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  1.  # 1
    OK, this is the thread for the results of Little Game Chef 2010. Here are the games. Graham, Eero and I were unanimous in our decision - more on that in a minute. First, a few general observations and some advice.

    Parlor narration

    We’re going to talk about parlor narration a bit in our comments, so let’s be clear about what we mean.

    To paraphrase Bill White, who is an egghead academic, “Parlor narration adds fictional color to a self-contained game-mechanical system, so that the "roleplaying" is a dispensable adjunct to play.” For the rest of us, imagine playing Monopoly, but as you go around the board, you narrate arriving on each square and buying property. Is this fun? Probably not, because the narration is an add-on. It has no effect on the game..

    Whether this is a bad thing or not is an open question and subject to individual taste. Your judges are not in favor of it, despite occasionally indulging in it themselves (see Jason’s games Terra Nova and Xochitlcozamalatl, both contest entries).

    There’s a great thread about parlor narration here. The term was coined, so far as I know, here.

    Parlor narration isn’t the same as parlor games (Charades, yay!) or parlor LARPs (Shifting Forest Story Works, yay!). As with most contests, many of the games submitted for Little Game Chef 2010 are parlor narration games. When we see it, we call it out.

    “Mother, May I?”


    “Mother, May I?” is shorthand for games that default to a monolithic figure deciding whether your creative input is worthy of consideration.

    Like parlor narration, this is a matter of individual taste - the entire roleplaying hobby is built on the charred bones of a “Mother, May I?” playstyle. A number of games submitted use this technique, allowing a GM or similar role to adjudicate success or failure in an arbitrary way. That may be fine when it is the best choice after careful consideration, but it can read as designer laziness or hand-waving, and it isn’t really to the judge’s taste.

    Over-Structuralization

    Story Games as community favours contest game design. Perhaps this is the reason for why we’ve come to see a certain development of small, scenario-based, strongly structured games as a sort of darwinian response to the selection-pressure. It is, after all, much easier to write a game out of random ingredients in a limited time-frame if you focus the game on one story, one procedure, with one set of mechanics intended to be used only once.

    A designer would do well to consider if this is what they find positive and empowering in roleplaying games. There is a difference between focus and structure, and reviewing the games we have in this contest it seems that only rarely is a designer able to increase the amount of structure arbitrarily without losing creativity and imaginative interest of his audience. The normal roleplaying game requires room for the reader and player to” discover things and apply the system, room that is not allowed by a game that describes a scenario, outlines a dramatic arc, allots scenes and then tells you what to say in each scene.

    Advice For Future Contests

    Many entries were hard to read. It’s really sad, because we want to understand your games. Please think, not just about the game, but the way you write it.

    When you refer, in your rules, to something you haven’t explained yet, you are forward referencing. For example: “When you roll damage, add your Strength to your Gun Skill”, when you don’t explain Gun Skill until the next page. Please don’t do this. If you must do it, say you’re doing it: “When you roll damage, add your Strength to your Gun Skill (see below)”. But please don’t do it.

    Adding formatting is great when it improves readability. If you have any doubts - and you should have doubts - spaciously arranged black text on a white background in a readable typeface is the way to go.

    Finally, try using less words. Go through your drafts and cut out anything we don’t need to read.

    OK! That's out of the way.
  2.  # 2
    Right, so.

    We've given feedback on all the entries, which will follow in this thread. Not all judges have given feedback on every game, but every game has feedback.

    Now, don't expect too much, because here's what will inevitably happen. You've written a beautiful work of art. Unfortunately, it's the 19th roleplaying game we've reviewed, and the 12th that night, and we're really tired. So we totally miss the point and just say "Hey, I like the cards. Sadly, I don't like the setting and I don't think it's playable. Still, cyberpunk, that's cool!".

    When this happens (and it will), we're sorry in advance. In fact, looking at the first chunk of feedback I'm about to post, I'm embarrassed how little feedback I've given. However, we're happy to go into more detail if you ask. Even though we didn't like every game, we're supportive of all of them, and happy to engage in dialogue to make them better.

    Here we go, then. As you get feedback on your game, please break your anonymity, tell us you wrote the game, ask any questions and either thank us or berate us as appropriate.
  3.  # 3
    6 Degrees of Resolution

    Jason: This is a clever concept and it seems like the LDO would have fun. Not a big fan of “just roleplay it!”, personally. Not sure the non-LDO players at any given point would enjoy themselves. I like random lists of stuff that congeal into situation but these lists are self-consciously zany - playtesting would bear this out, and they are easy to adjust. The badge is spectacular. The d30 is annoying and unnecessary.

    Graham: The random table is a wonderful idea. The best bit is the randomly rolled mood, which is concealed from other players. That’s a comedy mechanic.
    That said, let’s try the random table now, rolling with a d20 (because d30s are gimmicky).

    * I am: a marine biologist, who’s resentful.
    * You are overeducated and underpaid, and giddy.
    * A third player is a werewolf, who’s jumpy.
    * What’s at stake is: do we get away with it?

    It’s too much random detail. I can’t construct a scene from that.

    The LDO gets too much authority. And there are things I can’t fathom: lessons to be learned? Scene framing and resolution? There’s something there, and it’s good, but I can’t work it out.

    Overall: good ideas, which don’t fit together into a game. That’s a worthy entry. The best thing: the random table, especially the random moods.

    Eero: The idea is basically solid. However, the game lacks a compelling setting/situation/premise; the random tables and other tools of quick situation construction need to revolve around a central theme and purpose for the six vignettes to feel like a coherent whole. Also, provide motivation for play - the common downfall of story games, and particularly contest games, is the lack of creative drive engendered by an excess of abstraction. As it is, the game lacks a really compelling subject matter that would sell the group on the exercise.

    The die is a gimmick and the final resolution of the final scene is (purposefully?) arbitrary, almost completely random. Not that resolution would need to be less random - there’s really no particular reason for the players to want victory here, so that last scene might as well be resolved randomly.

    The game is not bad in the comedy department in that its structure works sort of like improvised theater - you’re being given a bunch of random archetypal characters and asked to play out their interaction. I imagine that this will naturally encourage the players to get funny and frivolous, especially as they also have a mood they’re depicting, which should inspire wacky interactions between the characters pretty reliably. This whole idea of randomizing character bits and the stakes and letting them loose is the best part of the game; I’m not convinced that the elaborate flashback structure is worthwhile in the long run, but I could see a game of some sort based on this core activity.

    A thought on the core activity of randomized sketches and the lack of a compelling subject matter: I could see a very successful game using these ideas, but predicated on a bunch of Saturday Night Live writers trying to think up a show script. Much less confusing than the multiple-flashback thing, and has more fictional context for why we’re trying to be funny. Something to think about.
  4.  # 4
    Baggage Carousel

    Jason: I want to try this! It falls in my “party game” bin, further afield even than a roleplaying poem, but that is not a dishonor in the least. I like the simplicity and the built-in humor that isn’t pushed hard (it doesn’t need to be - the setup is comedy gold). I could see playing this with my Mom. If I had a complaint, it would be that the game is a little too locked down - I think it’d be fussy in play to remember suit/number combinations, and I’m not sure the extreme specificity adds anything. Dividing objects by suit into broad categories, and relying on creative invention, would probably ge”t the job done.

    Graham: What fun. It’s a parlour game, but tiptoeing around the edge of being a roleplaying game.
    Some things don’t quite fit. For example, “Good days” and “Bad days”: nobody cares about the winner’s holiday, day by day.

    I like the contraband.

    As for the deck of cards: well, I love the random method of creating objects. Let’s draw some now: a Seven of Spades: an ultra-modern bomb. (Why is that not contraband?) A Three of Diamonds: an expensive artificial leg. Two of Clubs: an offensive cosmetic. That works nicely, although it’s not entirely together: if you draw three spades in a row, you tire of describing weapons and electronics.

    It’s a rough gem. There’s the potential for a light storytelling game in there. We need more of those.

    Eero: Really quite solid party game design. The core of the game is in the fact that the CO and the players are using the same set of guidelines in interpreting the fictional description of an item - it’s a game of telephone, basically, with the CO wrangling the otherwise straightforward set-making goal by forcing the players to try to guestimate the suit and value of the card he’s describing. Having the CO break ties between claims based on the fiction is crucial, but also a potential weak link: will the CO care about the fiction sufficiently, or will he strategize his descriptions and choices to optimize his own chance of victory? Will this break the game?

    I’m not sure that the memory game part is a good idea here, but then I’m often not too hot on memorization in games - too much work, and rewards dull concentration over being a fun co-player. Perhaps, if the game’s fiction is deep enough, this part could work as a sort of immersion clause: the easiest way of remembering what your suitcase has is to be immersed in character, after all. I’m doubtful, though, especially as we’re not really interested in the epilogue stuff - we just want to know who won, that epilogue won’t be necessary.

    It comes to me that the game could maybe make use of a chargen question: is your trip for business of pleasure? Fits the theme and might act in interesting ways in inspiring the players when they make claims for the various stuff put up for offer. Also provides a potential tie-breaker for multiple claims situations, as the CO can just award the item to the person whose stated purpose of visit fits the item better.

    Also, this probably would benefit from having some mechanics for the players to trade items amongst themselves. Seems like you’ll be collecting much more than the seven (or more realistically, five) cards minimum needed for victory, after all.

    All in all, a very solid piece. Has comedy, has ingredients. The roleplaying part is light-weight, but if the game works, that’s no big deal - more important to be a good game than to be good roleplaying.
  5.  # 5
    Bread Mold Might be Medicine

    Jason: On a second read through I definitely saw this game’s potential. I think the humor is very understated in a good way, an emergent way. My initial difficulty was a result of the game’s length and information density. It feels like there is too much here for what it is trying to do, like it could be pared back by 50% and work better. But that’s just a gut feeling, who knows? Playtest this and find out.

