Fiasco: Liquidation

Last night we tried the playset called Liquidation. The link is here.

I really wanted to like this playset. The concept was strong, but I think the ingredients failed to live up to the creativity of the setting. It does not help that we have one player who continually does the same with the game, failing to understand that the players are supposed to lose, not one-up each other.


That aside, I never once saw anything on the charts really grab me. I felt as though to truly do this as a fiasco reminiscent of Office Space, all of the relationships needed to be work relationships with varying shades of gray and that perhaps people needed to define their roles a little more strongly with entries that were more flavorful than, “You need to find where the money is hidden.” Elements like this leave you wanting, and not in a good showmanship kind of way.

In the end, we had a backroom gambling operation that never panned out and of course the cops were involved in the final moments of the story, which felt contrived. Can we do a fiasco without the cops involved?

I think the playset is in need of some editing, but I’m too excited to move onto some other one’s to be bothered to do it myself. In fact, now I’m inspired to finish the three I’ve been working on.


Shooting Guns

I was in Vegas for a few days and I spent an hour shooting a few small arms at the Gun Store way off the strip. I spent over $200 but it was well-worth every penny.

I fired an M1 rifle, M1911A1 pistol, AR15 rifle, a shotgun (I think it was the Remington, but they didn’t tell me and I was too busy shooting to look), and finally the Uzi (both semi-auto and full auto).

Anyway. I had a blast and I started to realize. One, I didn’t realize gun X had so much recoil, or the barrel was that heavy, etc. And then, I realized. Wait. I’m a game designer. Wouldn’t it be fun to make a game based on everything you know about only the guns you’ve personally ever fired.

And you could include information on how they performed for you and so on.

If I designed a game this way, right now, I would design it so that the Uzi was the best gun (it was brainlessly easy to fire accurately). And since my wife fired an Ak-47, the rules would say, “even a girl can use it.” And if you think I’m being sexist, I should point out her gun was pink with a Hello Kitty sticker.

Just saying.

More posts later this week.

The Plague, Progress

I am so bad at this blog thing. If I had a topic that was bugging me, I could write 5,000 words on it in an hour and be posting in without even a read-through. But when it comes to talking about my games or what I’m working on, I turn into an introverted idiot.

While I continue to have people read Dying Memories and push off my publishing of a done-game, I have moved onto the Plague (as well as two card games, a board game, and two more roleplaying games). For lack of a better word, I alone would want to run/play the plague, but my friends have been very helpful in helping me playtest it anyway.

Five games later… I think I have something.

The original concept for the Plague was to toy with the concept of isolation and the effects it has on people. How decisions change when people stop thinking their behavior affects those around them.

And I think I’m onto something, finally.

First off, the game can be played with or without a GM, but it is clear to me that a GM is the way to go. Secondly, I’m still running into the issue of what are “scenes about.” A great deal of the other factors of the game (behavior, interludes, symptoms), all work very well. But scenes are so frickin’ short, I’m finding it difficult to get people to roleplay longer than a few minutes. And for a game that lasts maybe 6 or 8 scenes long, this is a bit of an issue. Scenes should be 15-20 minutes long, not 5.

The present character sheet includes the stats of Anchor (which is how rooted to reality you are), Hope (self-explanatory), and Willpower (you bridge to things, rather than people). Like a standard RPG, these values start at X based on the player’s allocation of points, although frankly I think 7 points amongst the 3 is too much.

There’s also a stat called Isolation, which players cannot control (directly). It works fabulously at the moment. I’m very happy about this.

In the meantime, I’ve conceived on a cool idea for a drama booklet that aids the players/GM with telling the story of The Plague. I’m eager to get cranking on this.

Okay. It’s getting late. I’m going to crank on these charts and post again soon.

The Plague, Part V

The Plague is an experimental roleplaying game about isolation, paranoia, and despair. As an unnamed plague destroys the world outside, the characters have banded together, shutting themselves out from the world around them. Detached and removed from real world events, they have only a few radio broadcasts and the occasional television update to keep them abreast of the changing world. The long wait has begun…

As the story progresses the characters become more and more isolated. Food, morale, and supplies run low. Tensions mount. Instincts take over, survival overrides consideration, and the fight to stay alive begins.

Help will surely come… Eventually. But who among us can wait that long?

Gorilla Games : World Conquerors : Kickstarter

Jeff Siadek is promoting his new board game, World Conquerors over on Kickstarter, here.

Alan Pollack has done the box cover, Tim Piotrowski did the map, and I did the card art and graphics. Below is the logo.

And here’s a sample card from the game.

I’ve played the game once, been involved for about five months with graphics, editing, and so on. And now the game is about to get printed. It’s actually really fun. Fun enough for me to post the project on my site, despite being published by someone else.

Check out gorilla games for more information.