Showing posts with label The Shackled Self. Show all posts
Showing posts with label The Shackled Self. Show all posts

Wednesday, September 24, 2014

The duck’s alive and quacking

I went a long time without updating this blog, or my Patreon page. The last few months I mostly spent frantically translating Fate Worlds Vol. 1 to Italian for Dreamlord Press: a 300-page monster of an RPG book, and a job which left me with not much idle time on my hands. But finally the time has come to resume my various Platonic Duck Kitchen projects – of which I have many in progress, so many in fact that a new status update was long overdue!

Enter the Avenger (a.k.a. Entra il Vendicatore) has seen a lot of play over the last year. Originally released in the premiere issue of Worlds Without Master, it’s a fair assumption to call it my best known and most successful game. An Italian translation has been up on DriveThruRPG for a while, but hasn’t been selling – probably because of an utter lack of marketing antics on my part. This Italian edition is layed out for printing as a booklet and embellished with some additional artwork by Tazio Bettin. A similar layout for the original English text is in the works and almost done: my plan is to put it up for sale on a variety of digital stores and also to send it to my Patreon backers as a complimentary (free) update.

La casetta di marzapane (tentative English title: The Gingerbread House) has also seen quite a lot of play, though in Italian only. In case you’re reading about it for the first time, this is a short-story-as-a-game about the chance (?) meeting between some children and the ruler of their badly ruined land. My planned effort translating it to English (not as easy a task as I’d hoped) had to be delayed due to more urgent concerns; meanwhile, a number of players came up with suggestions for improving the game, including catching some bugs and textual quirks. Due to extremely tight integration between rules, thematic content and text, no change is trivial to implement – thus, I’m still in the process of sorting through the feedback and pondering the exact fixes to make. While I’m not yet sure whether I’ll release a revised Italian edition first, I want the first English release to be a fully revised one.

The so-called “manhunt game” (working title used to be “Wolf and Deer, Hound and Fox”, but I’m growing less and less enamored with it) is a whole new project I’ve been working on as a distraction in whatever little spare time I’ve had lately. I don’t have much on paper about it except notes, but I’ve been playing it a lot and it does create some kickass fiction! The cards-and-numbers based pacing mechanics still need some tweaking (and, thus, some more playtesting) before I can draft a text. Since the default backdrop for the game is swords & sorcery (as in Enter the Avenger) I’m considering submitting this game to Worlds Without Master, depending on how long the final text will turn out to be.

Awkward/L’imbarazzo is another out-of-the-blue new project! Quickly drafted out for a chamber-larping convention, it turned out to be one of my most successful designs to date, not to mention my first successful attempt at doing comedy. It’s a game to be played with your whole body rather than just with words: a hilarious Jeepform-like scenario (though structurally and mechanically simpler than a game such as Doubt, not to mention shorter) about the difficulties people of different gender experience in having a non-romantic, non-sexual friendship in a heteronormative society, as well as the different expectations younger and older people hold about life. Despite only existing as a bunch of scribbled notes, this scenario has been played multiple times, including with first-time role-players, and people other than myself have run it. I now look forward to writing a concise English-language manual for the game.

Lift Girl – La ragazza dell’ascensore, my (Italian) Game Chef 2013 entry about small & fractured stories crossing at at an elevator in a near-future high-rise shopping center, is one game I haven’t been making any progress with lately, but it’s next to done. It just needs a very minor rules-tweak or three (and a round of playtesting those tweaks) before I go into producing a new release, which I’d like to be either English-language or bilingual.

I haven’t made much of a progress on The Shackled Self, my game about a prince-turned-ascetic striving to achieve sainthood and the power to save humankind. The playtest I ran last year showed that my new dominoes-based mechanics for face-offs between the Prince and Temptation might be working, but overall the game is… way too hard on the players. My plan is to re-formulate all of the rules to fit on a set of well-designed handouts, as a set of “moves” players can perform (to borrow a useful piece of terminology from Apocalypse World). A mechanical overhaul is also required for pacing reasons, to make the game ran satisfactorily within a realistic timeframe. I suspect it will take me a while, though.

Passeggeri ("Passengers") is another project I made very little progress on. I'm aiming for a role-playing game playable anywhere, anytime, by as little as two people but also by larger groups, without carrying any books or other items around: as such, it requires *extreme* rules minimalism. What little work I've done on it was in the form of short playstorming sessions. The resource I most need, here, is lots of time I can afford to spend in testing, as I'm walking into mostly uncharted territory (figuratively as well).

No progress on Cast Down from Eden/I reietti di Eden, either. Much like the struggle it depicts, this urban-fantasy game of fallen angels and occult superheroes fighting against enemies almighty proved to be a really ambitious project. There’s something deeply personal to me to this game-idea, a deeper layer of meaning which, despite so many in-house iterations and playtests, still has a hard time emerging from the multiple layers of mechanical complexity and colorful action-y fiction. I’m currently happier with what I get out of my tighter, smaller-scope, more focused projects, while Cast Down from Eden now feels like an elusive, hard-to-win fight I can only make a comeback to after I get some more practice.