    Graham: This is cleverly done. Some rich comic ideas here: for example, the Doctor using his patient’s delusions to succeed in his personal life. And the Doctor’s mundane advice (which I find completely hilarious).

    It’s a sympathetic look at mental illness, too. The patients aren’t zany; they aren’t stereotypes; and they aren’t heart-wrenchingly human, in that Tom Hanks way. They’re people with interesting issues. I like it.

    It’s a complex game and I can’t tell whether the economy works. In a game like this, that matters. But the initial idea is seriously good. For me, it’s the best approach to comedy in this competition.

    Eero: A tightly scoped, ambitious design. The topic is a psychological duel of wits between the exceptionally insane Deluded and the Doctor trying to get a grip on him and the asylum society. Reminds me of Batman comics through the ‘90s, the various Hannibal Lecter -type characters and their struggles with the psychiatric institutions of Arkham Asylum often played out along these lines.

    Overall this game reminds me of “classic Forge” in many ways - it’s sort of a love child of MLwM, Dust Devils and so on insofar as systemic approach is concerned. Reminds me of Drifter’s Escape insofar as recent games go - of Ben Lehman design in general. The big failing in the context of this contest is the lack of comedy - this is psychological thriller and character drama, not comedy. I do admit that it’s possible to read the genre differently, of course, and much depends on how the players swing it, but ever after One Flew Over the Cuckoo's Nest I’ve found little to laugh about in asylums, personally.

    The lack of comedy aside, however, there is much to recommend in this game: the topic has potential, the player roles are interesting and the scenario is considered exhaustively and with full understanding of the genre. I especially like the potential for the positive medical personnel role - too often this genre is one-note as regards the role of the doctor in curing his patients.

    The “checking out” rule is the hot stuff, although I’m uncertain whether it’s a good idea for any player to be able to declare it; might be unavoidable if the loose association of players to characters is to be preserved. The game’s ending condition is also excellent.

    My favourite thing about this game is that basically the greatest weakness here is the contest constraint: I’m not convinced that the rules are as sleek as simple as they could be, but that’s exactly the sort of thing that’ll get fixed in playtest and development.
  6.  # 6
    Buddy Movie

    Jason: This seems nice, although I don’t think it is a recipe for humor. It is a recipe for genre emulation, and it seems like it would work well for that. There’s nothing here that will make play funny other than your zany partner, who you picked because he is zany. That said, it is a simple enough framework that I think it will work to model the sort of movie arc you are after. No guidance for when and how to use the four special scenes is sort of weak. But props for keeping it simple and trusting your players.

    Graham: The traits are good: characters defined by a single trait is a recipe for comedy. Here, there are two characters defined by two traits, one of which they share. Perfect for a buddy movie.

    You can’t just say “Be funny or you’re cheating”! That’s not a comedy mechanic!

    How would that central mechanic work? You’d bounce between success and failure, failing often, succeeding only occasionally. But failures in these movies are complex things: you fail when it’s embarrassing; you succeed only at wild and crazy schemes.

    The best thing is making a situation worse with your trait. That shouldn’t just be an option. That should be the basis of the whole mechanic.

    The Fail Die is kinda thrown in. It’s basically an oracle for comic situations. I like it.

    Fun idea. Light and simple. I appreciate all that. Not convinced on the central mechanic, but overall, it’s neatly done.

    Eero: I started liking the writing style, but it got pretentious through the first page. Luckily the author reined himself in once he got into the rules proper.

    The game itself belongs in the school of comedy that basically tells you to be funny yourself. “If you’re not being funny, you’re breaking the rules” as the text puts it. It’s debatable whether this is sufficient advice on the matter, but I’m inclined to think that extraordinary claims require extraordinary evidence - the game text doesn’t do much to convince me that the author’s faith in self-created comedy over actual game design is justified.

    That aside, and assuming players who are ready to bring the funny, my main concern is that I don’t quite see how the pacing of the game is necessarily correct. By this I mean that while the game has pacing in the form of tick marks next to traits, I don’t see why the moment there are two marks next to each trait would necessarily be a good moment for the falling out scene. Perhaps the point is to just have a measurable pacing device the players can see and work towards, but I’m left to wonder whether something more could be done in this regard.

    It’s also a shame that there are no separate rules for when the characters are working together and when they’re not - the meaning of falling out and getting back together is strictly narrative and does not actually reflect to the mechanics. This seems like an opportunity lost when the topic is buddy movie.

    A separate major concern is the fact that the game does not offer any structure or tools for providing coherent adversity and dramatic arcs. This type of comedy requires a semblance of a plot and colorful secondary characters, so this seems like a clear lack. Of course not insurmountable if the players are up to creating everything themselves without structure, but that’s a pretty heavy requirement.
  7.  # 7
    Come one, come all

    Eero: Brutally enough the actual game text is just one page slotted in after 17 pages of flavour text. I’m skipping the flavour for now, let’s see if the game text makes any sense in isolation...

    The game itself seems to be a story duel between augur/scientists debating the provenance of a mysterious artefact. The idea is that the currently authoritative “expert” invents stuff about the item under examination, after which his claims are then taken through a gauntlet of contrary claims. “Authority stones” are used to measure the credibility of each player as experts on the item in question. Unfortunately I don’t quite perceive the motivations behind the players’ actions - it seems that insofar as you want to end up the authority, you should always deny all inputs by other players and take the matter to randomization (by a magic 8-ball, no less).

    Intrigued by this glimpse I skimmed the flavour stuff and found more descriptions of the game proper. The account starting on page 6 seems to have most of the pertinent stuff in it. Most significantly, we get a description of the mysterious sacred parchments not explained in the rules flowchart: the players get to write down some facts about the object of examination before play proper begins, thus preparing his position on the item and providing some structure for the debate.

    My overall impression is that the game has potential as a party game, but it’s been written in a nigh-hopeless manner. I like the idea of inventing stories about a weird curio, and the rules mechanics seem basically functional enough for a playtest. Not much roleplay to it, but the potential for comedy seems relatively high, as the players establish ironic “facts” about the artefact, the history of which they might actually know perfectly well.
  8.  # 8
    La Commedia

    Graham: Comedy as Commedia dell’arte. How wonderful.

    Lots of good stuff here. I like the masks. I like the way players can change masks. (There should actually be masks on the gaming table.)

    The Apocalypse World mechanics aren’t quite working for me. Surely your mask, in Commedia dell’arte, shouldn’t simply give you +2. It should define who you are. If you’re Il Capitano, you don’t just get +2 for boasting. You boast all the time. You’re incapable of doing anything else.

    I want more details about how hell works. Interestingly, I feel the Fronts mechanics from Apocalypse World would work well here.

    Seriously, though, where are the ingredients? Sure, we said we wouldn’t complain about bad ingredient use, but I can’t find any of them here. Perhaps you were so inspired by comedy that you didn’t need anything else. Still. Dude.

    All that said, it’s a workable game with comedy as Commedia dell’arte, and that’s good for me.

    Jason: I love the notion of turning an existing game engine into something that can sort of run Commedia. I’m not sure this is it, but points for going there. It feels like the Commedia tropes are fighting with the AW rules in an imperfect fit. I have a hard time seeing what we would actually do at the table - this is definitely undercooked but very promising. Not using a single one of the ingredients is a bold choice!

    Eero: The topic is excellent, but making it an Apocalypse World hack is not a long-sighted choice; it’s a funny in-joke, but not necessarily good game design. That being said, this is one of the stronger statements on comedy among the contest participants.

    I’m torn on the game overall, as the power of the topic clearly overwhelms the design, but then on the other hand it’s also nice to read a short game text instead of the boring long-winded ones. In the final consideration I have to say that I would have liked to see this author create a full-blown game of Commedia with an original rules system - perhaps with the sweeping hellish adventure context, perhaps not - the topic has plenty of meat for this and more.
  9.  # 9
    Jin

    Graham: Divine beings stuck on Earth, forced to worry about human things. That’s a perfect comedy set-up.

    It’s really wordy. Please try writing this in two pages. You could.

    Lots of forward referencing. Under Powers, you mention Promises. Under Promises, you mention Jin Eh Mok. Really confusing.

    What would a game of Jin look like? Would my character be getting a job and trying to do it well? I don’t know.

    There’s one basic mechanic: you roll a die when you take damage. I need more than that. Give me some pushback, something that makes unexpected things happen. It can come from other players or from failed die rolls, but it’s got to be there.

    Overall: great idea. A superb and unusual comic set-up. I want to see it carried through into the mechanics.

    Jason: I don’t quite understand what’s going on with this game. The presentation works against it. The rules seem to be of the mother may I variety, drifting into parlor narration. Promises vs. Powers, OK, I can see where that could become amusing. Please explain something before referencing it - your readers do not live inside your brain.

    Eero: I like many of the things here. I would have expected random tables for powers and promises in a comedy game. The Allah-degreed secret oathbreaking-hitpoints are amusing. The healt rolls are a very well-thought idea, they deserve further development.

    Contest-wise it’s rather a problem that the comedy is not very obvious. This is grim, World of Darkness level grimdark stuff. People you provide with wishes get eaten by monsters from beyond space and time, for instance. Maybe it’s supposed to be black humour - greedy mortals meeting poetic ends or something like that. Still, I would have liked to see more human empathy in this, comedy in the sense of uplifting, calming feel-good experience. The whole premise reminds me of the common comedy manga trope where godlike beings end up living among humans, often in the homes of humans, while encountering humanity and learning to live with them and love them - that’s the sort of thing you should facilitate here, not bitter choices between getting screwed now or later.

