Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, December 06, 2014

Had a great playtesting session with @gamesteratlarge & @simoncarryer last week.



+Simon Carryer has been developing a game which he pitches as "What if D&D has been designed by David Cronenberg?" Over the last couple of years we've worked through what the biologically-invasive monsters would look like and tried out a few versions of brutal combat. But there's always been this tension:

  • the communities in this game are traditional and suspicious of outsiders and monsters
  • the adventurers are outcasts from society being gradually transformed by their exposure to the dungeons they enter
  • the communities need the adventurers but are primed to reject them.


We discussed how the adventurers could fit into the setting, and that prompted Simon to share some very cool ideas that had been implicit in his rules for a long time.

---

+Michael Sands has been designing a Napoleonic naval combat RPG for a while. Recently he switched it over to a science-fiction setting in order to explore crew creation without having to bring players up to speed with lots of historical information.

It worked great: crew design is a bit free-form, and we argued for a while about whether our stolen and experimental racing ship needed a User Experience Consultant in addition to our Pilot and Engineer. Plus we have a teenage stowaway and an uplifted (and kleptomanic) octopus who just wanted to fit in, on board.

Really looking forward to giving this more of a test next month.

---

We finished off with a playtest of my game, Soth. I think this is close: it's a game about cultists trying to summon a dark god. After the last round of playtesting, I've simplified the rules for how a community grows suspicious about what the cultists are up to, and introduced some Mountain Witch-esque not-so-secret agendas to complicate the cultists' attempts to maintain the appearance of normality while performing four ugly rituals to summon Soth.

One more playtest and then I think I'm ready to whip this up from a beta draft that I can use into something publishable.


Tuesday, July 30, 2013

My new game: 'Soth'. It's Call of Cthulhu, after you've gone mad


If you ever wanted to know what the world looked like from the villains' point of view, Soth is the game for you.

Soth (26 page .pdf)

It's a roleplaying game where you play cultists in small town America trying to summon the dark god Soth. 

I call it ‘the horrible game’: it starts with your cult having just completed your first ritual sacrifice, and continues with you having to juggle four things:
  • covering up your crimes
  • continuing with your cult’s rituals
  • fulfilling your mundane responsibilities so your family, friends and workmates don’t get suspicious
  • warding off the growing number of investigators looking to bring you down.

The tone of the game is noir. In my playtests, it's felt very much like a ‘cat-and-mouse’ thriller. Sometimes the cultists are on top and their evil plans seem unstoppable; sometimes they're very much on the back-foot, scrambling to save themselves. It's got a very competitive ‘players vs. GM’ dynamic.

This was my entry in this year's Game Chef entry this year: a scorched-earth rewrite of an earlier version that's now a mostly diceless hack of Apocalypse World.

If it sounds like your sort of thing, feel free to download, share, play and comment here.

Sunday, December 25, 2011

Collapse! A game about transitioning through peak oil

Writing games to help us imagine what life may be like after a massive social change is a design space I'm interested in exploring. Dave Pollard is designing a boardgame at the moment that looks interesting:


via Energy Bulletin - by kristinsponsler on 12/22/11

Some of you are aware that I have been working on a cooperative board game called Collapse! designed to help people learn and practice grassroots community-building and preparing locally for the various crises that may precede civilization's collapse. I've finally got a first outline draft of the game, and decided to share it with the world before I go any further. Here are the rules and some images of the game equipment that I have developed thus far, along with a list of what I still have to do to complete the game's development.





You can read more and give feedback to Dave directly on his blog: here.

Monday, December 05, 2011

Recording my latest Left Coast playtest could be the best game-writing decision I ever made

Mike, Simon and I played Left Coast last Sunday, and I decided to record it all on my cellphone. I'd taken a crack at simplifying the rules after the Scottish playtest (conducted by Gregor, Malcolm and Per) identified that the game had a lot of over-complicated and potentially unfun or game-breaking procedures in it.

Last Sunday's game was fun, and we all pointed out even more places where simplification was needed. In Simon's words, it's got an inspired setting and a functional core, but its overly-fussy mechanics are working against the laid-back vibe I want the game to help create. So: edits! However, reviewing the audio file has revealed a whole bunch of stuff that we didn't articulate and that I'm working on now. I think this next draft of the game is going to be far cleaner and simpler, with two radical changes that I'm looking forward to testing out.

