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Mo Holkar
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Getting hot in here!
Flotsam blew past £11.3k yesterday, and hit 500 backers!

This means that we've unlocked +Grant Howitt's scenario Terpsichore's Vaunt, about a floating space hulk whose wealthy residents live on the outside, leaving the poor folk stuck within to the tender mercies of a religious zealot, as sacred comet approaches.

It also means we're on the way to +Mo Holkar's stretch goal scenario "The Big Hot". Mo is a creative powerhouse and will be bringing a wealth of experience from LARP design to this atmospheric scenario:

They're calling it The Big Hot -- the cooling systems down here have been broken for so long, people can't hardly remember what it was like not to be drenched in sweat. The smell of the vents is sharp and tinny. But life goes on, like it can't break the habit -- people gather to argue, to drink, to race flitterbugs. Some band together for strength, others for love. Some take Rigorous, to get away from it all. But you can never truly get away. The Big Hot will find you -- cook you -- maybe burn you up.

Let's get stuck into that action!
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It's true! Make me do some work, you know you want to.
Reasons to back Flotsam:
1. You'll get an RPG that shares out creative input, but in a way that's easy to learn and effortless to play. Our playtesters said "it felt like taking a small step towards GMing" - it teaches you how to play collaboratively.

2. You get a SF game that prioritises character and relationship development. Compelling stories of how the characters grow and change. Personal drama. SF as a vehicle for stories about people.

3. A game that puts your story in your hands. You choose the pace of your character's scenes - you decide when you want action and when you want character interaction. Then your friends deliver it. Nothing is left to chance.

4. A genuinely fresh take on SF. A setting that foregrounds dystopic story elements, featuring characters from the wrong side of the tracks, with aliens, spirits or technology in the background.

5. Ridiculously lovely art. (Just click through to the KS page to see - and we have more examples on the way!)

6. Great support for setting up your game. I've taken lessons from PBTA and created playbooks and situations rich with ideas and potential. You choose the bits you want to incorporate into your group's vision of the world. And these same playbooks and situations are ripe with story jumping off points. Charged relationships; flawed characters; rich character backgrounds. You add your twist on them and your game will start with a bang.

7. Amazing stretch goals. Each is a scenario that will launch your game straight into tense character drama. We already unlocked a scenario by +Emily Care Boss, and more by +Grant Howitt and +Mo Holkar soon. Go and check them out!

8. Fantastic teaching support. The game is designed to be easy to learn and it includes a teaching guide that will take your group through it step-by-step.
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It is here! The Itras by Menagerie, and very lovely too. Congrats to +Ole Peder G. for pulling it together, and to all the contributors!
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9/11/17
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Very glad to have had the chance to help a little with this project. Itras by is one of the best things to have happened in roleplaying, and this new collection carries it forward nicely.
Originally shared by ****
Itras By: The Menagerie is out, a collection of supplements for the surreal roleplaying game. Info on the publisher's webpage: http://www.vagrantworkshop.com/index.php?categoryid=8&p2_articleid=192

You have a little idea, like a little seed. Plant it by words, water it by deed. And it grows, y'know. Like a... I don't know. A weird plant. Suddenly the little idea is a multinational project with over forty participants, all with seeds, ideas of their own.

I'm proud and grateful for the opportunity to work with these friendly, amazing, sincere creators since January 2016.

The Menagerie is first and foremost supplements for Itras By, but I know anyone with an interest in improv-fueled roleplaying, freeform, immersion, experimental games will find something of use. Itras By shares a lot of game DNA with Archipelago III, for instance.

Table of Contents:

Foreword by +Emily Care Boss, illustrations by David Cochard
Hacking the Menagerie by moi

Part One: Diorama:
Imperia Manila by +Tobie Abad, illustrations by +Trond Ivar Hansen
Capybaras with Hats by +Helen Keeney, illustrations by +Clarissa Baut Stetson
The Hyacinth in the Bureaucracy by +Matthijs Holter & +Jackson Tegu, illustrations by +Jeremy Duncan
The Darkness does not Consent to be Subdued by +Sabe Jones, illustrations by +Thomas Novosel
Over the Fringe by +Terje Nordin, illustrations by +Tor Gustad Molt
Broadcast by +Philipp Neitzel, illustration by +Gino Moretto
Lunacy by +Caitlynn Belle, illustrations by Thomas Novosel