    I do see potential for comedy, but I suspect that players might take it as a mere GM screwjob when he insists that their characters can’t do anything right. I see the role of system in this sort of game as a way for the GM to keep the weight of responsibility off his own shoulders, and this seems to be something that the game fails at: will you really have the balls to screw with the players all the time without having any sort of game system to back your deeds?

    Also, there is no real system for adjudicating consequences - this is a GM fiat game all the way. As it is, the promise hitpoints are the only thing that is keeping the player characters alive, to pick an example.

    I like everything this game has, but it needs more before it’s really swinging: randomized chargen fits like a glove here, and there needs to be some way of gaining more hitpoints (succeeding in an episode with a happy, Allah-pleasing ending seems like a fine way in this), and you need some way of establishing humans and such in a non-arbitrary manner - you want to do fantasy comedy in this game, that’s not going to happen without an excellent group dynamic or more structure to the game. Also, most definitely there needs to be some way of gaining new powers dynamically during play, and that way needs to be interesting, fraught with dicing and funny perils of ill-thought promises.
  10.  # 10
    Quite Indubitably

    Graham: That’s a difficult writing style. I skipped the first page. Even afterwards, it’s extremely wordy, like wading through froth. Which is a shame, because that aside, it’s well-structured.

    I like it. It’s parlour narration, basically a parlour game, in which I try to incorporate silly words into an ongoing story. That’s fun.

    This feels as though it should be a simple game: so why cards and dice? You could do this whole game just with cards. And probably without a character sheet.

    Oh, God, Princess Collins. Where on Earth does that name come from? Certainly not England.

    Nice to see Kings are exceptionally eloquent, while Queens are nagging aunts and screaming babies. I’ll just call you Mr Patriarchy.

    But it’s good. It’s fun. Simplify it and I’d enjoy playing.

    Jason: I like the diction cards. The rules are needlessly complicated parlor narration. The tone and presentation are wearing.

    Eero: The rules seem to assume that the players care about the fiction despite giving the fiction no manner of influence on the proceedings. This is typical of parlor narration games - I’ve come to see it as a designer preference, some people are just that motivated about storytelling. This reflects on all the design choices in the game, beginning with the fact that your narration has no influence on your dice pool.

    The most damning fact about the game from my viewpoint is that the fictional topic is not supremely endearing. A bit of curiousity is piqued by the way the topic and conditions of discussion are randomized out of a deck for the players to compete over, but this isn’t really enough to carry the whole game when the actual fiction has no impact on the proceedings.

    The matter of parlor narration aside, it seems to me that the game has a reasonable relationship with the king of the genre, Once Upon a Time. The Diction cards need to be replaced with some mechanic that makes for less random-access searching, though - perhaps only allow the player to access the top five terms on the card at a time or something to make the game less about scanning the card and more about fitting a square peg in a round hole in an amusing manner.
  11.  # 11
    Shaken

    Graham: I love the set-up: an average holidaymaker becomes convinced they’re James Bond. Perfect.

    The randomly-generated mission/encounter tables are good. They won’t always work, as written: you’ll suddenly start a scene in a ventilation shaft. But I like randomly-generated silliness. It reminds me of Toon. (This is a compliment).

    I like the timer. Not sure about the bidding: perhaps it could work. The ends of the scene are phrased just right: receive an indication that the mission is proceeding badly/successfully.

    And it’s an hour-long game. Neat. I’d like to see this game developed (and the central mechanic given serious thought).

    Jason: Yay, James Bond! 2 players, that’s fun. Points for the snarky “variations” comments - those all sound like fun, actually. I very much like the premise of this game and would like to see it developed - as it stands I am dubious about the token-bidding mechanic and it is clearly parlor narration. But the amount of randomness is perfect and the situation is just right for light slapstick. Promising!

    Eero: For once a game with a simple, obvious comedic premise - you’re a guy who has just hit his head and now thinks that he’s James Bond straight out of Goldfinger (the novel). We also get a random mission table for hilariousness. Also, I’m totally in for The Story of O variant.

    I’m left hoping for more space for the unexpected in the structure of the game. Or perhaps some sort of campaign mode, or some way for the themes to get cast in doubt. Anything like that would help me get excited about actually playing the game - as it is this is solid, but there is no excitement caused by the exploration of the unknown. I don’t doubt the comedic potential, but as it is the game feels a bit too tightly scoped. Of course it’s intended to run in under an hour, so I suppose I shouldn’t complain too much.
  12.  # 12
    Space Cowboy

    Graham: There are fun things here. Brewing drinks is good and the Space Cowboys are pleasingly mundage.

    It’s hard to understand, with much forward referencing. For most of the document, I’m thinking: should I know what Trouble is? Or is that going to be explained?

    I’m not sure where the comedy is. Lots of comedy colour, but not much in the mechanics. Nevertheless, a fun game.

    Jason: Too many words ending in the letter “g”. Not enough Rasslin’. I was digging the extremely gonzo setting until I got to the mechanical bits, which are sort of a brick wall. The game appears to be pretty complicated for no good reason. There’s a ton of color but I don’t know what to do with it. However I love the idea of a color-heavy, richly realized, extremely goofy sandbox to play in.

    “Help from your starfish” and immediately thereafter “Involving bondage” is a nice juxtaposition.

    Eero: The dicing system is weird. Insofar as I can see, you want to have as many dice as possible for both yourself and the dealer, except that your own dice have a linear effect on your number of successes while the dealer’s dice get a sharply decreasing return. And then all this is mixed up by the special rules such as Infectious Craziness.

    The setting is great, sort of psychedelic hippy Americana in space. There’s enough thematic substance in the overwhelming craziness to give a backbone that comedic adventure needs. I like the mix of Buddhism and American libertarianism - few games in this selection took care to have a point in among the zany absurdism.

    The only issue is that the game is convoluted, perhaps unnecessarily so. Playtest will tell, and a rewrite for clarity in procedure. And of course a bit more meat is required for a full game text, but that’s for the creator to decide on. Very promising.
    • CommentAuthorjprussell
    • CommentTimeJul 9th 2010
     # 13
    Howdy judges,

    I wrote 'Buddy Movie' and I wanted to thank you for your thoughtful and balanced criticism. Y'all basically called out everything I was worried about (right down to being pretentious, damn), but I was pleasantly surprised that a few of the ideas seem to have some merit. I'll be honest, I had *no idea* how to approach writing a comedy game, and I tried to steer away from my first impulse of parody/normal game in a zany setting. So I took the cheap way out and went for emulating a comedic genre.

    I agree that I went too far into the 'do your own thing' camp, but that was an exaggeration of a conscious choice. I have a tendency to make up super detailed rules for everything, and I wanted to force myself not to do that. I also wanted to challenge myself to something GMless, and I've been interested in (but unable to actually read or play just yet) two player games.

    And yeah, "pick a funny friend" and "be funny or you're cheating" were indeed cop-outs meant to cover the fact that I had no idea how to mechanically bring the funny. The other entries have given me some ideas, though, so maybe I'll delve into it further. Thanks again for the contest, it was a great opportunity to try some new stuff!
  13.  # 14
    Sponge Bob and the Gargoyle

    Graham: This is rather sweet. Earning points isn’t working for me: I’d just mechanically remember things I did with Patrick to get points.

    I like the different ways to win. I like rolling d6s, which give hindering players Recall points and helping players Bond points.

    The central idea is good. The mechanics aren’t together, though: I thoroughly encourage you to steal from other roleplaying games that do similar things.

    Eero: The fiction doesn’t breathe a lot as the game is so tight. I like the basic idea that whoever has the most guilt points is currently the gargoyle and has to play opposite to his character description. There’s not much else here game-wise, though.
  14.  # 15
    Sebastian Hickey’s Syndicate by Sebastian Hickey

    Graham: This is seriously hard to understand, which is sad, because it looks good.

    But look, Mr Sebastian Hickey. On pages 4 to 5, you give scripted scenes for each character in turn. (They look really fun). Some of these say “raise the Ticket to Level One” (a forward reference, please don’t do this).

    Then, pages 5 to 6, there’s the Ticket section, which gives scenes that happen when the Ticket changes level. But...wait...the Ticket changed level in those initial scenes...so how does that work? Do these scenes interrupt the scripted scenes we’ve just talked about? I genuinely don’t understand how to play.

    Ah, Physical, Mental and Social Traits. I can’t get enough of them.

    The Act Two chapter is seriously hampered by back and forward referencing: “places a bet (page 9)”. So it’s hard to understand. Again, it’s a shame, because this looks great: a resolution system that involves everyone at the table.

    Act Three looks really fun. A lottery to determine who gets the ticket. Wonderful.

    Overall, I like this and want to understand it. It’s Reservoir Dogs done as comedy. Character creation is great. The mechanics look fun. It’s probably a good game.

    Jason: OK, Sebastian Hickey, how would this work? It is highly structured, seems like it would flow well, my eyes glazed over at the terminology. It seems like it will require substantial investment - system mastery, all new terms, a tightly regimented sequence of play. It is what it is. Will it be humorous in play? That’s the big question for the author, Mr. Sebastian Hickey. I think it has all the right ingredients for that.

    Eero: The fictional premise is again super-narrow: the player characters are retired super-spies looking for a missing winning lottery ticket. I sort of like the scenario, even if I don’t get excited by the extreme narrowness and the consequent lack of creative potential.

