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catty _big

Make Stuff!  - 
catty _big originally shared:
Passing on this request for playtesters from Glenn Given on FB.
L’appel du videL’appel du vide The call of the void A small role-playing game for an even number of players The goal of the narrators is to present a convincing environment for the dreamer. The goal of the dreamer is to determine whether they are experiencing a “dream” or “real” scenario. Decide who goes fi...
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Jason Cordova

Pandering!  - 
Jason Morningstar joins us for Episode 33 of The Gauntlet Podcast. All sorts of great gaming talk takes place. Check it out!
For Episode 33 of the podcast, we are joined by guest co-host +Jason Morningstar. Maybe you've heard of him? 

Games we discuss include:

Pandemic: Legacy
+Kevin Allen Jr.'s Sweet Agatha
Lamentations of the Flame Princess
+Jackson Tegu's Kaleidoscope
+Marshall Miller's The Warren
+Steve Hickey's Soth

Here are some links:

Bully Pulpit Games:

Golden Cobra:

Metal Showcase 11PM:

Larps from the Factory:

The Tribunal:

The Upgrade:

The Climb:

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Tom McGrenery

Pandering!  - 
Hello! There are 3 days left on this now. You might like it.
Malandros is a DramaSystem RPG that (among other things) applies the grammar of PbtA moves to its procedural resolution. There are 5 days left on the Kickstarter. 

So far the project has funded the Malandros book itself plus: 
Supernatural Creatures supplement illustrated by +Claytonian JP 
São Roque quickstart pack + Rio map by +Mapforge J. Vandel 
The Sydney Razor Gang Wars, alternate setting
Aluminium Wars, 1990s Russia setting by +Mark Galeotti 

£1200: Victorian London setting by Paula Dempsey
Take your game to the old East End of London with this mini-supplement about ne'er-do-wells and honest folk, whether Cockney born and bred or from further afield. 

£1400: Other Borders by Tod Foley (+As If
There are borders everyone sees: the looming fence with its sporadic observation platforms, the tags claiming this block or that in the name of a local gang, or the wrought-iron fences surrounding gated communities. There are borders that are only real in our minds, like the imaginary lines that divide country from country, or one race from another. But in this sleepy little town, another border reveals itself to those who are gifted with the power to see it: the veil between the worlds. Even today, the old ways of magic are still taught, visions and transformations are still practiced, and opposing clans are locked in a daily battle that no policia would understand.

Journey into a modern world of ancient conflicts, where secret rituals, divinations, animal sacrifices and hallucinatory drugs are gateways to the other side. The people here move in two worlds, and reality is more flexible than it seems.

£1600: Gangs of Titan by +Stras Acimovic 
Alt-setting PDF. "A new life awaits you in the off-world colonies!" It's a new life, all right, and perfect for your old skills. Titan Station is the gateway to the galaxy - the last, best hope for peace. Home to alien ambassadors, human soldiers, spacefarers, spies... and you.
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catty _big

Make Stuff!  - 
New system
Ok, I went in last week and completely re-wrote the game (yes, I know! I was up till 3 am), and have been pondering the best way to get the new system across, given that folks probably don’t want to have to wade through pages and pages of text, and last night it suddenly came to me: simply write out a precis of the game, including a basic intro to the proposed new system, basic structure, materials needed and a list of other sections of the book. Looks quite good, even if I say so myself, and now I'm thinking this would be a pretty good way to introduce any new game. If a lot of game designers already do that then so much the better. Anyway, have a squizz and see what you think. I’m getting very close now to moving into new accommodation, so I should be able to start online playtesting of this and other games very soon.
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Pissing in the club

Role playing poem about fleeting moments of awkward male bonding in WC. For 2 or more players.

Players play drunk  men in the club meeting one another few times while pissing.