Part Two: Laboratory
Costuming Itras By by +Kat Jones, photos by +Cecilie Bannow
Running an Itras By One-Shot by +Keith Stetson, illustrations by Clarissa Baut
A Cartography of the Surreal by +Steve Hickey
Saying No by moi with illustrations by +Anders Nygaard
Itras By without Itras By by +Jason Morningstar
Sharing Room and Giving Space by +Becky Annison & +Joshua Fox

Part Three: Dream Resume
A Method to Producing Ideas by Keith Stetson and Clarissa Baut
Character Seeds by +Willow Palecek
What’s in a Name by several
A Collection of Curious Characters by +Niels Ladefoged

Part Four:  Hall of Mirrors
Grimasques by +Banana Chan
Surrealism Now +m foczka, illustrations by +xin li
Neighborhood by +Aleksandra Sontowska
The Scientific Order of Itra-Troll by +Abstract Machine, illustrations by Judith Clute
The Shadow Carnival by +Evan Torner, illustrations by +Henrik Maegaard
Edgar by +Oliver Vulliamy, translated by +Sanne Stijve. Illustrations D. Cochard

Part Five: Post Scriptum
When Life Does Not Make Sense by +Martin Bull Gudmundsen
Outsiders by Martin and I
The Dream Team by me

Appendix

Also featuring: New characters sheets by +Karina Graj, editing assistance from +Josh T Jordan, +Mo Holkar, +Lizzie Stark & Abstract.

Visual concept: Kathy Schad

Cover (below): David M. Wright

And of course: +Carsten Damm, man. Oops, we did it again, eh?

THANK YOU ALL, it was a pleasure.

Readers: hope you enjoy.
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Blog post about some larps what I have larped recently: http://blog.ukg.co.uk/chamber-larps-roundup/
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Ach! -- one of the giants of SF has left us. Tremendous as a writer, vastly influential as a critic and historian. And a nice fellow too, when I once met him. What's your favourite of his works?
https://www.curtisbrown.co.uk/news/announcement-of-the-death-of-brian-aldiss-obe
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Menag-tastic!
Originally shared by ****
Our team for the upcoming Menagerie supplement.

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(Cellphone screenshot, somewhat reduced quality).
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20.08.2017
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Jackson! A terrific source of games.
A quiet reminder that I make small story games and distribute them via patreon. If that's something you'd like to explore:
https://www.patreon.com/jacksontegu
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Good stuff! Remington Steele was much underappreciated imo -- perhaps this attention will help rehabilitate it. (And if you aren't familiar with it, you have a treat in store.)
HT: +Morgan Davie
Remington Steele was a lightly comedic detective procedural from the early 1980s. It had two gimmicks – front and centre is the conceit that Remington Steele is a fraud, an invention of the real detective, Laura Holt, who was not being taken seriously in…
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We recently got a great question in from Kristin about the alcohol system in A Speakeasy Murder.

"Question! I'm the doorkeeper (and have never done this before). I'm confused how the drinks work and what the various check boxes on the name tags are supposed to do in the game."

It is quite an unusual system, which we feel adds some interest to play and makes the speakeasy setting feel more real. Here's a detailed explanation:

"The check boxes on the name badges are a way of keeping track of how inebriated (ie. drunk) each character is, during the course of the game. When the character has a drink, they check off one or more squares, showing that their inebriation level has increased. Or if they sober up, they would erase check marks accordingly.

"The effects of having boxes checked are as follows. When a character's checking of boxes reaches one of the higher inebriation levels, there are special effects, which are detailed on the 'Alcohol rules' poster that can be fuond in the 'sm_03_background' file. So for example if their inebration level is at seven or more checked boxes, then they will tell their Clue to anone that asks for it.

"Also, certain of the characters' abilities are only available, or are only applicable, at certain inebriation levels. For example, Fat Stan can only use his 'You don't know who you're dealing with!' ability while he is below inebriation level 5. If he drinks more than that, then the ability becomes unavailable to him until he sobers up.

"So, how does drinking work? In the game there are a bunch of item cards that represent different kinds of alcoholic drinks. For example, several of the characters start with a 'Stan's Special' cocktail. Anyone who has such an item can at any point choose to drink it. When they do so, they check off the item card, and check off one or more boxes on their name badge as instructed by the item card. (The player may, if they wish, take an actual drink at the same time: or they can just mime it.)"


If you aren't familiar with A Speakeasy Murder, and are intrigued by these notions, here's the gen: https://www.freeformgames.com/game_details.php?game_id=64

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