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?
This isn’t an answer at all, but I think it would work great as both.
This isn’t an answer at all, but I think it would work great as both.
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.
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.
If it’s a joke, you should either name it “Indie Game” or something weirdly poetic, like “Thou Art But a Cancer.”
If it’s a joke, you should either name it “Indie Game” or something weirdly poetic, like “Thou Art But a Cancer.”
The thing is, though, it could also be a very serious game. This might resonate strongly with someone who has suffered from one of the afflictions.
The thing is, though, it could also be a very serious game. This might resonate strongly with someone who has suffered from one of the afflictions.
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.
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.
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.
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.
Andy Hauge Your last comment suggests a serious game then?
Andy Hauge Your last comment suggests a serious game then?
“Thou Art But An Affliction” could work as both a serious name and a joke name.
“Thou Art But An Affliction” could work as both a serious name and a joke name.
Daniel Lewis You should do your best to keep it ambiguous.
Daniel Lewis You should do your best to keep it ambiguous.
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!”
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!”
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.
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.
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.
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.
It’s unclear from the post, Stephanie Bryant, but Daniel Lewis wrote it.
It’s unclear from the post, Stephanie Bryant, but Daniel Lewis wrote it.
Daniel Lewis The game I want to make is where the mechanics are somehow nothing but initiative rolls. Like, multiple initiative rolls.
Daniel Lewis The game I want to make is where the mechanics are somehow nothing but initiative rolls. Like, multiple initiative rolls.
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.
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.
And continuing from my above thought, you use the flashbacks to show how outmatched you truly were (instead of the real-world flashbacks).
And continuing from my above thought, you use the flashbacks to show how outmatched you truly were (instead of the real-world flashbacks).
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.
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.
Ah, I thought it was Daniel Lewis ‘s Threeforged 2nd phase
Ah, I thought it was Daniel Lewis ‘s Threeforged 2nd phase
Nope, but we all have the game design bug now, haha. Thanks Paul Czege.
Nope, but we all have the game design bug now, haha. Thanks Paul Czege.
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!….
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!….
Easy DragonBall Z hack: Both players get blank cards.
Easy DragonBall Z hack: Both players get blank cards.
Tim Jensen I wish I could +1 that a few more times.
Tim Jensen I wish I could +1 that a few more times.
Tim Jensen You would have to find a way to stretch it out to 10 sessions.
Tim Jensen You would have to find a way to stretch it out to 10 sessions.
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.
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.
Steve Mains Haha, I’m going to hang on to that idea just in case I get stuck on one of my threeforged games.
Steve Mains Haha, I’m going to hang on to that idea just in case I get stuck on one of my threeforged games.
Of course you think it’s a joke! You hate initiative. Funny we were talking about that yesterday.
Of course you think it’s a joke! You hate initiative. Funny we were talking about that yesterday.