You'll need:
small room
club music playing from another room would be best, if not club music played quietly

You are (every player chooses one):
- too old for this shit. They call  you "sir" here.
- underage; scared and excited at the same time
- lonely and this club only makes it worse
- closeted gay and have no guts to got to the real gay club
- want to feel young again. Alcohol and young people around make it possible.
- feeling alive here, and only here.
- desperate to find somebody to love
- looking for quick distraction before another day at the office

There'll be three meetings in WC along all the time you spend in the club.
Every meeting should take about 3 minutes. Do what you have to do and try to act as one would do in these circumstances. Sometimes there may be conversation, sometimes awkward silence. Don't try to force anything. It'll be awkward enough as it is.

Before every pissing meeting every player chooses one:
- you lost your crew in the crowd, or maybe they left you. You don't know.
- you're happy talkative drunk (at least for the moment).
- barely escaped the fight and now you're hiding in WC
- tried some new drug and you don't know what it does
- you're going to be sick (not puking, real sick like heart attack or something) and you need to rest for a moment
- you need to think clear and it's the only place where's music not loud (what's so important?)
- you got a boner, like for real and long time now
- you want to fuck, like right now, it's embarrassing
- you're soul searching for the lost times of your life
- you need to piss
- you embarrassed yourself with the girl at the bar and you try to wait till she forgets you
- suddenly you realize the drugs you took are illegal
- want to smoke a cigarette in peace
- it's your time to act up and show yourself from the best side - he/ she is worth it. You need to make yourself proper and clean
- you're too drunk and you know it. You need to sober, at least a bit.
- you're aggressive and you know it, you try to wait it out in the WC
- you forget where you are and what you wanted to do, you need to organize yourself
- you're too long in the club but it's early to go home yet
- you just had this great idea for your job and you need to write it down (but you don't have anything to write).

After you play three meetings while pissing at the club the game ends. Now every player narrates how their character goes home and what he feels.


 This role playing poem idea was in back burner for a long time. Treat it as you like - it's based partly on my experiences and partly on what I think about being a man. It's also this special kind of joke - awkward and sometimes cruel toward the subject. Or special kind of experiment - the men you'll play will be kinda pathetic I guess.
Ole Peder Giæver's profile photoAaron Griffin's profile photoJennifer Fuss's profile photo
+Ole Peder Giæver also "WC"
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Ben O'Neal

Make Stuff!  - 
For those who remember John Kim's essay on Breaking Out of Scientific Magic Systems: I present a Magical Magic System made of Magic. 
Breaking Out of Scientific Magic Systems: A Practical Solution
Jared Hunt's profile photoRichie Cyngler's profile photoE.T. Smith's profile photoBobbi Blackcat's profile photo
this is great!
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Jason Cordova

Pandering!  - 
A new episode of The Gauntlet Podcast landed today. This one features Eppy Ravachol as guest co-host. 
Episode 31 of The Gauntlet Podcast is out today! In this one, we are joined by guest co-host +Epidiah Ravachol.  You will know Eppy as the designer of games like Dread and Swords Without Master, and the publisher of the swords & sorcery magazine Worlds Without Master. This was one of my favorite conversations we’ve had on the show. I think you’re going to enjoy it. 

And thanks to Richard Rogers for the terrific edit this week!

Games Discussed:
+Meguey Baker's Wishing Games
+Stephen Dewey's Ten Candles
The Dread Geas of Duke Vulku
Lamentations of the Flame Princess
+Becky Annison and +Joshua Fox's Lovecraftesque
Sanguine’s Usagi Yojimbo
+Vincent Baker's Amazons
+Ewen Cluney's Fantasy Friends (a hack of Golden Sky Stories)

Main Links:
Worlds Without Master

Eppy's Webpage

Playing Nature’s Year KS (Meg Baker’s Wishing Games collection)