    I could see a good comedy film with this premise, but playing it out seems a bit pointless - I can already see the funny turns without gathering my group to play this out. The mechanical system is elaborate, but it seems out of place with the game’s simple fictional premise. Still, this is a personal gripe, the game itself seems basically well-structured. It should also be funny, I can appreciate this sort of darkish and desperate comedy hijinks.
  15.  # 16
    The Big Tuna

    Graham: I wondered, when I read this, why all the players were playing Max Tuna. Why would that be fun? Then I read the original game, at the back, which has everyone playing James Bond. That makes much more sense.

    I like the parts of the brain vying for control of 007. I don’t like the tight story structure: unless these are done well, they can kill a game. The bad guy has way too much authority.

    It’s parlour narration, but it’s a fun idea and I like the way everyone plays Bond.

    Jason: Southern-fried pastiche. Highly structured, everybody plays one dude which is interesting. Author hastily reskinned it (leaving in at least one “spy”) but it hardly matters. He showed his work, anyway. Says it is GMless but it isn’t, “mother may I” mechanic. I really like the idea of the various factions in the protagonists head arguing - that could be really funny - but it is pasted into a game that is pretty limp. I can’t tell if the author is southern and diving into conscious parody of outsider perceptions of southern-ness or ... not from around here.

    Eero: Everybody playing a single character certainly is comedy gold, and a pretty unique type of comedy characteristic of roleplaying, too. I don’t know if the reasonableness test is necessary, especially with 2d6 - the bell curve might not feel satisfactory, and it seems potentially unfunny to have your input get shot down by the dice. On the other hand, I find the set-up with the Tunas picking and choosing partially overlapping story pieces with another player doing re-narration to be a fine recipe for comedy. This needs to be rethought, but the core is solid.

    I don’t like the act structure, and the game would benefit from making Tuna struggle with the world around him instead of making the players roll dice for whether they get to say their piece. Aside from that, the kernel seems really strong to me - this could be a very funny game.
  16.  # 17
    The Hangover

    Graham: I like retracing Bond’s steps in reverse chronological order, Memento-style. That’s a beautifully comic idea.

    The bidding system isn’t working for me. Seriously, I need to pay to introduce a new character? Or to change location?

    Many things seem extraneous. For example, why draw a card to decide how many rounds until 007s blackout? Why not, say, set it at three?

    A good comic idea. I’d like to see this game stripped back to that idea, with the reverse chronological order central.

    Eero: The game is over-structured, which leeches much of the fun out of it for me. No need to play it when we can already see most the game has to offer by reading it.
  17.  # 18
    Recall Notice

    Graham: This is a tried-and-tested set of mechanics. I’m glad to see a roleplaying game that plays like a roleplaying game.

    The comedy lies in the situation. However, I’m sure the mechanics facilitate comedy. Some mechanics seem to work against it: comedy is, to some extent, about unexpected failure, but Otherkind dice let you choose your failure. The Blasphemy rules might be pretty funny, though.

    Ah, Physical, Mental and Social traits. They’re in everything. Put Piety in there or something.

    Overall, though, it’d be fun to play. Can’t ask for much more than that.

    Jason: I like the hacking, although I think that is somewhat contrary to the rules. The only straight-up humor emerging from mechanics here is Blasphemy, which I could see being really fun in play. The setup is certainly distinctive, and leaves me a little at sea as to what I need to be doing at the table. Easily remedied post-contest I imagine.

    Eero: I like the setting, although it could be played a bit more Paranoid. The rules system is bland and, most damningly, non-comedic: nothing in particular encourages comedy here. The situation and setting are comedic, but those could as well be delivered in some other medium.
  18.  # 19
    Rat Race

    Graham: There’s a rich vein of comedy at the heart of this game. The idea of explaining everyday jobs to an alien is perfect.

    Would it play well? It’s rather regimented: draw a card that gives you a vignette, draw a card that gives you a response, choose whether to take a token. It wouldn’t lead into a story.

    I’d like a game like this that’s more like a roleplaying game. Keep the situation, but let me explore that situation/setting with my character.

    Jason: This is a solid situation that would certainly evoke humor with little effort - I really like the division of labor among players, and the roles are well situated for both moral distress and funny decisions. I am really not sure the mechanics add anything to that, though.

    Eero: The game is slightly over-structured, but I basically like the idea of having the players evaluate each other’s participation; it’s sort of a party game. The procedural text needs clarification before playtest, and I’m pretty sure that this needs to either be expanded or pruned down before the game finds a balanced purpose, but the core is solid.
  19.  # 20
    The Starfish Ambassador

    Graham: This is rather magnificent. It’s comedy through etiquette, forcing the players to follow silly rules while speaking. Perfect. There are nice touches: I like the inanimate object that’s the Starfish ambassador.

    I’d prefer a more open game, without a GM-figure, in which any player can upbraid another for breaking a rule. And I’d prefer more of a story: something like Baron Munchausen, in which telling stories is, itself, interesting.

    So I’m not 100% sure this would be fun, as written. But the central idea is lovely and beautifully comic.

    Jason: This game is awesome! It is also a party game, but whatever - it’s the best damn party game in the contest. The speaking rules would be daunting and suitably challenging, perhaps too much so - I could see ways to tune it to group preference and ability pretty easily. Escalating speech rules would, I think, cripple the game in short order as written. I love the Assistant’s role - great fun. This is a smart little game and I really think it has promise - it needs to be ruthlessly tuned through play. Also - TWO PAGES - you are my hero.

    Eero: It’s funny and it’s playable. It’s also a parlor game and not very roleplay-ey, but that’s not a big deal at all in context. Seems immediately playtestable and has potential to turn into a card-based family game of some sort. No complaints on my part - lack of feedback here is because of satisfaction.
  20.  # 21
    Threes

    Graham: There are clever things going on in this game. The rule which compels you to implicate other suspects is comedy gold. And there’s a rich seam of comedy in the breaking and unbreaking of bonds.

    It’s too regimented for me. I want quickfire dialogue, shouting accusations across the table. Instead, one person speaks at a time, and they must monitor the number of sentences they speak. I want this to be more freeform.

    But it’s clever stuff, with a mechanic that will create comic situations.

    Jason: “There’s blood in your flip-flops and a hole in your swimsuit.” - inspired. Better than the other way around. This game is way, way too procedurally dense for what it purports to be. The situation is great, the setup promises humor, and then there’s a dense cloud of rules you have to constantly think about. Even conversation is regimented. Too much for my taste.

    Eero: Crazy regimented. The topic and approach have potential, but I don’t see the point of counting sentences. Aside from that, though, this seems like a potentially fun game. I don’t quite understand why only the third suspect on a turn has the opportunity to lower the dice, but perhaps there is a reason.
  21.  # 22
    Valence

    Graham: Right, so Bond = Chemical Bond. I like that. This is a concept game: you don’t necessarily expect it to become a publishable game, but it’s a good experiment.

    The rules are long and difficult to follow. Lots of forward referencing. And there’s so much going on. Post-It notes, cards, atomic bonds. Do you really need all that? And it’s so abstract. I can’t work out what a story would be like.

    Here is a question which I hope doesn’t come across as rude. Do you, Mysterious Author, want to play this game? Can you envisage yourself explaining it to your game group? Would they enjoy it? One problem with games competitions is that they provoke clever games that aren’t quite fun. I’m speaking for myself! God, the number of games I wrote that were technically OK but dull as all hell. (I am not saying your game is dull.)

    Another difficult question. Is the Molymod kit essential for the game? Does it work like Jenga, in Dread, adding something to the game? Or is it a bit of a gimmick: so that this is the Game Which Uses Molymod?

    There are good things here. The mad grab is wonderful. The emotions, associated with different molecules, would be pretty comic. If you’re at GenCon, Mysterious Author, I hope you’ll explain what you were trying to do, because I don’t quite understand and I’d like to.

    Eero: The fiction does not breathe, for the game is much too concerned with making the novelty equipment work. A good example of what happens when strange tools take center stage.

    I can sort of see how molecular bonds can inspire a roleplaying game, but this is much too over-structured to be enjoyable as it is - needs simplification.
  22.  # 23
    The Visitor

    Graham: An eight-foot tall friendly starfish comes to live with a human family. That makes me deeply happy.

    So, it’s comedy-as-sitcom and it’s done well. I like that players play classes of NPCs that the alien might meet (classes that are, of course, based on sitcom personalities). Rolling on a table to create misunderstandings is inspired. Let’s try that now: a couple kissing in a cinema is interpreted as...well, um, I rolled “Earth and its animal and plant inhabitants”. Actually, I can’t fit that in. I’ll roll again. Ah, now kissing is a medicinal treatment. That’s perfect.

    There are some superb touches: for example, ““ileth nnah”, an aspect of Starfish culture that has no equivalent on Earth.

    It’s excellent. I’d like to play this game.

    Jason: This game is solid. I love the simple, easily understood situation. I love the idea of assigning categories of NPCs to players. I love the speech-limiting, and the emergent properties implicit in vocabulary growth - very, very clever. The randomness seems perfectly balanced - I’d tweak the category results to skew the game even more toward sitcom tropes, but that’s a personal preference. My impulse would be to be ruthless about keeping it mundane, prosaic, inane. The fact that I am obsessing about ways to adjust the game speaks volumes - I really like it!

    Eero: A strong concept. The sitcom metaphor skirts on constraining, but mostly it leaves the players free to explore the situation and its implications. I like the campaign structure. No real weaknesses aside from the lack of systemic ambition - the game’s built of relatively conventional blocks. But then, if that’s what it takes to succeed, I won’t complain.

    The potential for comedic misunderstanding is obvious, as are the opportunities for colorful, one-dimensional sitcom characters. Something to keep the tone from slipping might be required in serious development, but perhaps those rules for Visitor influence on conflicts will ensure a happy ending for most stories - who knows.
  23.  # 24
    OK, that's all the games. Whew!