Anyway, for my own future reference, here's what I'm doing with the audio recording:


  • listen to the whole thing, logging the conversation by recording the timecode where interesting comments occur 
  • identify moments that (in hindsight) are unacknowledged examples of procedural clunkiness and clunky procedures
  • review this log and create a mind-map of the comments that seem to obviously group together (into categories like 'Simple Edits', 'Playtester Questions', 'Radical Ideas')
  • listen to the logged points that don't seem obvious, and put them on the mind-map too
  • use the recording to adjust the rules to reflect how I explain them in person
  • identify examples of play

Wednesday, September 28, 2011

How would you write an adventure for Dr Who?

We recently playtested an adventure that Morgue's writing for the Dr Who role-playing game. After our game, I gave a little bit of thought to how Dr Who stories work. Here are the tropes I've identified - can you think of anything else?



TYPES OF DR WHO ADVENTURES

A Threat (or Threatening Situation): ala 'Midnight', where you're stuck in a frozen train with a monster, or 'Blink'.

A Plot: where you have a bunch of ideas for a cool sequence of events (basically a railroad/tunnel of fun scenario).

A Mystery: where you have to get to the bottom of something weird. 'The Girl in the Fireplace' would be a good example of this.

A Relationship Web: there's a whole bunch of complicated inter-personal stuff going on, that the Doctor et al stumble in to (I'm thinking of 'Vengeance on Varos' or your adventure, Morgue). This is often related to ...

... A Moral Crime: Like 'Vengeance on Varos' again, there is something unconscionable (by our standards) happening, and it will permanently remain this way unless someone intervenes. These moral crimes have 'People in Power', 'Victims', and (possibly) a 'Resistance'. All the people involved will want the Doctor or the companions to do something (much like in Dogs in the Vineyard).


SETTINGS FOR DR WHO ADVENTURES

When I thought about it, Dr Who stories seem to be set in one of these arenas:

- Earth's past (with or without an alien component)
- Earth's present (usually with an alien component)
- Humanity's future (either on Earth or off-world, usually with an alien component)
- An alien environment (it usually doesn't matter *when* this is set)


Jenni wrote more about our game, here: Playing established characters.

Thursday, July 07, 2011

How to play Apocalypse World

I'm teaching myself how to use a new presentation tool called prezi. Here's something I made: some advice on how to play a game called Apocalypse World.


Monday, June 07, 2010

Games: March to June

Here's some game-related stuff that I've been into over the last couple of months:

ImmorTall is a lovely little Flash game with an simple interface (move left or right) that forces you into some tragic choices.

Air Pressure is a gentle, ever-so-slightly depressing Flash game about a break-up.

Mike gave me a copy of Sorceror and Sword, a supplement for Sorceror which focuses on the pulp fantasy Conan, Fafhrd and the Gray Mouser, Elric (among others). It's an inspiring book - in the sense that it inspires me to want to run games using it, and it provides a methodology for creating stories in a fantasy setting without getting bogged down in pre-planning an epic story for a seven-year campaign.

Continuity is my favourite Flash game in a long time - a combination of platformer and sliding puzzle. Have a go. The first level should only take you a few seconds to work through.

Shade was a nice little Twilight Zone styled piece of interactive fiction. When in doubt, consult your to-do list!

I gave a little bit of feedback on Love in the Time of Seid by Jason Morningstar and Matthjis Holter and Blowback by Elizabeth Shoemaker. Providing feedback on games I'm excited about is one of my favourite things about my game design hobby.

Love in the Time of Seid is a game set in a royal court that creates a situation filled will the potential for betrayal and love (of both the doomed and true varities). It relies on a few simple rules (and no dice) to draw out the players' creativity in creating scenes, and to make them challenge each other to go deeper into the scenes (in order to create a story that matters).

Blowback is a spy game to create stories much like you'd see in Burn Notice (highly competent spies trapped in suburbia). The basic ideas of mission planning and how to handle the big conspiracy are excellent, and I'm looking forward to reading the next draft.

