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Category: Gaming

Physical Game Jam Tracker

I made a thing! I have been on a minor roll with python recently and this seemed like a fun project so I started working on it. Towards the end I reached out to the awesome person who inspired me, since she didn’t seem to have been keeping her tracker up to date, and she said I should go ahead and launch mine. So here we are.

I used this as an excuse to try out new technology and libraries. Click and Cloup made the list; the first because I wanted to try out new argument parsers and the second because I needed option groups. This forced me to learn to use setuptools better, which was a win. I am gonna keep using this tech going forward.

I also wound up sticking Rich in there for better CLI output and it’s kinda great, so that’ll stay in my toolbox too.

Dataset turned out to be too limited, because it’s really just for columnar data in a single table and it turns out itch.io jams have one little thing which break that paradigm; namely, multiple owners per jam. So now I’m using sqlite with JSON support and honestly it’s a bit grungy. Maybe next time I’ll learn SQLAlchemy for real.

My python has gotten significantly better over the last year with this kind of small but enjoyable work, and I am gonna keep doing it.

Last Year in Carcosa

Or: ”A Lyric Scenario for The Yellow King RPG

  1. Gather no more than three people.
  2. Watch Last Year in Marienbad together in silence.
  3. Select characters from those depicted in the movie.
  4. Discuss your motivations, remaining in character. It is unnecessary to agree on the facts of the fiction.
  5. If there is disagreement on motivations, play Nim to resolve them.

“It’s a stupid game.”
“There’s a trick.”
“Just take an odd number.”
“There must be rules.”

Credit is due to Joseph S. Pulver, Sr.

Czech New Wave as Gaming Inspiration

I watched The Firemen’s Ball recently and enjoyed it quite a bit. The way Forman extracts humor from the banality really struck me. It also reminded me of the Electric Bastionland mini-campaign I’ve been chewing on.

I mean, tell me this isn’t a Bastion Council at work.

The leadership of the local firemen, gathered around a table, looking at something off-camera.

You could just run the whole movie as a background thread while other things are going on. “Ah, no, Monsieur Bagatelle can’t speak right now, he’s at the Firemen’s Ball.” “Well, I’m willing to do you that favor, but you need to make sure my daughter wins the beauty pageant.” “Huh, when did that building burn down?”

But it also intersects nicely with the Piertown Borough ideas I’ve been toying with. Don’t read after the cut if you’re playing in my mini-campaign. By which I mean if you want to play in this, drop me a comment, I have two slots I need to fill.

Lady Blackbird: End Game

This post was prompted by a recent Rob Donoghue tweet. To save you a click, he’s arguing that most RPGs have bad endgames: there’s no set process for what happens at the end of a game.

I recently finished up a Lady Blackbird game, and yep, there’s nothing explaining how to finish up the game. I mean, sure, the PCs achieve their goals probably, and perhaps those goals have changed over time, but. Look at it this way: Lady Blackbird explains exactly how to start a game, with situational advice and a solid reason to act. Nothing much on endings.

Thus, Lady Blackbird Montage. This isn’t exactly how I ended my game but it’s how I might have done it if I’d taken a bit longer to think about it.

“OK, build one final roll! You’re going to be narrating the bit in the credits where the voice over explains what your character does next in their life, so pick a trait and tags that reflect what you’d like to narrate. No dice from the dice pool, sorry. You can get an assist die from other characters if you both expect them to be spending a long time in each other’s presence, for whatever reason.

“For each success, you can narrate one cool thing that happens to your character. For every two failures, rounded down, you have to narrate one problem. You can remove a problem if you also drop a cool thing. So if you had three successes and two failures, you’d narrate three cool things and one problem, or you could do the trade and narrate two cool things and no problems.”

This is basically lifted from Fiasco but that’s a good game.

Lady Blackbird & Miro

Finished up that Lady Blackbird campaign I mentioned earlier, which was a blast. I might actually be about done with feeling like I’m a mediocre GM — still had the same tension I always have right before a session, but we got through this one with zero delays on account of my stress levels, which is pretty good for me and I feel great about where our improvisation led us.

More to the point, I’m completely sold on Miro. I’d been thinking I needed to do a ton of work to make a Miro board useful, and that I’d need to be messing around with it a lot during play. This is in fact untrue. I just set up an image board for NPCs and dropped a couple of reference images in it (one map, one picture of The Owl), and that was immediately helpful. Later on, I added a couple of rules references. Again, useful immediately without any serious work needed on my part.

Also great: using it for links to our dice roller, Google Sheets character sheets, and so on.

Actual Play: Lady Blackbird

I’m running a brief Lady Blackbird campaign for S. and some old Boston pals, and it’s going swimmingly. They’re all happy to help drive plot and I’m happy to throw in complications and the game sings pretty well under those conditions. I was curious to see how forgiving the mechanics were; it’s easy to make dice pool mechanics pretty brutal (hi, Blades in the Dark). In this case the huge dice pools and the ease of refreshing them means the characters feel pretty heroic. The players also seem to enjoy the part where you put together dice pools, so that’s all good.

I’ve been using Miro as a visual board, and I’m really digging it. Starting small and expanding use as we go is working well for me. Right now it looks like this:

Next iteration is probably trying to do character sheets on Miro. Oh, and adding a rules cheat sheet, that’d be easy.

I am tickled pink at my little annotations on the NPC portraits. Prince Lupus there has very soft hands and smells of gardenias. The PCs freed him while they were escaping from the Hand of Sorrow.

Go Alone: Actual Play

I sat down and played a session of Go Alone yesterday. It’s a solo journalling RPG in which you play an ancient magical sword that dreams of the day they can retire. It’s very hard to reach that goal; you’re pulling blocks from a Jenga tower, and when the tower falls, the sword breaks and the game ends.

The core loop is simple: you take 1-6 actions (usually inventing memories or describing events) based on prompts randomly selected by playing card draws. Most card draws require you to pull a block from the tower. That’s one day. At the end of the day, you make up a short in-person narrative about the day and what you’ve learned about your bearer and yourself.

I found that the deliberate separation of the two phases helped me set aside the knowledge that I was controlling the fiction; I consistently felt like I was reacting to events that were outside my control. There was no guarantee that I was going to get prompts that would let me tell a particular story. It also helped that the Jenga tower was completely uncontrollable. I knew I couldn’t force the story in any particular direction, because after a couple of days I was never expecting to survive.

I realized pretty early that I had to be careful about not answering unasked questions. If the prompt didn’t call for me to make up a particular bit of background, I didn’t make it up. This was relatively natural for me, since I tend towards developing characters in play anyhow, but still took some care.

In the end I wound up with a slight emotional attachment to my PC — less than usual but still there — and a narrative that arose from my treasured intersection of oracular divination and storytelling. I will do this again.

After the break, the actual play. I wrote all this in GoodNotes — the handwriting recognition was capable of capturing my scrawl, which is pretty impressive. I have a few notes on what I was thinking; these are italicized.