Other Links:
Children Falling Over

Darth Jar-Jar

Final Question Pics

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catty _big

Stuff to Watch  - 
Current state of play
I aim to publish Where The Heart Is by April 2016, i.e. either at or just after Fastaval, (whether I make it there myself or not). Playtesting of Great Minds, SkipJack and Dead Man Talking will start in earnest early next year, and I hope to have a playable draft of A Gorilla in Manila, my narrative pulp game set in the jungles of South East Asia, ready by early 2016. Watch this space folks!
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I'm starting to organize stuff for a small project of mine.
To this end I'm gathering a list of women designers. But I soon realized that, with a few notable exceptions, I don't know who to contact.
Can anyone help? :D
Remko van der Pluijm's profile photoMeguey Baker's profile photoMattia Bulgarelli's profile photo
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David Schirduan

Stuff to Watch  - 
Only 24 hours left to back Mythic Mortals! Last night we unlocked adventures from +Joe Banner and +Emily Care Boss. We still have some amazing Stretch Goals left, including some work from +James Wallis, +Nathan Paoletta, and +Daniel Warmke.

Help us make Mythic Mortals as good as it can be!
David Schirduan is raising funds for Mythic Mortals on Kickstarter! Play as yourself, suddenly granted the incredible and unstable powers of legendary heroes!
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About this community

This is currently a test beta of a Story Games G+ RPG -slash- Role-Playing Community. Just trying to figure stuff out. Not a replacement (yet) for the forums!
In Your Heart
We close out the first season with the Ric and Rob talking about their favourite games. In this penultimate episode of Across the Table, Ric & Rob talk about Monsterhearts, the game of the messy lives of teenage monsters.
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Ric & Rob have their most contentious conversation yet about Kingdom by Ben Robbins in this episode of Across the Table.
Listen through iTunes 
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Enjoyed the episode a lot. 
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Ben O'Neal

Make Stuff!  - 
Requesting playtesters for Scarlet Wake: a Kill Bill inspired game about suffering, hatred, and brutal vengeance delivered with badass moves and wicked one-liners.
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Ric & Rob talk about Durance by Jason Morningstar in this episode of Across the Table. Why does this game not get more play?
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Nick Carter

Play Advice  - 
Working on consolidating/speeding up the "Oracle consultation" portions of creative processes. This has most impact on [multiplayer] gaming prep and [solo or multiplayer] in-game improv of narrative/NPC dialogue (plus: answering player questions regarding perception of environment; PC discovery of clues/synergistic dot connecting of same clues during investigation puzzles; partial villain reveals or villain scheme reveals: cooking up magic item details... The lists are endless, really) but can also be a large portion of player character creation, as with vision cards/accompanying questions in Everway or similar games.

At this point oracles are a huge part of my storytelling/gaming process. Another word for them might be "muses" but I enjoy the word "oracle" more.

I enjoy them so much, in fact, that I've accumulated a bit of a glut of these randomized wells of inspiration. Her are a few that I enjoy most: GM's Apprentice, Fate Deck, Rory's Story Cubes, Everway's Fortune Deck (and Vision cards for plot/character development), Storymatic.

Some of these provide very specific story elements to incorporate (or reinterpret) into your ongoing narrative and world creation/refinement, like various fields on GM's Apprentice cards or Storymatic prompts. Others are primarily symbolic and require a lot of deeper reading into based on assumptions and hunches about your setting/characters/events, like the Fortune Deck or Rory's.

There are even endless lists in lookup tables for obtaining specific kinds of inspiration/story elements that are really great. Several games and related products use these as their primary mechanisms: Fiasco has playset lists for determining the two-way relationships between each adjacent player at the table, and uses the tilt table similarly; Engine Publishing's first couple books are packed with awesome snack-size plot and character ideas to build into full meals for your campaign, and provide several paths to get there: genre-divided lists of plots/characters, lists of tags that have been applied throughout these primary lists as a means to regroup them, and across the bottom of pages throughout the book Masks is an ongoing list of names to choose from that works beautifully. The folks at Engine provide great depth of insight into both the construction/thought process behind how the lists were made and how to generate your own similarly unbiased lists, providing enough info to be useful and inspiring while still maintaining brevity enough to cruise through. Even better/possibly more useful: actionable ideas on how to best remix the ideas presented in the books. So useful and appreciated!

