The game is called Attack of the Brain Eater, and it's about an alien parasite that tries to slowly infiltrate the brains of a group of friends. It's one part card microgame, one part Werewolf-style social game, and one part exploration of the self-defense mechanisms of a community. (Which, arguably, Werewolf is already.) I might mock up some actual physical cards for it, but you can also play it with a normal deck of cards.
Abandon: you can do this to players, in an attempt to isolate the Brain Eater and stop its transmission; abandoned players are no longer part of the game
Stillness: a key component of the game; you fall into stillness when you get abandoned, and after the Brain Eater takes you
Dream: the normal flow of player interactions gets interrupted when someone begins the Dream, a time when the Brain Eater might slip out from person to person...but also the only way to progress the game to its end
Dragonfly: haven't worked out any way to fit this in, but that's okay!
In a lot of discussions, people sometimes start getting really tangled-up, because Person 1 will make Point A, which Person 2 responds to with Point B, which Person 1 responds to with Point C, which Person 2 responds to with Point D, and so on, until the points of argument start to look like a game of Telephone, with all parties involved tracking down really narrow and twisty lines of logic and arguments.
The circle-back is when you take a step out of that, and resummarize your position, but add in your insights based on the points of argument so far. You re-anchor yourself, show progression based on the discussion, and clear the waters up.
I like this tactic, because it's a positive one that builds discourse. It also has the nice effect of countering scummy rhetorical tactics that seek to confuse matters or to back you into a corner. Re-stating your position is often a good way to respond to "trap" questions or statements. Plus, it gives you a chance to correct and strengthen your own position in the light of the weaknesses that were shown in the discussion so far, and it gives you the perspective needed to know what points to double down on.
I've seen the speed at which snack-sized games like Love Letter have gotten taken up, and I want to combine that with some storytelling elements. A simple, self-contained game with a mechanical layer and fictional input that doesn't require heavy, intense focus.
I also want it to have lots of support and structure to help people get into storytelling, because lots of people don't have those tools, and a lot of games throw them in cold, like "now: be literary!"
There used to be gods in the city of Elantris, immortal beings who had powerful, effortless magic at their disposal. Then they fell.
Ten years ago.
The pure matter-of-fact nature of this setting piece feels totally at odds with what you usually get in high fantasy. The falls of magic empires are things that happen decades, centuries before the story begins! That whole "ten years ago, everything fell apart" is what sold me on the story. I mean, there's tons of people in the book who were alive back then. That's fantastic.
And all that comes from the first couple pages.
Google Fiber could expand to Austin as city preps for joint-announcement...
Google and the City of Austin, Texas have sent out invites for a press conference for "a very important announcement" next week, according t
Epic Changes: Converting from “Pathfinder” to “Marvel Heroic Roleplaying...
As our Pathfinder game progressed through 18 months, 75+ adventures, and nearly 20 levels of play it was increasingly apparent that we had c
Mouseburning It: Hacking a Skill System, Small Press Style : Critical Hits
Between the first 2 combat encounters, the PCs were standing around a broken statue of Maïwenn's god. She mused that she, like, totally shou
History's first OMG directed at Winston Churchill?
Turns out the oft-used abbreviation has its origins in a British Naval dialogue. Read this blog post by Eric Mack on Crave.