Then there’s a bunch of collaborative projects!

To Hunt Down the End begun as a swords & sorcery themed re-skin of Giovanni Micolucci’s Nomadic Hunter I wrote in English based on the Italian-language draft he showed me early this year. We meant to release it as a Vas Quas/Platonic Duck joint production, and I commissioned some artwork from artist Mik (who created the original title banner for Platonic Duck Kitchen, which also served as concept art for the logo), which turned out just as awesome as I hoped for. Unfortunately, I lagged behind in production schedule; meanwhile, Giovanni has made significant improvements to the original Nomadic Hunter, leading to a new and better prototype (again, in Italian). The exact fate of To Hunt Down the End, then, is yet to be determined: it would take me some more work to port some or all of the latest NH improvements into THDtE through translating and re-skinning, and more graphic design work is needed to produce a finished, playable game. But it can be done, indeed. Just like Nomadic Hunter, To Hunt Down the End is a hybrid board-game/role-playing game of wilderness crawling and monster-slaying which you can also play solo.

The Behemoth is a character playbook for  Vincent Baker’s ApocalypseWorld created by Tazio Bettin. I helped Tazio fine-tune his design and we’re most likely going to release it through Platonic Duck Kitchen, with gorgeous art by Tazio himself. I just need to do some editing of the text before we proceed to its final layout.

La casa sulla roccia (roughly, “The house built on stone”) is a wonderful, profound and moving “chamber” larp scenario by Barbara Fini: a day in the life of the inmates and staff of a facility for the mentally ill, deep in rural Southern Italy. By “chamber” larp I mean a small, self-contained live-action RPG scenario that can be set up and run with minimal costuming and props and very little prep, in a perfectly mundane location. This game currently exists as a set of Italian-language character sheets Barbara wrote, plus the oral wisdom I collected over a number of extremely successful runs – I’d like to eventually piece together an actual “manual” for hosting and running the scenario. What I’m now wondering is whether making an English translation of it would also be possible, or too much of the setting and general tone would be lost in translation on a non-Italian audience.

Settembre poi ci troverà (roughly, “September will come and find us”) is another “chamber” larp/Jeepform-like scenario, co-created by Barbara and me. Fresh out of our pen and yet to be playtested (it’s scheduled to premier at a chamber larping convention roughly a month from now), it combines features from both Barbara’s La casa sulla roccia and my own Awkward to tell a cross-generational story about short-lived summertime loves.

All of the above are “half-done” games: games for which either a significant body of text already exists, some playtesting already happened, or both. Releasing them all is only a matter of having enough spare time available – which ultimately boils down to having money on my hands: sponsor me by becoming my patron and make all of those role-playing games happen! “Board of advisors” level patrons also get a say in which ones ought to be finished first.

But there’s even more brewing! Game ideas which are still in a fluid state, but might gel into something playtest-able anytime soon. One is a game about witches as disgraced goddesses, and the weird process by which a majority or 50% segment of a populace is persecuted into effective minority status. Another one is the game of aggressive revenge against the powerful and its house-of-cards-like consequences on society I’ve briefly blogged about a long time ago – working title: “The Taller They Stand”. “Changing Speed” is instead my working title for a self-contained scenario in which I plan to exploit the tropes of 70s and 80s’ Japanese super-robot TV shows to do some hopelessly grim, as-angsty-as-you-can-get teen drama (and I might or might not work some Italian pop music into the mechanics).
Tree of Worlds, my tentative Everway remake, also belongs in this category because, well, I didn’t do much work on it yet. One design goal is I want to be able to employ the original Everway components, but I want those to be entirely optional too; one huge roadblock is that playtesting (or, heaven forbid, playstorming!) a long-form role-playing game is a logistical nightmare. Meanwhile, a friend requested a dungeon-crawling game out of me with some very specific features, and a design is slowly gelling around a quirky setting idea of mine: armed Illuminists standing against the literal forces of darkness in a nightmare city. The main challenge here is not to get sucked into making it “just” a tactical skirmish board-game.
Then there’s this hitch I need to scratch, to make something which might fit in with the OSR movement – something based on the “core technology” of 1970s-to-80s D&D. And, after spending six-months knee-deep in Fate Core, I guess I’ll need to do something with that as well (I love it that they made it open source).

Stay tuned and hear the duck quack!

Friday, April 8, 2011

Secret mind-link discovered! Girls get naked on the Internet!

"Amazon, amazon, queen, lust, chains."