Rock Band and Singstar continue to be the greatest games ever created. Pure fun encoded onto a disc. Singstar, in particular, constantly surprises me with its ability to keep me playing until midnight.

I've enjoyed this Minesweeper variant, which crosses Mindsweeper with a D&D-esque reward system of 'levelling up' in order to tackle tougher squares. I also enjoyed Warp Shot - it's like golf, with gravity wells and Portal-esque wormholes.

I also attended two sessions at Day of Games, a day-long convention where people rock up, choose a game they're interested in, and play for a couple of hours. I ran Poison'd, Vincent Baker's game about pirates for Malc, Donna and Karen (with Mark, who showed up about 15 minutes after we'd created characters). This is the second time I've run it with really fun results. The game is slightly internet-notorious for encouraging the players to make nasty, pervese, and sexually reprehensible dramatic choices. What I realised during this play of it is that players engage with (or veer away from) that sexual and violent content as they're comfortable with. In particular, the game has a few questions in its character creation section that I consider to be like the safety on a handgun. If you ask questions about whether the characters have committed particular sins, then you're taking the safety off, which in terms of this game means that you can expect those sexually violent behaviours to be part of the story of the game. But you can equally leave those particular sins off your list of questions, which - I think - creates a safer environment (useful, if you're not sure about the comfort levels of the group you're playing with).

Day of Games also gave me the opportunity to playtest two fantasy games by Simon Carryer. On Mighty Thews is pulp fantasy with a (as we played it) ironic, light-hearted attitude (think Fritz Lieber's Fafhrd and Gray Mouser stories, ... with dashes of Elric and Conan thrown in there too). Simon's other game (which I shall not name here because I don't want the google hits) is fantastic - he describes it as D&D ... if it had been invented by David Cronenberg. Still very much in development and in need of rules that distinguish it from old-school D&D dungeon crawls, it's a great mix of a grim mood, character classes that examine gender roles in a primitive society, and biological horror (of which I want to see much much more). I expect this to be an unsettling hit once it's completed.

I've also played and finished a seven session game of Bliss Stage, which I think will have to be a separate post. Great fun, though. Creatively challenging, and also socially challenging as I got to know and respect the playstyles of some people I haven't played much with. I thoroughly recommend Bliss Stage, and I think I'll be taking some design lessons from it and applying them to my own games.

Tuesday, March 09, 2010

Games: February

Cover of "Cold Print"Cover of Cold Print

I took UnSpeakable, the HP Lovecraft supplement for InSpectres, for a test drive with my Tuesday night group. The results for the first part of the adventure have been spectacular. As a group, we've worked together to create a mood and I've gradually been putting the characters under more and more pressure. I'm quite proud of the sense of unease I've helped create, and of my description of the abomination that Jenni's character discovered in the bedroom.

The adventure situation was inspired by a Ramsay Campbell short story from Cold Print, called - I think - Voices on the Beach. Each of the characters had a relationship with a writer, Micah Brody, who lived in a beach house on the east coast of America and had recently written them a series of disturbing messages before disappearing. Into that mix, I threw a possibly racist sheriff (Micah and his brother, portrayed by one of the players, were African-American) and some non-Euclidean geometry. Based off the players succeeding in their investigation rolls, it became clear that an invasion from another universe was underway - with the beachhead being peoples' dreams.

UnSpeakable has a great narrative device built into its rules: the game can't end until one player's character has gone permanently insane. This encourages the person who's running the game (in this case, me) to really throw details and events into the story that unnerve, dismay and (ultimately) unleash madness into the universe. I took about a session and a half to get really comfortable with this but it was extremely late at night by the time we reached a point where the players were being confronted by a series of scenes of unspeakable madness on a regular basis - we had a player who had to catch the train home and I had begun to tread water with the stuff I was inventing. So we called it a night around the point that three of the characters had to burn down a church and euthanise a kindly chaplain in order to escape the horror, leaving the fourth (African-American) character to face the town's wrath.

Which left us totally disturbed without invoking the permanent insanity rule that'd mean one of the players would have to make their character start acting as the villain.

