Another round of the Ronnies is just over and this time I was able to enter the contest, something I've been wanting to do since Ron re-started this endeavor in January but I haven't been able to. It seems to be a sort of a new tradition that you now have exactly one Italian participating in each round, though, so I'm happy I upheld it.
The reason I was able to participate, of course, is that this time I got an idea for a game which resonated strongly with me, and I got it early enough that I was able to actually start designing it before the final countdown. My game is called The Shackled Self, by the way, and it uses "lust" and "chains" for keywords out of the very inspiring "amazon lust queen chains" set (and, don't get me wrong: all of the Ronnies keyword sets have usually been amazing, but anything about lusting for chained queens apparently turns me on, polysemantically named e-bookshop or not).
One thing which didn't fit in the mad 24 hrs. design & writing crunch, though, is a Forge-style reference list… and then I noticed that other contestants managed to include it, which made me envious as fuck. So here you are:
· The Shackled Self's first and foremost inspiration, overall, is a couple of wonderful 2-players games: Ron Edward's S/lay w/Me and Tim C. Koppang's Mars Colony (for the Prince-Temptation or sometimes Prince-Mountain creative dynamics).
· Then, Ben Lehman's The Drifter's Escape, a 3-players game with fixed and asymmetrical player roles and a single protagonist.
· From Tobias Wrigstad's GR (you know I can't spell its full title on the interwebz!), which is the best jeepform ever, I lifted a good-sized chunk wholesale (keeping eye contact and knowing what to say as a pvp mechanic).
· A game of Danielle Lewon's Kagematsu which I played just the day before designing TSS suggested me the "player dominating a scene" concept (K. also being a game of asymmetrical 1 vs. 1 dynamics).
· Alessandro "Vito" Temporiti once made a game called La decisione di Giuda ("Judas' choice"), which was all about externalizing a single character's dilemma by crafting a three-players dynamic out of it, and it was wonderful to play.
· Jonathan Tweet's Everway and Vincent Baker's Apocalypse World (suggestive questions as a springboard for creating).
· Vincent Baker's In a Wicked Age…, Paul Tevis's A Penny for My Thoughts, Matthijs Holter's Archipelago II and, less directly but ultimately, Ben Lehman's Polaris (explicit verbal commands to signal/resolve a conflict; I confess I included this as a form of lazy design, since it's so expedient).
· Everything Nordic for showing me that you only need resolution mechanics in a game when you need 'em. Everything Nordic, yeah, but especially Matthijs Holter's Society of Dreamers (also for the ouja board thing, which I now realize I made into the mandala thing).
· Vincent Baker's In a Wicked Age… (again) and Meguey Baker's 1001 Nights are the first games I met with snacks & drinks recommendations included in their manuals (great stuff!). Vincent Baker's Toward One, also, for reminding me that coffee, too, is a meditation-enabling infusion.
· Plus lots of other games and stuff which I sort of interiorized, of course, so that I can't pinpoint the titles and authors specifically. But I'm made out of you, people, you know? Made of you! Love ♥.
So, what's left…? Yeah, wish me good luck, I guess.
Baby sister
8 hours ago
I forgot mentioning Ben Lehman's Bliss Stage, obviously a source for the idea of putting a player in charge of judging the outcome of a scene.
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