You know what's the best thing about the Ronnies? There is no fixed number of winners, meaning I can really root for everybody else's great submissions while still harboring hope for mine. How's that for a refreshing change of pace? Thus, here I am, having a late night beer* and reading through my non-opponent's games for the current round (Ron said he won't be ready to announce results until maybe Monday, btw, and it sucks because I'm dying to know).
So, last Saturday afternoon I was in a car, coming home from a party (I mean, the party was on Friday night, but pretty far away from where I live), talking about the Ronnies with friends, and of course we went through the obligatory: «let's pick Amazon + chains and make a game about a bookstore franchise.» I'm super-glad Dan Maruschak did it — or at least it's a game set in a shop of a chain — because it would have been a super-sad Amazon Queen Lust Chains Ronnies if nobody did.
I had a blast reading Her Son, by Jackson Tegu, with its peculiar, objectivity-be-damned style of writing, the heavy-handed but still pleasurable metaphor, the whole children-are-naturally-adept-at-augmented-reality thing, plus again the goddamn writing style when it turns all "here's me staring at a screen and wondering what to write and I'm eating a sandwich right now". I now ♥ Jackson Tegu.
Eric Boyd's Queen of Thorns and Andreas Eriksson's Tales of Lust, both, I didn't at all dig the premise — or, rather, the elevator pitch — of, but after a read they both look like fun, much more than I expected. Ben Lehman's Homage to Ninshubar, au contraire, I was all fired-up by reading the pitch, but then what? Looks like Ben's being sort of sloppy and just putting together a Poison'd hack to play Steal Away Jordan with (and doing the gender-thing instead of the race-thing is great and all, but SAJ already does the gender-thing a lot, too). But then, you know what? I guess if you're Ben Lehman it's OK to be lazy sometimes.
Those are the ones I read, up to now, except before reading those I started with Elizabeth Shoemaker Sampat's Camwhores — I mean, of course I started there!

So, here's a story some of you may already know…
I always have my head full of half-formed game ideas, that's just me. 99% of those die out before they're even born, usually because they aren't interesting enough ideas, but sometimes it's because I don't really have what it takes to give birth to those games (yet!).
So, last year I was at InterNosCon, and Ron Edwards held this laid-back and cozy game design workshop there. He asked each participant for a single game-idea they were looking to develop, and I deliberately answered with the most outrageous one I had going through my head at the moment, which had occurred me a few weeks earlier: a game about women (the PCs) sharing naked pictures of themselves with the wider Internet. Why do they do this? That's what we want to know. And I was thinking of phenomena such as the so-called "goddesses" of 2chan.
People at the workshop, including Ron, seemed to like the idea. Tobias Wrigstad was also there, and he appeared to light up at the first mention of my idea, like it was the only game discussed which was worthy of his attention. He even suggested me a working title for the game: Amateur. Then we got dragged into a discussion about pushing or not pushing players out of their personal "comfort zone" and stuff, and I mistakenly thought I was beginning to understand Tobias — which I wasn't, and still had to go a long way. In fact, when we met again just a couple months ago, Tobias asked me about that one game…
But I never went on to design Amateur for real, and now I know why: I was and still am totally clueless about the very IRL phenomenon attracting my attention, which I only partake of as a passive consumer, many degrees disconnected from the actual people who are doing this.

Enter Elizabeth Shomaker Sampat, with a game about webcam girls! It's in many ways almost the game I wish I was able to design, and even if it wasn't I'd dig it awesomely just because it's "like Czege's Nicotine Girls but a little closer to me", in the sense that I've got (a few) real life reference points I can append the game to and exploit to more completely relate with it, whereas for Nicotine Girls I've only got movies and stuff (or maybe I'd have to retool it in such a way that it references the reality of my own country).
It's of course not the same game I sort-of-had in my head, mind you! For one, it's about cams, that is, real-time streaming videos, instead of photographs, and this isn't trivial at all: webcam girls engage their marks in interactive dialog, which makes the whole experience way less anonymous (it's closer to sexting or cybering, with your image also exposed) - and this is to Elizabeth an opportunity to deliver a much more nuanced and engaging set of encounter-resolution mechanics than what I could have ever hoped for hypothetical Amateur. On the other hand, cam-whoring is basically a form of prostitution, so no mystery about the PC's motives here: they're doing this for money.
On a related note: I had absolutely no idea that Amazon wishlists are used that way! Brilliant, I admit. And that's probably why I was unable to "see" this one subject in the list of keywords myself, dammit! How cool would it have been to have two games about this topic in a round of the Ronnies? Man…!
Well, I was just kidding there. I'm actually glad it was Elizabeth to make this game and not me. Not just because she's a woman — like I should fear being called a sexist for making (I, a male!) a game about objectified female bodies, etc. — but much more importantly because she met webcam girls firsthand: she talked to them, she's friends with them. Follow me? She's got an understanding of the topic. I haven't. I'm hooked by the subject exactly because I'd like to understand better.

But that's only half the exciting story… Stay tuned and be back in a few days for the truth about the secret mind-link between Elizabeth and me. I kid you not! (Well, maybe).

··· END OF PART 1 ··· CLICK FOR PART 2 ···

* = Castello Rossa, an Italian bock, or strong lager. For those two-three guys out there who are into beers.

Thursday, April 7, 2011

Running for the Ronnies

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.