A group of us are beginning to organise a long run of Bliss Stage (my favourite game of the last 6 months). We met up after a series of emails to do some brainstorming about which teenage survivors in a ruined future version of Wellington we'd be playing and what the alien menace they'd be trying to defeat would look like. This brainstorming session was really interesting - for most of us, there were at least one or two other players we hadn't met before, and I could actually feel the trust being built between us as we learned to listen to each others' ideas, learned how to disagree with each other, and started learning how to talk through potentially difficult subject matter. One of the rules of Bliss Stage is that each session needs to begin with a bit of hanging out and connecting with each others' real lives before starting to play the game - that feels particularly wise in this situation.

We've created a nice tightly-wound situation where the teenagers are living in the tunnels under Wrights Hill, trying to learn how to farm and starting to play the next (first?) steps in their war to drive off the aliens. First session is tomorrow night!

Read Over the Edge by Robin D. Laws. I have wanted to really study a copy of this ever since one slipped through my fingers when I was working at Mind Games. In reality, this game about Naked Lunch style conspiracies on a Mediterranean island would have been great when I was gaming in the 90s. Now it feels a little too ... full. Of setting details. Of rules details (which is odd for a legendarily light game). In all, an interesting read and a great step in the career of an excellent game designer.

Finally unlocked the second-to-last level of my cellphone poker game.

Tried to play the Flash version of the Torquemada game from Dice Man. Got irritated and quit when (a) my character accidentally killed his own wife, and (b) I realised I couldn't cheat.

Played, enjoyed, and gave up quickly on Scrambled - a great idea for a path-finding game where you guide a robot through a series of obstacles.
Reblog this post [with Zemanta]

Monday, February 01, 2010

Games: January

Battlestar Galactica: The Boardgame. It's a good game that nicely captures the 'struggle for survival' dynamic of the earlier seasons, and has the 'all the players co-operate against a common pressure but one of them might be a traitor' structure that I love. However, I'm not convinced I ever need to play it again.

My third one-shot of D&D 4th Edition was an almost-dungeon-crawl undertaken by a group of all 'arcane' (magic-using) characters. Most important thing I took from this game: Skill challenges can be great. I really enjoyed how they give scenes importance and weight. Skill challenges take encounters that previous editions of D&D would have solved via conversation, GM fiat or a single dice roll ... but under the skill challenge system, role-playing conversations and investigations is encouraged and then converted into successful and unsuccessful tests. If you accumulate a pre-defined number of successes or failures and the plot advances. Luke (as DM) was great at making them 'follow the fiction' rather than just be dry dice rolls.

Biggest problem? I found that combat was an excuse to unplug from being involved with the character for LONG periods of time. Combats are fine and will go faster when you know the system, and running encounters using video game logic and level design would be great.

I also think you have to aggressively work to contribute to the game's fiction when you're in combat. For instance, me narrating tentacles coming up around a platform to drag an enemy to his death works far better than simply activating a power. But that's something I have to push for and remember, rather than something that's encouraged or mandated by D&D's rules (for a completely different experience, try playing Dogs in the Vineyard sometime).

I spend a couple of weeks in January taking a deliberately low-key approach to gaming. I reduced or postponed game pre-Kapcon, to avoid burnout.

In that time, I played VVVVVV, a brilliant platformer that's challenging, but not too challenging. Click on that link to play the first two levels for free.

I also checked out the Doom Roguelike, an overhead ASCII version of Doom I. This was my first experience with Rogue-like games. I liked it, and decided to uninstall it before I got too deep in, as I could feel the addictive properties starting to well up inside my brain. Basically, I asked myself, "Is it 'worth' spending the time learning the interface and mastering?" In this case the answer was, no. But I recommend it, anyway.

Canabalt is a nice simple adrenaline boost of a Flash game. Got about 5 minutes amusement out of it.

One of the reviewers on Play this Thing described Avalanche as the best Flash game ever. I found it completely frustrating.

Despite my commitment to not continuing to play Poker on my cellphone, I cracked another level on this game. I continue to be impressed by the economics of this game - and by the way each level forces you to develop a feel for different aspects of poker.


