinges on fickle fate. That’s pretty tragic.

  6. Something I really like about the design is just how blasted arbitrary it is. I think that helps the theme a lot. Though there’s some stuff that alleviates the randomness, it all ultimately hinges on fickle fate. That’s pretty tragic.

  7. Maybe I’m to simple to get it, but I liked the game (as a serious game) right up until the affliction and victim part.  apparently the warriors were just a metaphor?  And that’s not a terrible idea either but i can see it going bad in at least two ways.

    1. I have never played before so suddenly having to justify previous narration as the spreading of an illness might be fun but it could also be really difficult since i had no intention when we started.

    2. I have played before or read the rules so I’m going to pitch every scene with the idea of explaining it as an illness later.

    also from the moment i read the first paragraph I just wanted the game to end by one player saying “Today you die! roll initiative!”

  8. Maybe I’m to simple to get it, but I liked the game (as a serious game) right up until the affliction and victim part.  apparently the warriors were just a metaphor?  And that’s not a terrible idea either but i can see it going bad in at least two ways.

    1. I have never played before so suddenly having to justify previous narration as the spreading of an illness might be fun but it could also be really difficult since i had no intention when we started.

    2. I have played before or read the rules so I’m going to pitch every scene with the idea of explaining it as an illness later.

    also from the moment i read the first paragraph I just wanted the game to end by one player saying “Today you die! roll initiative!”

  9. Daniel Fowler The initiative concept kind of got lost halfway through, but the genesis of this idea was talking with Jason about whether you could make a game that was nothing but an initiative roll.

  10. Daniel Fowler The initiative concept kind of got lost halfway through, but the genesis of this idea was talking with Jason about whether you could make a game that was nothing but an initiative roll.

  11. I like the start of this as a samurai game, told in flashbacks, until the dice throw for initiative. Perhaps the flashbacks result in bonuses to the dice roll, or help determine who has narrative control over the loser’s death scene.

    As a game about cancer or illness, though…. thing is, cancer isn’t an even fight.

    This is two good game concepts put into one document. I hope whoever wrote it pulls them apart into separate projects.

  12. I like the start of this as a samurai game, told in flashbacks, until the dice throw for initiative. Perhaps the flashbacks result in bonuses to the dice roll, or help determine who has narrative control over the loser’s death scene.

    As a game about cancer or illness, though…. thing is, cancer isn’t an even fight.

    This is two good game concepts put into one document. I hope whoever wrote it pulls them apart into separate projects.

  13. Stephanie Bryant What if, once the affliction is revealed, that player gets a huge advantage over the other player, so that the afflicted character only has an outside chance of surviving? Of course, that makes the game a hell of a lot darker.

  14. Stephanie Bryant What if, once the affliction is revealed, that player gets a huge advantage over the other player, so that the afflicted character only has an outside chance of surviving? Of course, that makes the game a hell of a lot darker.

  15. It’s darker. The flashbacks can be played out to show how the afflicted prepares for and overcomes their foe.

    Add a hidden mechanic– the affliction gets a secret target number that the afflicted needs to reach in order to overcome it. Each flashback has the opportunity to add to the afflicted’s roll or add to the affliction’s (or stay neutral, if it’s a draw, for example).

    Want to go really dark? The afflicted is going to die, no matter what. The die roll only determines who has narrative control over the death scene.

  16. It’s darker. The flashbacks can be played out to show how the afflicted prepares for and overcomes their foe.

    Add a hidden mechanic– the affliction gets a secret target number that the afflicted needs to reach in order to overcome it. Each flashback has the opportunity to add to the afflicted’s roll or add to the affliction’s (or stay neutral, if it’s a draw, for example).

    Want to go really dark? The afflicted is going to die, no matter what. The die roll only determines who has narrative control over the death scene.

  17. Jason Cordova what you want is a bill and ted style time traveling game where “it looks like you have won but after this is over I plan on going back in time and place this hidden gun that I just pulled out from under this table, roll initiative!  Then you say “Which is why I traveled back in time and replaced it with that bear trap you just triggered, Roll initiative!….

  18. Jason Cordova what you want is a bill and ted style time traveling game where “it looks like you have won but after this is over I plan on going back in time and place this hidden gun that I just pulled out from under this table, roll initiative!  Then you say “Which is why I traveled back in time and replaced it with that bear trap you just triggered, Roll initiative!….

  19. Daniel Lewis When you said you weren’t sure if this was a joke about indie games, here’s where I expected it to go:

    Put a mark on one of two index cards. Randomly/secretly distribute. Decide setting, showdown. Flash back to first meeting, see who came out on top. Then again, different occasion. And again and again and again. Roleplay it out; really get into describing the developing rivalry. This is super-important.

    Finally, return to the present showdown. Flip over your index cards. Whoever has the mark wins. Had won, in fact, from the very beginning. All that narrative bullshit didn’t matter at all, you asshole.

    Now pause and reflect on your feelings about the game.

  20. Daniel Lewis When you said you weren’t sure if this was a joke about indie games, here’s where I expected it to go:

    Put a mark on one of two index cards. Randomly/secretly distribute. Decide setting, showdown. Flash back to first meeting, see who came out on top. Then again, different occasion. And again and again and again. Roleplay it out; really get into describing the developing rivalry. This is super-important.

    Finally, return to the present showdown. Flip over your index cards. Whoever has the mark wins. Had won, in fact, from the very beginning. All that narrative bullshit didn’t matter at all, you asshole.

    Now pause and reflect on your feelings about the game.

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