    We each chose a game we felt deserved special mention. These are:

    Bread Mold Might Be Medicine (Graham’s special mention)
    The Starfish Ambassador (Jason’s special mention)
    Space Cowboy (Eero’s special mention)

    Each of these was a stand-out for one of us, or two of us, or all of us.
  24.  # 25
    And the winner of Little Game Chef 2010 is:

    The Visitor

    We all agreed that this was the best game submitted. The potential for humor is great, the mechanics support it in a charming and solid way, and it is both unique and well-presented. Congratulations, whoever wrote The Visitor!

    Thanks very much to everyone who took the risk of submitting their creative work for our scrutiny. I know I speak for Graham and Eero when I say that I hope you'll continue to work on these, refine them, make them hilarious and great.
  25.  # 26
    JPRussel: You are welcome, and thanks for taking our criticism in the spirit it was intended. It is easy to judge but not so easy to take sometimes.
    • CommentAuthorJesse
    • CommentTimeJul 9th 2010
     # 27
    Hello.

    So I wrote "Bread Mold Might Be Medicine". The funny thing to me is the totally opposite reactions that Graham and Eero had. Graham totally got why it's a comedy game. Although in my mind it's really a light-hearted drama. The fact that Eero went to Hannibal Lecter, Arkham Asylum and Psychological Thriller kind of fascinates me. To me The Deluded is supposed to be philosophically charming, like Don Quixote. In fact the game title is a quote from a film called They Might Be Giants which in turn is a play on Don Quixote. The title refers to penicillin and the quote from which it comes is all about how if we never thought of crazy things we'd never advance as a society.

    The central question of the game is that maybe, JUST MAYBE this crazy guy is better therapy for the patients than the doctor. Hell, maybe he's better therapy for the doctor himself. Because maybe, just maybe, Bread Mold Might Be Medicine.

    I admit I kind of shot myself in the foot with my own examples. I talked to Paul Czege about how I don't write very evocative examples. He suggested an alternative Deluded to me who believed himself to be a bumblebee pollinating flowers in a Narnia like dream world.

    However the fact that Eero saw the potential for psychological thriller in the game makes me wonder if perhaps the game is broader in its application than originally intended. Along those lines I have considered opening up the games scope a bit because I realized that all you need is an Institution, an Authority of that Institution and an Outsider with an orthogonal philosophy. For example I imagined a coffee house setting. The Doctor is the owner and the Patients are the regular customers. The Deluded then becomes the "new guy" who arrives and stirs up trouble with his skewed world view.

    Anyway, thanks for the feedback. Oh it's funny that Jason mentions that the game could be 50% smaller. There are two things along this line.

    1) I realized I could have scaled the game back to just the doctor and the deluded. But I didn't want this to be a two player game like S/lay w/ Me or Sweet Agatha.

    2) The game was originally much simpler. For example my first draft had just one currency. But I found myself shoe-horning that currency in uncomfortable ways that didn't really represent the thematic flow of the narrative. So a few bits got expanded. I think this draft represents an optimal first pass. But you're right, only playtesting will tell.

    Jesse
    •  
      CommentAuthorMatthijs
    • CommentTimeJul 9th 2010
     # 28
    Congrats to everyone! In my view, comedy games are often a decade ahead of the field in experimentation, and it looks like there's a lot of interesting ideas here.
  26.  # 29
    Congratulations to the author of The Visitor! Alas, it was not me.

    If any of you recall what I posted early on about my "inspiration" being "James Bond Takes a Holiday", before I edited that out of the original thread, then you've probably figured out that I wrote The Hangover.

    A hearty thanks to the judges for reading and commenting on it.

    Even as I was submitting it, I already had reservations about some of the design; but with only one day left, I knew I couldn't redesign it fast enough to meet the deadline.

    I'm pleased with my core concept; and I'm definitely planning on continuing development. But I'm really wanting to get some elaborations on the comments. However, I think that's a discussion best brought to Praxis; so I will start a new thread there soon.
  27.  # 30
    Hey Leo, definitely take it over to Praxis. It's the nature of contests that stuff is submitted half-baked.
    • CommentAuthorjeffr
    • CommentTimeJul 9th 2010
     # 31
    The Starfish Ambassador was my creation. I'm glad you liked it.

    You hit several of my own concerns, actually. I wondered myself about whether I should categorize it as a 'roleplaying' game, since it is very different from most of those I've seen, but with the entirety of play being in-character dialog I ended up deciding that I couldn't not call it one myself. And I was concerned from the beginning about playability, but I've been in and seen some long-established Mao groups and so have a fairly high opinion of people's ability to keep track of a large set of silly rules when playing a game, and giving the other players rewards for pointing out rule-breaks was added originally to take pressure off of the assistant role, although I think it has other good effects as well. Like you said, it's fairly easy to tweak (number of starting rules, new rules could be when two filibusters are completed in a row or based on the number of players at a given point level instead if there get to be too many)
  28.  # 32
    Posted By: JesseHowever the fact that Eero saw the potential for psychological thriller in the game makes me wonder if perhaps the game is broader in its application than originally intended. Along those lines I have considered opening up the games scope a bit because I realized that all you need is an Institution, an Authority of that Institution and an Outsider with an orthogonal philosophy. For example I imagined a coffee house setting. The Doctor is the owner and the Patients are the regular customers. The Deluded then becomes the "new guy" who arrives and stirs up trouble with his skewed world view.


    Definitely widen the scope - you'll want to shoot for something similar to MLwM in terms of creative freedom. Have a default flavour - perhaps modernist psych institution - but allow for easy recoloring. This was one of the most promising games of the selection this time around despite my unwillingness to see the topic as a very humorous one.

    I'll write some more general commentary on the contest outcome next week, I expect. Have to play TSoY all weekend.
    •  
      CommentAuthorWordman
    • CommentTimeJul 9th 2010 edited
     # 33
    First, congratulations to The Visitor!

    Second...

    I wrote Valance, my first ever such endeavor (hey, can you tell?). I find nothing in the comments to disagree with. Though, personally, I would have been a bit more harsh on it. For example, on its utter failure to really explain its basic premise, or even have one in the first place. And, nothing really says "comedy" like simplistic organic chemistry. And, like Eero said, I was so obsessed with figuring out how a group plays together with molecular models, I more or less forgot to write an actual game.

    Still, I am glad of the exercise.

    Graham asked questions, likely rhetorical, but I will answer them anyway:

    • Do I want to play this game? I want to play the version in my head, but only with certain people. I would definitely not want to play it with certain others (even though I'd play other games with them in a heartbeat). Sadly, the version in my head bears little resemblance to what I actually wrote down. But, even playing with the version in my head, with the "certain people", I'm not sure it would avoid the "dull as hell" curse.
    • Is Molymod essential? No. You can tell it isn't because the purposes for which it is used (basically for tracking certain things) could easily be done with something else. (Well, maybe the mad grab wouldn't really be the same with other tools.) Still, I think there is something in the notion of using molecular models in a story game that could be cool. Haven't quite put my finger on it, though.
    • GenCon? Sorry, won't be there. Even if I was, I'm not sure I really understand what I was trying to do enough to explain it anyway, which certainly shows in the submitted result.


    Another regret I have is waiting until fairly far along in the process to start thinking about carbon-carbon bonds (that is, connections directly between players, and what that might mean). I have a sneaking suspicion that, if there is a real game in Valance, it lies in there someplace. By the time I had a decent idea about it, though, I only had a few hours left.

    I also wonder if the first idea I had for the contest (about reminiscing junk-bond traders on vacation) would have worked better. Nah. Knowing me I probably would have based on the mechanics on compound interest, or the LIBOR, or something.

    By the way, I'll likely be releasing this version of Valence under a "do whatever you want with it" Creative Commons license, so anyone who wants to mutate it into something actually playable can do so. I'll post a link in this thread when that is done.
  29.  # 34
    I wrote 6 Degrees of Resolution, which is the first game I've written since middle school. I really appreciate the comments all of you gave, and I totally agree with most all of them. In fact, I got to playtest it on the day before submission, which totally revealed many of its flaws, but I didn't have time to really revise it by then.

    Just a couple of thoughts about the comments:

    Jason - In our play, it was actually the LDO who had less fun. Since they didn't have a real "stake" in the scene or even a mood to play out, they tended to just sit back and watch while the other players argued and made stuff up and had fun. In some ways, it felt sort of like the party game Who Would Win?, where the LDO was just the judge.

    Graham and Eero - Yeah, coherence was a big problem. I had the idea for the random tables because if I was going to have these brief little scenes involving (for the most part) different characters in each, I wanted a way to give the players a loaded gun as far as characterization and scene framing went. But, as you pointed out, the situations were too zany and random to work with in many cases. In our playtest, we also discovered that some personas and moods just didn't work well to drive action. Being numb or lethargic just makes for a pretty uninvolved character.

    All of you - Yeah, the d30 is definitely gimmicky. It came about because I started to brainstorm moods and such, and got somewhere between 20 and 30. "Heck," I said, "I have d30, so let's just use that!" So I added in more and used it rather than editing and using something more reasonable.

    But I really enjoyed myself, and I found both the process and the participation with reading the other entries to be a lot of fun. Thanks to the judges for all your hard work, and congratulations to The Visitor!
    • CommentAuthorlordgoon
    • CommentTimeJul 9th 2010
     # 35
    I wrote shaken, not stirred. Many thanks to all judges and contestants for the encouraging comments and feedback. I was floored by the quality and variety of the other games submitted, and feel flattered just to have had my slightly cheesy offering treated as though it belongs in such august company.