KAPCON

Kapcon 19 is a two-day games convention held in Wellington, NZ, in late January. This was the third year where I was helping run Games on Demand, where we pick the games to run based on player enthusiasm.

In the first session, Jenni insisted I run Bad Family. Excellent peer pressure from her. Mike summarises the session nicely here. This was my first test-run of the revised rules, and I thought for the most part they worked splendidly. I'm particularly happy with a section in the set-up of the game where everyone asks one question of everyone else's characters - it generated a lot of good material to use in the game. Probably one more revision from here, which will focus on creating an Apples to Apples style simplicity, and fleshing out a few bits of the text to make them more readable.

Poison'd, Vincent Baker's game about nasty pirates was very satisfying. My first time running it: we captured a ship, took down two of His Majesty's vessels, killed a plantation owner after setting his mansion on fire, betrayed the captain twice (once, successfully), and made deals with both God and the Devil. Playing this helped me see how you can adjust the dial from extremely brutal to fun romp, and that you really need to, depending on the players you have.

Two-thirds through the game, I was a little worried that after a couple of ship-to-ship combats and some time on shore that things would get a little repetitive. Fortunately, the design of the game and some excellent characterisations from my players shifted the story into a revenge/atonement finale that proved extremely satisfying.

Bliss Stage was a highlight of the con - a powerhouse of gamers I respect sitting down at the table to create a gritty, incredibly tough story about the cost of war on a group of teenage soldiers. Apparently just as good, if not better the second time it was run.

ACTION CASTLE! is a work of genius. It's the game of 1980s text adventures. One person plays the computer telling you what you see, and every other player gets to take a turn giving the computer one single command. ('Go north'. 'Examine tree'.). Remember to save!

A World of Possibilities was an excellent scenario created by Mash. In discussing it, I need to give away a little bit: this is one of the games of TORG (*) I've always wanted to play, and I got a lot of satisfaction out of fighting in a war for reality. My only advice to Mash might be to emphasise the cost of our decisions a little more - spend a little more time milking the denoument for pathos. On the other hand, it featured a brilliant Mash-created cosm that was plausible, freaky, and stunningly clever in its Twilight Zoneness.

(*) Don't worry if this means nothing to you. It's totally a 90s RPGeekery thing.

In Session 5, I decided that I was feeling exactly in the mood to run some Primetime Adventures. I got together a large group filled with some welcome familiar faces and some people I'd been curious to meet for a while. The brainstorming session to decide on a show, I decided to run it in an extremely relaxed, no-pressure style. I wanted us to take our time, build some trust and share some ideas about the types of TV we find excited. We actually found a show idea that 'clicked' pretty early - after talking about the "Anything's possible" vibe of New Dr Who, and getting a hit from the whole group when Sapphire and Steel was mentioned, we started creating a show about an organisation that fixes problems with reality. We spent a bit of time mining the show for ideas and structuring the series, and ended up with the group playing members of two rival teams - one that solves problems through creativity and compassion, the other using guns and murder.

We decided to play an episode where the two teams collide on a mission, and an excellent conflict-filled series of scenes and time-loops followed. Props to Eric in his second Kapcon experience for playing a real bastard of a military leader, to Andy for playing his minor role with comedic aplomb, and to Rohan for a great characterisation of an intellectual who really didn't look like he was capable of saving the day.

I finished Kapcon by running my craziest game of Inspectres ever (and that includes the game set in the town of Footloose). I've been feeling a little burned out on InSpectres, and was tired and headachey, so I warned everyone I'd be running it mean, activating the death and dismemberment clause, and pushing hard. By the end of the game, we had recruited an entirely new second (and rival) franchise of InSpectres who were sitting at the other end of the table, solving a parallel mission - team one consisted of three beta-male losers struggling to make their business work, and team two consisted of their extremely aggravating ex-wives. Featured: a ghost with Alzheimers, the transformation of Brian Tamaki into an immortal, an ex-husband and wife meeting-cute over an alien abduction, and regular spots in the confessional chair to call out to our sponsor: Hell Pizza.

Great stuff.

Tuesday, January 19, 2010

2009: Favourite Games

I think I'm reaching the end of my run of 'What did I think was cool in 2009' posts. This one is about four notable games I played last year, and why they were fun.