I also heavily lean on less specific oracles for resolution or answering questions from players or that I have myself. Many of these rules were defined as a means of bridging narrative and game rules in the first place: Mythic's plot thread/character lists, chaos factor and Fate Chart/modified scenes/random events; Fate Core or FAE have the fractal/fuzzy rolls/skills or approaches/Fate points; Cortex Plus accumulates stress as a growing pool of dice on an opponent that can be seized upon by other characters in a way that can feel less artificial/truer to real world experience than a dwindling, quantified health or hit point total; Primetime Adventures uses improv theater's most sacred go-to prompts: "yes/no but/and..." which prove easily as useful a tool while gaming/writing.

And I keep accumulating still more oracles in search of something new. I really don't need to. There's a vast trove of inspiration among my existing tools, requiring varying amounts of effort to incorporate into ongoing stories or as inspiration for new ones.

I'm going to draw another analogy here from creative oracles to sound synthesizers: there tends to be an immense collection of great-sounding presets ("patches ") on any newly-acquired synth, but among many synth enthusiasts using these factory patches unmodified is blasphemy, akin to "biting rhymes" or outright plagiarism, and so a desire to tweak or roll your own from scratch often dominates the thoughts of these people.

So once I have a new, streamlined process nailed down - from conceptualizing a campaign setting, central plot events and background ones, characterization of governments, societies and individuals... To individual chapter/session planning, to off-the-cuff scene building, arbitration of scene resolution (sometimes you just don't want/need to roll those dice!) and record keeping for both fiction and mechanical purposes - I will definitely be sharing/looking for feedback. I'm hoping I can bring something useful to others while speeding up and bringing clarity to my own solo gaming.

I may make mention of whatever [quite possibly syncretic] gaming rules I settle on, but the focus will be on fiction rather than gamism or simulation
Tim Jensen's profile photoBobbi Blackcat's profile photo
Well, never mind Watson. Google just released Tensorflow, which might be even better for this.
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Our first story game night @ +Tunnel Vienna Live​ turned out great! We had a good time playing Microscope and Kingdom - and we also learned some things we will do better next time. Spread the word, bring your friends and give feedback so we can have even more fun together!

#StoryGameNight #storygames #funwithfriends
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catty _big

Story Games  - 
Anyone from here going?
Tom Pleasant's profile photo
Graham W's there, I know.
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Josh T Jordan

Pandering!  - 
I'm also happy to trade you a copy of this anthology for one of YOUR stories.
In honor of #WoShoStoReMo, this collection of short stories from Ginger Goat is only $1 for the month of November. This anthology is all about toys that sometimes lie to children. It's inspired by the roleplaying game Doll. It features stories from nine different authors.

(I wanted to switch the price to PWYW, but I couldn't figure out how to do that for a sale.) If you want to read these stories, but you don't have a dollar, circle me privately. I'll send you a copy.
Trust Me - What if your favorite toy could talk? What if it didn't always tell you the truth? Trust Me is an anthology of nine sho
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Carl Congdon

Story Games  - 
Okay, I don't know if this fits "play advice" or "make stuff" better, but I have a general question: 

Somewhere, I saw on the web someone making a game that apparently involved making high-powered characters. In their designer notes, this person stated that they have always had difficulty with the way that high-powered character types were portrayed in games. 

Are you this person? If so, I would be interested in your thoughts and notes on your game. If not, I'd still be interested in your thoughts regarding high-powered characters and what makes them difficult to play. I'd also like perhaps a bit of feedback as to what you would do, mechanics-wise or setting-wise, to correct those problems. 
Benjamin Davis's profile photo
I'm not the person in question, but to me, the issue of high-powered characters is that the essence of story is conflict, and it becomes trickier to have credible conflicts when the characters are powerful. It's all too easy to have things become silly with scale-creep.
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