    I'm thrilled that you guys would like to see it further developed. With an eye toward possibly doing so, here are a few initial questions for the judges.

    Graham: I think I agree with you in principle that the transitions between encounters (e.g. from the beach to the ventilation shaft) are a little feeble - I wasn't too satisfied with just saying "The Bond player is responsible for getting his character from scene to scene," but within the time constraints of the contest I couldn't think of anything cleverer. Anyone have any suggestions?

    Jason: I was genuinely puzzled by your remark that the bidding mechanism is parlor narration, especially given that the idea of determining whether a scene goes either "well" or "badly" in medias res is one that I basically stole...um...borrowed...let's say adapted from Fiasco. It still strikes me as imposing only the very most minimal constraint on how each scene comes out. Could you maybe elaborate a little on why you thought this?

    Eero: Campaign mode? Really? For a game based on the "he got bumped on the head" conceit? I am deeply flattered but utterly mystified. Please explain further, and I promise to reward you with your very own Story of O mission table for private delectation.

    Thanks again, all,
    Mark
  30.  # 36
    Hey Mark (and everybody),

    Feel free to spawn a new thread, here or at Praxis, if you want to dig into your game. To answer your question - I don't think the bidding mechanic in Shaken (a game whose bones are strong and which I quite like) is going to have a strong bearing on the fiction (it determines outcomes, but so does flipping a coin). I am happy to be proven wrong; let's talk about it.

    Oh, and Eero needs to videotape his Story of O session. Wait, what am I saying?
    • CommentAuthorIgnotus
    • CommentTimeJul 9th 2010
     # 37
    I am the author of "The Visitor."

    I had a lot of fun writing this. I've never actually seen an episode of Alf or Mork and Mindy, so it was much more modeled on Scrubs and 30 Rock, along with trying to figure out why playtests of Sign in Stranger were so funny. The Visitor is definitely a franken-game, which is the main reason I put the bibliography at the end. Thinking about Graham's example, it seems like "Earth and its plants and animals" is going to be less than exciting most of the time when used to understand human culture, so it should probably be replaced by something or other.

    Thanks so much for the feedback and kind words! Hopefully I'll be able to make some people play it with me in the next few weeks.
    •  
      CommentAuthorGraham
    • CommentTimeJul 9th 2010 edited
     # 38
    Congratulations, Sam! We all really liked it.

    Hey, this is really nice. Lots of new people.

    Oh, I wanted to give some love to the author of Sponge Bob. Hello, author of Sponge Bob. I don't know the cartoon at all, but I thought you did exactly what we wanted: took a genre of comedy and wrote some mechanics to support it. I wasn't in love with the mechanics, but I appreciate what you did. Stick around and keep designing stuff.
    • CommentAuthorjeffr
    • CommentTimeJul 9th 2010
     # 39
    Hey; what happened to Have You Seen the Yellow Sign's post, anyhow? Don't want to see anyone get left out here...
    •  
      CommentAuthorGraham
    • CommentTimeJul 9th 2010
     # 40
    Damn, you're right. That was a fantastic game. It really captured the essence of what comedy was about. What happened to that, Jason?
  31.  # 41
    The anonymous author made an ass of himself and Graham removed it from competition in a fit of pique. How an anonymous author could make an ass of himself I leave as an exercise for the perverse.
    • CommentAuthorwyrmwood
    • CommentTimeJul 9th 2010
     # 42
    Congratulations to Sam and everyone else,

    I'm responsible for Space Cowboys of Independence. Space Cowboys has a dark history though, it is actually the third in a trilogy of Holiday themed comedy RPGs I've built in design contests. It's brethren are Christmas Ninjas(pdf) and Valentine Knights.

    Far from a reskinning, Space Cowboys, unlike the other two, has no GM, because really, would Space Cowboys let anyone tell them what to do? It also changes some significant things in the dice mechanics, so while I'm pretty sure that things will work from how the basic system has worked with Christmas Ninjas and Valentine Knights in the past, I take Eero's concerns to heart about how Infectious Crazy could impact things.

    I have trouble in making my rules text more understandable (both Jason and Eero mentioned this...), which is especially frustrating because my mechanics tend to be subtly unusual. In play, folks over the age of ten seem to pick it up after a few rolls. Perhaps I should describe the demonstration process, where "you split the dealer's roll into the three types (ignoring any type that wasn't rolled), and then set up the cowboy's roll along side each. Then the smallest pile that the cowboy has is her number of successes, keeping in mind the smallest pile might have no dice in it."

    Jason, you are absolutely right about too many words ending in g, and Wraslin' is what Roughing ought to be called. Technically I'm allowed to do that too, as a second generation Texas emigrant.

    Graham, the relationship between Trouble and the Tale (and, you know actually defining what those are) is something that I imply all over but never really state. In retrospect it belongs near the beginning. That I didn't include one was my one regret from after I posted my game.

    Eero, I'm glad you enjoyed the more substantive side of the setting. While the world of the cowboys and their peculiar mindset is intended to be silly it is also intended to be uncomfortable. Humour that cannot express some depth just doesn't feel right to me. Of course sometimes the jokes write themselves in this respect, did you notice that Vatican City and Iran share the same Independence Day?

    I'm really looking forward to getting Space Cowboys into playtesting, I've got my two regular groups interested at this point, so it should just be a matter of time.

    - Mendel
    •  
      CommentAuthorGraham
    • CommentTimeJul 9th 2010
     # 43
    Um. So just to explain.

    Have You Seen The Yellow Sign? was my "entry". When Andy ran Game Chef, he often submitted a dummy entry under a pseudonym. That's what I did.

    It's automatically disqualified for being by me, but it was fun to write.
  32.  # 44
    OK, I'll put my hand up to being the author of Baggage Carousel; the contest was a lot of fun and was a good way of putting my thoughts in a new direction (I've written 4 other short form games between submitting Baggage Carousel and the judging, so something must have got shaken loose)

    My creative process boiled down to: 9am, read contest thread; 10am, go shopping with the words 'bond, holiday, recall' reverberating around my head; 11am, return home and write Baggage Carousel; 12 noon, defeat Google Docs after a brief struggle and submit the game to Graham's page.

    I totally dig the feedback about the end game and that will be the first thing ditched in the second draft, believe me, but at the time I was thinking "I really ought to make sure that 'recall' gets in there somewhere or I'm going to have to go back and put a starfish in'. So, out goes the whole good days/bad days thing, but maybe some kind of scoring related to how many items you can recall from your baggage...? I tend to agree with Eero though, as I also suck at memory games and would rather just focus on the story-telling rather than memorising a list of random objects.
  33.  # 45
    I must unfortunately claim responsibility for Quite, Indubitably.
    When I was first throwing ideas together, it was beginning to look more like a board game about paper suppliers, and when I saw the mention about drawing room comedies, a little bulb flashed in my mind...though it was a very, little bulb. For inspiration, I watched every DVD I had of Whose Line Is It Anyway (original British version), as well as some Oscar Wilde productions, though I was never able to leap that hurdle of how to really make it an RPG. It always seemed to spiral downward into an over-blown card game. Thus the abilities on the Manner Card, which kinda gave the feel of "attributes." Still, all in all, I guess it was too great of an obstacle to actually have a game more about comedic wit and innuendo.
    Sorry that the writing was too verbose.

    As for the cards and dice? I happened to have a crapload of extra D4s from another game I was working on, and felt it would be a good way to find use for them.

    This will probably become a little something I'll tuck away in my party-box of Apples to Apples, for use in the future. Nothing more.
    •  
      CommentAuthorGraham
    • CommentTimeJul 9th 2010
     # 46
    I liked it, Michael. It reminded me of the Dying Earth RPG.

    For me, it was one of the games that succeeded in being something more than a parlour game. We'd have got a story out of it.

    One massive point of credit. Although the writing style was verbose, it didn't trip my "This is someone parodying English writing" alarm. I thought it was someone parodying Victorian writing, but not necessarily a foreigner writing British English. That is pretty impressive.
  34.  # 47
    Posted By: Graham...not necessarily a foreigner writing British English.


    Probably helps that most everything I read or watch in the English language is British. And soon I'll have a universal DVD player again, so I can start ordering those box sets of Blakes 7!!
  35.  # 48
    Posted By: GrahamHave You Seen The Yellow Sign? was my "entry".


    I think it would have been more entertaining, and in the spirit of this year's theme, to have also put up dummy reviews of it then stay quiet about it for a bit to see if anyone questioned why nobody had claimed responsibility for it.
    • CommentAuthorvulpinoid
    • CommentTimeJul 9th 2010
     # 49
    Time for admissions.

    Mine was the nigh-impenetrable Come One Come All...

    ...a game designed after watching too much "Antiques Roadshow".

    One of the things I've been trying to do lately is extrapolate a form of roleplaying from new origins.

    What would games like this have looked like if they derived not from wargames, but from disillusioned mystics who weren't getting anything decent from their ouija boards. Mystics who simply decided to accept the fact that it was all smoke and mirrors, and they had just been pretending all along.

    What else could we use besides dice?

    What could we tell stories about?

    Do we have to play the roles of protagonists within those stories, or can we take on the roles of communal storytellers arguing over a tale?

    I knew it wasn't going to be an easy read. Especially when I decided to incorporate the "actual play" and the FAQ section into the beginning as a narrative from the perspective of an late 19th century anthropologist. I guess I'm trying to move beyond that idea of game rules in one part of the text, and setting in another part of the text. Some documents have done this successfully, but in a rather pedestrian manner...I was trying to push the envelope a bit further.

    I guess that's the problem when my mind is a churning primordial soup of ideas at the moment, then Little Game Chef comes along with a set of ingredients that catalyse that soup in an instant.