-1-

Stephanie Pegg ran "Sitting Shiva", a LARP (short for Live Action Roleplaying) for about eight players. A LARP is kind of like improvised theatre: the players are expected to be fully committed to acting as their characters, moving around, continuously speaking in-character. "Sitting Shiva" took place at the wake of a friend (who was also a participant in the game, bringing a supernatural air to the event, and making our faux-mourning even more tangible).

There were two things that really struck me about this game. First, I loved how it dug into quite emotional material - we played heightened versions of ourselves, dealt with grieving and our attitudes towards death, and learned a lot about the recently-deceased (played by Frank P, in this game). There was an intense focus and full commitment to maintaining a mood as we played.

Second, with only 8 players I was able to feel involved in all of the unfolding story. My previous experience with a LARP had about 80 players, and by necessity I could only keep track of maybe 2 or 3 of the unfolding plotlines, maintain an awareness of about 5 others, and was completely oblivious to at least 5 more. Obviously, this amount of story complexity is pretty awe-inspiring and I felt like I had a complete story-experience for my character in this 80-player LARP, but I found the inability to experience the totality of the story extremely frustrating.

Stephanie's thoughts on Sitting Shiva are here.


-2-

I also played the second season of 'The Other Side', a game which lasted about six months and deals with a fantasy kingdom that's been colonised by modern-day America. Taking that basic conflict as our starting point, we created a rich cast of eccentric characters and a sprawling uber-plot that actually sort-of tied together (concerning an attempt by the Kingdom of Hell to invade the fantasy kingdom as well).

As a group, we exercised a tremendous amount of awareness of each other's strengths and weaknesses, pushing each other into hilariously uncomfortable conflicts and in-character romantic entanglements. I was also impressed at how Celeste grew to dominate the game (and discover her affinity for conflict-creating characters) through her portrayal of Fifi, the fairy godmother from Hell.

This is one of the games that my Tuesday night group has had the strongest committment to, I think and it was a pleasure to play (even if my character hardly ever got what he wanted, and when he did he was usually misunderstood). To use some RPG theory, in Big Model terms I think our group were pretty much totally on the same page when it came to the game's creative agenda: we were strongly encouraging each other to help create an inventive anime / soap opera with lots of romance, culture clash and teen angst.

There's a partial write-up about the Other Side, here.


-3-

I've played and run one-shots of Dogs in the Vineyard before, but they did not prepare for what happens when you sit down with a group of good friends and play through seven towns over half a year.

In Dogs you (effectively) play teenaged Mormon missionaries in 1840s Utah. The idea is that you travel from town to town, sorting out the extremely human problems to do with sex, pride and jealousy that inevitably emerge in tiny isolated communities holding each other to impossible religious standards. If Dogs has a genre, I think it's 'biblical noir'.

Our characters consisted of two outsiders (Emma played a prostitute who'd converted to the Faith; Malcolm played a Native American convert), and two philosophical opposites (Simon played a 'golden boy' who was completely confident in his Faith and authority; I played an intellectual from 'back east' who challenged the Faith and tried to rely on his own judgment).

We rotated the responsibility for designing towns and running them for the others. Each time we GM'd, we tried to focus on the character issues that had been revealed in previous towns. To me, it felt like an excellent TV series directed with a 1970s Western aesthetic by directors like Robert Altman and Clint Eastwood.

For me, the big discovery was that I changed from 'trying to solve the town' to 'treating the fictional townsfolk as real people, and just trying to make their lives better'. I also developed a lot of admiration for Emma's no-bullshit approach - at least once a game, she would make people surrender in a conflict just by saying the exact right thing that would cause them to realise they'd fucked up. At one point, she made Simon's character decide to retire, shattering his confidence and his Faith.

By the end, it was obvious that the game was really about the future of the Faith, as it was under threat by the arrival of settlers and railways from Back East. What was at stake was how we Faithful would respond: with violence, by running away, or by trying to assimilate, change and exercise passive resistance. The ending of the game was melancholic, and it haunts me still.

Dogs in the Vineyard: play it if you like totally character-based campaigns set in the Wild West.


-4-

At Post Box Con, I had the opportunity to jump in to a fully-prepped game of Bliss Stage. It was incredibly satisfying to unleash my inner emo for the second time this year.(*) Bliss Stage feels gritty, desperate, and deals with sweaty, troubled relationships. I love it and I want to play a full game to its conclusion.

(*) The first time I emo'd this year was during Jenni's excellent parody of Twilight.

Thursday, November 05, 2009

Poker: Time to quit

Maybe you know that I've been going through a phase of learning to play poker. Well, I recently realised that it's become a cul-de-sac; playing poker has reached a certain level of reward for me, and spending more time on it is probably not going to increase the satisfaction I get out of it.

How do I know that? Well, I've just gotten two books on poker strategy out of the library and have started studying them. They've confirmed for me that there's no way I'm ever going to be the best in the world at poker - all I want to do is achieve a certain level of local competence, and unlock the next level in my cellphone poker game.

Once I've done those two things, I'm going to massively ease back on my efforts to study and play poker. However, this has made me realise I'm interested in learning a little bit more about probability.

In the meantime, I'll use this post to record what I've learned from reading these books:
  • You have to give your consent if you want to lose money in poker. That's why going all in can be a terrible move. Sure it'll intimidate a lot of people, but it's also totally risky if you're called on it by someone with a better hand or no idea what they're doing.

  • The objective is to stay in for as long as possible - the fewer the number of players, the easier it will be to bluff and have better cards than they do. To achieve this, all you need to do is win money equal to the big and little blind ever hand.

  • Don't call. Don't let your opponents see your cards for free. Raise or fold. And remember that the people who stay in after you raise probably have a strong hand.

  • You must have high start cards to win (AA, KK, QQ, AK, or AQ) - you should strongly consider not folding on these hands. If you're feeling like taking a chance, then you can play moderate starting hands like (K-10, Q-10, J-10, J-9, or 10-9). You can also play anything with an ace in it - however, from A-9 down to A-4, only play if the cards are the same suit.

  • Don't count on the Flop improving your hand. It usually won't. The chances of the Flop not giving you a pair are about 68%. In addition, if a card that's higher than the ones you're holding hits the Flop ... consider folding.

  • The hardest players to beat are the patient players.

Saturday, September 05, 2009

New Thing: The Long Range Game

I've started a new game project based on the thinking I've been doing about planning and visualising the future. I get a little frustrated with myself - I care about the world; there are problems that I want to solve. But I don't know where to start.

So I'm writing a game about figuring out where to start, what could happen next, and what to do about it. This is a game to help me visualise the future. This is a game that will hopefully make planning fun.

I've given myself three restrictions:
  • Must be under 3000 words
  • Must not use randomisers like dice or cards
  • Must be playable online.
I suspect it'll draw off Morgue's work with Small Group Action (pdf) a little bit.

Monday, July 13, 2009

Second Sight

I am back into the world of long-form video games. Second Sight uses the classic technique of giving the protagonist amnesia - it totally saves on frontloading exposition when the player discovers the world at the same as the character.

While the premise is a little ridiculous - you're an amnesiac ... with psychic powers ... who's a reknowned paranormal debunker ... who (as I play him at least) is the greatest natural sniper in history - yeah, like I said: while the premise is a little ridiculous, the structure of the game is compelling.

It's told in two timeframes: what happens once you wake up in hospital without any memories, and flashbacks to the events that put you in hospital. The two timelines change in subtle, slightly disturbing ways every once in a while, as characters you thought were dead turn out to be alive. I'm looking forward to the game's explanation for that.

About halfway through the game, I discovered a fascinating third strand to the game happens when you fail a level (either by dying or by letting a team-member die). You'll enter the interrogation room where the central villain of the piece messes with your head for a minute before letting you restart the game

Second Sight also plays in extremely digestable chapters. I can play a chapter without triggering my OOS, which makes it a pretty perfect diversion ... as long as I don't get addicted and play three chapters in a row like I did last night.

I'm also playing using a walkthrough - yes, it's cheating (in the sense that I'm not figuring out each level or activating the puzzle-solving part of my brain), but it's also saving me heaps of time, protecting my health, and delivering a more cinematic experience.