    I end up typing stuff out in a stream of conscious manner, regardless of the length...not fathoming whether anyone else is along for the ride.

    Thanks for the comments Eero, I know it still needs a lot of refinement. But it's good to see that someone thinks it's a generally playable concept.
  36.  # 50
    It's really amazing to see all the hard work put into this. Designers, judges, my hat is off to you.

    The Visitor looks like fun (as do several others). I'm looking forward to seeing more development.
    • CommentAuthorJ. Walton
    • CommentTimeJul 10th 2010
     # 51
    Thanks for your hard work, judges! I wrote La Commedia and I think you're spot on in the comments. I had a really strong concept and just didn't have the time to develop it as fully as I wanted, so this is very much just a sketch.

    By the way, I'm not sure if you noticed, but I implemented "comedy" in three different ways:
    -- commedia dell'arte, as you all mentioned
    -- Dante's Divine Comedy, which the author originally called "La Commedia" ("Divine" was added by Boccaccio)
    -- the lost part of Aristotle's Poetics (actually real, actually lost) on comedy, also called "La Commedia" in Italian (originally "κωμωδία")

    But the game needs a lot more work to be really playable and fun.
  37.  # 52
    Hey JWalt, how closely are you going to hew to AW as you develop this? I love the idea behind the game but the engine really seems like a mismatch to me. I guess we'll see!
    • CommentAuthorJ. Walton
    • CommentTimeJul 10th 2010
     # 53
    Jason: AW is just what I've been playing lately, so it's on the brain. I'm not necessarily committed to it as a mechanical foundation; it was just the obviously thing to hack when I had a solid concept but little real mechanical inspiration. I thought a bit about making actual masks, but didn't really proceed that far along in that direction with brainstorming. If I had to create a system from scratch, I think I would hew closer to Montsegur 1244, have a more formal scene structure within which players are given a lot of space to be explorative.
  38.  # 54
    Actual masks would be pretty fun, especially if anybody could grab any mask and embody that character for whatever effect it might have.
    • CommentAuthorJ. Walton
    • CommentTimeJul 10th 2010
     # 55
    Yup. My original plan was to have separate moves for each mask, which would make switching masks (and risking discovery by demons) a big deal.
    • CommentAuthorMcdaldno
    • CommentTimeJul 10th 2010
     # 56
    Posted By: J. WaltonYup. My original plan was to have separate moves for each mask, which would make switching masks (and risking discovery by demons) a big deal.


    Mind boggles. So fucking cool.
    • CommentAuthorwyrmwood
    • CommentTimeJul 10th 2010
     # 57
    Posted By: J. WaltonYup. My original plan was to have separate moves for each mask, which would make switching masks (and risking discovery by demons) a big deal.


    I was really divided about La Commedia. On one hand, la commedia dell'arte was the first thing that came to my mind with this contest, and I still really want to follow that game idea through. So I have this huge joy that you actually went there. But to me, I was much less enamored with specific masks and far more with the way the comedy was punctuated with the Lazzi. And when I couldn't see them I was made sad...

    But I could see some mapping of the traditional mask Lazzi into the moves under each mask.

    - Mendel
    •  
      CommentAuthorMatthijs
    • CommentTimeJul 10th 2010
     # 58
    There was a pretty interesting Danish scenario commedia dell'arte scenario some years back, using masks and lazzi. I'll see if I can find a link, if anyone's interested.
    •  
      CommentAuthorGraham
    • CommentTimeJul 10th 2010
     # 59
    Posted By: Jason MorningstarHey JWalt, how closely are you going to hew to AW as you develop this? I love the idea behind the game but the engine really seems like a mismatch to me. I guess we'll see!


    I agree with Jason. Apocalypse World is rubbish. We cannot trust games that Vincent writes on cocktails of illegal drugs.
    • CommentAuthorJ. Walton
    • CommentTimeJul 10th 2010 edited
     # 60
    Yeah, unfortunately I don't have much background in lazzi or actual commedia. My understanding of the Italian comic tradition comes filtered through Mozart and Shakespeare mostly. Like how Cherubino in the Marriage of Figaro is a version of Harlequin, even though opera buffa is kinda its own thing. So I'd have to do more research if I was really going to develop this.
  39.  # 61
    Jonathan, are you aware of The Penguin Harlequinade? I've only read Costikyan's thoughts on it myself, but it is a Commedia dell'Arte rpg, so perhaps worth looking at for you.
    • CommentAuthorwyrmwood
    • CommentTimeJul 10th 2010
     # 62
    I spent the first week of the contest researching commedia, and the best I was able to find for the lazzi is the second of Grantham's books Commedia Plays, although these are not generally historical in origin.
  40.  # 63
    Well done to Sam and the Visitor. Good luck with the development process!

    Thanks for commenting on my entry, especially since I broke the cardinal rule. It was a template problem. Nothing more to be said on that.

    I genuinely don’t understand how to play.

    Hi Graham, thanks for digging through the text. Yes, the forward referencing. Schoolboy error. Your comments are very helpful. It's easy to forget how hard it is for me to explain simple (but new concepts) simply. Great work on this competition! Sorry to have frustrated.

    Will it be humorous in play?

    Hi Jason. Again, thanks for the feedback. Too many new terms, too many new rules. If I familiarise the terminology and present the rules in digestible layers, there is hope. I was aiming for a kind of play-as-you-go document. I'm still aiming. As for the big question, while writing another game I found a happy accident and I tried to use that accident again. It all came from Hell for Leather (HfL), which I'd intended for broodiness and excess, but ended with laughter and excess. HfL delivers comedy. It is a funny game. Part of the humour comes from surprise, and the other part comes from creative antagonism. In Syndicate, I wanted to explore creative antagonism as a method for delivering unpredictable, escalating adversity.

    The intention was for a group of players to contribute to a narrative for each of their characters in turn. One player presents a character in action and the other players add layers of action on top. For example, player 1 "steals the ticket from the café," player 2 tells him that "his wife is at a table at the café being seduced by his ex-boss." Now player 1 retorts that he "breaks up the dinner by 'accidentally' pushing a food trolley at their table, knocking soup all over the man's trousers." Maybe player 3 adds a twist, saying that "when he goes to push the trolley, he lights his own trousers on fire." Player 4 announces that "the fire activates the alarm, causing a downpour and mayhem." The scene resolution rules handle what happens here and what happens to the ticket.

    Okay, not so funny written down. But quite funny if spontaneous and, importantly, collectively generated like this at the table. I understand that a series of escalating narrative injections will create unforeseen outcomes and, if done collectively and piecemeal, will appeal to the group's sense of humour. Furthermore, I understand that the backstabbing and chicanery (where in one scene you support a player and in another you oppose him) will create good-natured rivalry (inspiring more twisted and memorable dilemmas. So, the comedy, for me, comes from surprise and antagonism.

    lack of creative potential.

    Hi Eero. Thanks for the feedback. This is something I have struggled with. When does creative constraint become creative hindrance? And all that. In this case, for Syndicate, I'm not at all as anxious about the lack of creative potential. The game's backdrop is open to interpretation (three Russians in New York, space spies in the pirate quadrant, geriatric spies, spurned lovers reunited, and so on). Their objective, to find the ticket, remains consistent, but no more constrained, I'd say, than Montsegur 1244, for example.

    I could see a good comedy film with this premise, but playing it out seems a bit pointless - I can already see the funny turns without gathering my group to play this out.

    I'm not sure, either, that the game rules support a very predictable outcome. If you start the game thinking of your character as a cool Russian spy but your friend wants to screw with you, you might end up a partially blind, alcoholic ballet instructor. That's probably a funnier and more itneresting story than you had intended. Am I missing your point?

    The mechanical system is elaborate, but it seems out of place with the game’s simple fictional premise.
    I thought a game about a lottery ticket would do well with bidding and bingo rules.
    •  
      CommentAuthorWordman
    • CommentTimeJul 11th 2010 edited
     # 64
    As mentioned above, I'm releasing Valence under a "do pretty much whatever you want with it" license, whatever that's worth. Both the PDF and the InDesign source that created may be downloaded from that link as well. This version is slightly corrected, and adds a credits page.
    •  
      CommentAuthorNathan H.
    • CommentTimeJul 11th 2010
     # 65
    I just wanted to say that I really liked The Starfish Ambassador.
    What a neat little game, Jeff.
    • CommentAuthorMcdaldno
    • CommentTimeJul 11th 2010
     # 66
    Posted By: Sebastian K. HickeyTheir objective, to find the ticket, remains consistent, but no more constrained, I'd say, than Montsegur 1244, for example.


    First of all, "no more constrained [...] than Montsegur 1244" is not a very bold statement. M1244 is one of the most constrained games that I've seen that still manages to be engaging.

    Second of all, I think Syndicate is more constrained. Montsegur lets you decide what you want, and what you do. Making decisions about what is important to you... well, that's kind of a driving force in the game, I think. Where is that choice in Syndicate? I want the lotto ticket. The alternative choices (do I abandon the search?) seem pretty insincere.

    Not being able to determine your own goals makes this game constrained in a non-engaging way. I, as a player, think lotteries are stupid, and greed is lame. Where do we go from there? What does Syndicate offer me?
  41.  # 67
    Where's the choice in Syndicate? I think the choice is in antagonism instead of protagonism—the fun is probably in throwing unpredictable challenges at your mates and seeing how their characters cope with unlikely and escalating situations. In a trivial and throwaway, popcorn chewing fashion. What can Syndicate offer you? Escalating, light-hearted storytelling, antagonistic begrudgery and a silly bingo mechanic. It's supposed to be a game of buddies, rivalries and poking fun. Not sure why I'm defending the game. It's completely untested, badly put together and shouldn't be compared to Montsegur 1244 (sorry about that, a bad example and, like you say, a weightless point).
  42.  # 68
    Posted By: MatthijsThere was a pretty interesting Danish scenario commedia dell'arte scenario some years back, using masks and lazzi. I'll see if I can find a link, if anyone's interested.