***

Just finished it: It's a good game, does interesting things with time, and while it's pretty damn linear there are some great gimmicks that give you a variety of options to complete each level. The power to astrally project and then possess someone else may well be the scariest thing ever.

Saturday, June 27, 2009

Why I'm not writing - Damn you Chris! edition

Chris linked to this:



I spent 10 minutes after watching this (in broad daylight!) freaking out that one of my flatmates was sneaking up behind me with a big smile on their face.

To mellow out, I re-played You Have to Burn the Rope. Seriously, you should. And stick around for the end credits song. Portal's is better, but this is fun.

And if you liked YHtBtR, you could check out Fathom. Pay close attention to the fish.

I thoroughly recommend the Google Wave presentation by the way. Yes, it's 80 minutes long, but I especially the last 5 minutes, where the development team demo the app that's going to bring about world peace.

Here's a link to the highlights reel.

Monday, June 15, 2009

Why I'm Not Writing today - Atmospheric B&W Afterlife edition

Closure (flash game) has kept me interested far longer than platformers usually do. It is slow where most platformers are fast; stark rather than gaudy; and creepy, not funny.

It also has a great central conceit: you can only see the sections of the level that are illuminated by the lamp you're holding. If you can't see it in your light anymore, then that section of the level literally disappears, and you can fall through it to your doom (or in this, to your level restart).

Friday, June 05, 2009

Why I'm Not Writing today - Bad Voodoo edition

I've been playing Pandemic and Pandemic 2, two flash games where you take the part of a disease, and your objective is to kill as much of humanity as possible. I've tried to tell myself it's educational, that I'm learning about vectors of transmission and the components that make a virus more lethal ... but increasingly a superstitious part of my lizard brain is getting activated, telling me not to mess around with this sort of stuff lest I bring on the germ-pocalypse.

I link in the belief that you're more enlightened than I am.

Saturday, May 16, 2009

Learning how to play - Process

I've played an enormous amount of cellphone poker over the last 2 days. It's made me think about some broad phases of skill acquisition when I play games. For me, it breaks into:
  • Process (what do I do and when do I do it?)
  • Tactics (what are the best options for me?)
  • Understanding (the point at which the game becomes fun)
Process is simply getting comfortable with what happens when. When is it your turn? What are your options on your turn? What further decisions do taking those options open up for you?

There are a lot of games that I think I'd enjoy where I'm simply not comfortable with the process: poker, D&D4E, Capes, The Committee for the Exploration of Mysteries.

The thing that makes me comfortable with process is repetition. And that's where having poker on my cellphone comes in handy. Normally I might play three games of Texas Hold 'em a year. In between times, all of those skills simply get lost. Any insights I've made, fade away. In the last 48 hours, I've played at least 3 games a day (probably more), and in the course of doing that I've become way more comfortable with checking, calculating outs and pot odds, and bluffing.

Games where the human element isn't so important (and I think I include D&D4E in that - despite loving the way it plays and its apparent tactical depth), are really amenable to these rapid cycles of practice and learning.

... huh. I just taught myself something. Taking that idea of process (which has also been talked about here, with the idea of how do you introduce someone to a game), I think I'm going to add an 'introductory' round to Bad Family - an opportunity for players to get used to narration and introducing complications, without introducing the rules.

Tuesday, May 12, 2009

Why I'm Not Writing today - Portable Edition

I'm jazzed by my new cheap cellphone - I can shoot two hours of footage on it, store the names of all the books I want to read from the library, record voice messages to myself, listen to mp3s and play games.

Currently, I'm getting the hang of Texas Hold 'em Poker. (Di: if you're reading this, I'm gunning for you now.)

Tuesday, April 28, 2009

Why I'm Not Writing today

I'm busy pretending to be a hacker - playing Exploit, by Gregory Weir. Try it: it's got a fun, War Games, 1990s cyberpunk vibe to it.

Friday, April 17, 2009

Why I'm not writing - The Geography edition

Here's Globetrotter XL, a Flash game that tests your geography knowledge. I am fighting the urge to play it for the next couple of hours.