    Super interested.
  43.  # 69
    Posted By: wyrmwoodI spent the first week of the contest researching commedia, and the best I was able to find for the lazzi is the second of Grantham's booksCommedia Plays, although these are not generally historical in origin.

    I got this book on Lazzi and commedia a few years back - it's quite good, and fairly thorough.
    •  
      CommentAuthorMatthijs
    • CommentTimeJul 12th 2010
     # 70
    Posted By: majcher
    Posted By: MatthijsThere was a pretty interesting Danish scenario commedia dell'arte scenario some years back, using masks and lazzi. I'll see if I can find a link, if anyone's interested.

    Super interested.


    http://alexandria.dk/data?scenarie=3034 - you can also download it from there.
  44.  # 71
    I've taken discussion of The Hangover to a thread of its own on Praxis for any who are interested in giving opinions, criticisms, suggestions, and so on as I redesign it.
  45.  # 72
    Hi. "Threes" is my fault. I think the notes about the game being over-structured are spot on. I gave myself just a few hours to cook up something based off the Rule of Threes, and this is what resulted—but it's structured too much, in an effort to make sure there was a game there and not just a premise. As it is, I'm pretty sure it doesn't work now and won't get the development time to be made into something that does work for quite a while.

    One gag, which doesn't come across in the text, is that it's a game of a rigidly edited film sequence: the three suspects talking to the camera, cut together in little segments, setting each other up for little jokes and unexpected doses of information. The suspects are each locked away in separate rooms, and it's funny mostly to the Interrogator, who watches these guys turn on each other as their story slowly comes together. The fact that the suspects cannot yell across the table at each other is, therefore, by design. The suspects are trying to keep their story straight without any ability to check in with each other—all they can do is pile on the information and hope.

    The sentence-counting mechanism is there, in part, to give the dice more value, and also to keep the characters from saying nothing, as a good suspect would. It's a gross, ill-thought-out mechanism, though. So it goes.

    Thanks to everyone who read the thing.

    Cheers,
    Will
    • CommentAuthorjeffr
    • CommentTimeJul 12th 2010
     # 73
    I've posted The Starfish ambassador at a more permanent location here. The rules are unchanged, although I have replaced the designers notes with a FAQ covering most of the same information and brief notes about difficulty tweaks.
    • CommentAuthorDavid Berg
    • CommentTimeJul 12th 2010 edited
     # 74
    I contributed Rat Race. I pretty much agree with all the judges' comments. It's a party game with too much structure to turn into the sort of story that freer roleplaying can produce. I'm okay with that, as it suits what I'd be in the mood for via roleplaying comedy. I think one of the untapped potentials for comedy in roleplaying is exactly that -- party games with few weighty responsibilities. Kind of an RPG icebreaker for newcomers. And a game easy enough to play drunk.

    Jason, regarding your comment about the rules not contributing much:

    I had the situation, cards, and roles all in mind first. I wrote it down, looked at it, and thought, "Uh oh, folks will be aimlessly adrift without something to organize play as a whole." That's the only reason I came up with a formal system for trying to maximize your chances of a favorable alien review. My hope was that using up a finite pool of tokens over the course of the whole game would unite the otherwise disparate workers' performance reviews. "Are you saving all your tokens for Brad's turn, or just being a jerk and looking out for yourself?" etc.

    If you have any suggestions for other mechanical directions I could have gone in, I'd love to hear 'em. My personal taste is a bit less structured than Rat Race, but aimlessness is a major fear.
    • CommentAuthorDavid Berg
    • CommentTimeJul 12th 2010
     # 75
    Also, judges, thank you for all the thought and text you've devoted to this. Your critiques of the games form a great collage of "design aspects to consider" and I'm planning to read them all. Jason, I love your intro summary of narration, permission, and structural pitfalls. I completely agree about over-structuring for contests, and at the same time, I find it a difficult urge to fight.
  46.  # 76
    Posted By: David BergI'm okay with that, as it suits what I'd be in the mood for via roleplaying comedy.

    This, right? Love what you do; hopefully feedback and critique will make it better, but love it yourself.

    To answer your question, Dave, that's not a very constructive fear. Try it out! It's top-heavy now; start throwing stuff out as you find it redundant or unnecessary. If it suits you better, start form the other direction - total freeform - and add stuff where it falls down. The bones of this (and most of these games) are strong.

    I find it a difficult urge to fight.

    Yeah, tell me about it. I'm not above any the pitfalls we call out myself, not by a long shot.
    •  
      CommentAuthorGraham
    • CommentTimeJul 12th 2010 edited
     # 77
    Will, I liked Threes! I mean, these are alpha drafts. They're not meant to be playable. They're meant to have interesting ideas that you can develop or abandon completely, but be glad you thought about them.

    Often, the less playable games are the most interesting, because they've tried something new. Which is not to say etc.
  47.  # 78
    Thanks, Graham. I'm not sure my winking self-deprecation is coming across in that post above, but suffice to say that I'm not real happy with how Threes turned out—I wish I'd had the confidence to leave some rules out. But, yes, it's just a sketch. Perhaps there's something in there that I can make more of one day. I'm certainly not sorry I took the time to participate this year, and I'm glad to have gained however much XP I did in the process. Thanks to you and all the judges for hosting and reading the contest this year.
  48.  # 79
    In other news, The Visitor has just been reviewed over at Play This Thing. Nice!
  49.  # 80
    Finally some time to comment a bit more:

    It doesn't probably come through very well in the individual reviews, but in practice I found that the games that participated in this contest were strongly divided into two sorts: on the one hand we had roleplaying games with creative positioning of the characters, on the other there was a range of strongly structural story games, often with parlor narration or boardgamey elements. I found it very interesting that my own gut reaction favoured the former strongly - I was excited about Jinn, for instance, while Syndicate, probably somewhat technically better in terms of concerned design, felt less creatively exciting as a prospect of play. Then again, it seems that this creative "choking" doesn't concern the range of boardgamey stuff like Rat Race, Quite Indubitably, Baggage Carousel and, above others, Starfish Ambassador. I suspect that a lot has to do with the requirements the game sets for me as a player: there is a choke-point in between a freely ranging roleplaying game and a boardgame that uses the fiction merely as a flavourful prop, a point of parlor narration where the game requires you to put immense creative energy into detailing a setting, characters and activities that are regardless strongly predictated by the game's system, causing you to work hard for no more than the privilege of narrating. I found this a reigning theme in the contest and caught myself wishing for more games with traditional creative scope and less of the ones that specify a carefully preplotted structure of play. Time will tell if what I'm seeing is a genuine and common trend in what people want out of roleplaying, or if this is just a passing idiosyncracy on my part.

    Interestingly enough the jury was all but unanimous in our preferences this time around, a clearly different case from the last year's competition. I could and would and did pick all of our recommended picks myself, for instance, and I understand that we all agreed on the winner facilely and without needing a debate. No idea if this means anything.

    Posted By: lordgoonCampaign mode? Really? For a game based on the "he got bumped on the head" conceit? I am deeply flattered but utterly mystified. Please explain further, and I promise to reward you with your very ownStory of Omission table for private delectation.


    Shaken is a good example of the phenomenon I struggle with above - the game seems to me like a basically functional engine block with a missing spark plug, it needs something more... this something could be clear stakes that hook the player, thematic uncertainty (perhaps over whether the guy might be right in his delusion), or it could be some sort of campaign mode that roots the events a bit and looks beyond the immediate into the consequences. The temporary amnesia is a relatively incidental thing in this regard, the real conundrum of the design is the matter of how to make the randomized story arc elevate above Exquisite Corpse in terms of creative engagement. The idea of randomizing scenes and then arranging them seems like a fun and functional mechanic, for instance, but it's left awfully trivial without some creative tension. Appeal of "thin" fiction caused by randomness is fine for boardgames and such, but if the game is predicated on us caring for the characters and manipulating the fictional positioning, then it needs a bit more commitment for play to seem meaningful.

    I've struggled with this particular idea a bit lately simply because I'm rather uncertain about how much what I'm saying reflects the preferences of others - how common is it for people to simply crave for roleplaying tools that allow them to tell stories and nothing more? Once Upon a Time is clearly the most successful game of this type, but I'm also seeing it all around me when I squint a little. I'm reflecting on Big Model rpg theory here, sort of contrasting narrativist play against the simple joy of being able to speak and be heard - Exploration, simply put. Several games in this contest point towards a creatively simple wish to have the game tell you what to say so that you can then say it, but it's not the only place where I'm encountering this sort of thing: I've been reading some Nordic design lately, and I'm seeing similar inclinations in the work of eg. our own Matthijs Holter - the pleasure of playing the game is simply in the most basic ability of the group to narrate together, with no further ambition to it. There are Finnish designers also who work on this sort of thing - I've been struggling to find a harmonious viewpoint on the works of Karoliina Korppoo, for example. I'm not quite thinking that these games or designs do not have complete creative goals, but their writing puts all the energy into trying to get the players to talk right and cooperate in creating a story, so that the core of the matter, the why of making the story remains unclear - perhaps because the creator wants you to bring your own goals into it, perhaps because he never saw anything in roleplaying beyond the point of functional cooperation. Perhaps I'm just missing something important that would help me understand where this type of design is coming from.