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    • CommentAuthorJ. Walton
    • CommentTimeOct 3rd 2008 edited
     # 1
    Hmm, so apparently SG choked on me editing this post too many times, because it just turned it into gobbledygook. That blows. Man, Andy leaves and the whole place falls apart.

    The contest guidelines, thank goodness, are posted over here on my blog, but I'll have to recreate the list of submitted games later. Sorry.
    •  
      CommentAuthorsage
    • CommentTimeOct 3rd 2008
     # 2
    That is one heck of a great requirement.
  1.  # 3
    Sounds cool. I'll try to get something done this week. I have a couple days off. The requirements are pretty strict but I think it'll at least force some creativity!
  2.  # 4
    I like this contest, and I like your no-frills approach to establishing it. Very well done, and I'll make a point of thinking about it; if anything interesting comes up, I'll be there. Winning, of course. With murder.
    • CommentAuthorJ. Walton
    • CommentTimeOct 3rd 2008
     # 5
    So, on second thought, I've decided the titling requirement is a bit strict. As long as your game has 'murder,' 'raven,' or 'crow' in the title, I think you're solid. So go ahead and write that game about the Raven Queen or whatever.
    •  
      CommentAuthorsage
    • CommentTimeOct 3rd 2008
     # 6
    Posted By: Jonathan WaltonSo, on second thought, I've decided the titling requirement is a bit strict.As long as your game has 'murder,' 'raven,' or 'crow' in the title, I think you're solid. So go ahead and write that game about the Raven Queen or whatever.

    I'm glad you did that. I was figuring I'd end up giving it a perfunctory name just to fit the rules. The extra latitude makes a lot of difference.
  3.  # 7
    Oh, no prob. I already decided to ignore that requirement anyway, on account of Irish myth and Murderworld from Marvel Comics not really matching that well.
    •  
      CommentAuthorNathan H.
    • CommentTimeOct 3rd 2008 edited
     # 8
    neat!
    What kinda format must it be in?
    I am severely lacking in technological savy.
    • CommentAuthorJ. Walton
    • CommentTimeOct 3rd 2008
     # 9
    Yeah, well, the way the contest is set up, you could break all the rules and still win if your game is THAT much better than everyone else's. It's written that way because I inevitably break at least one rule in these contests, when I have a super awesome idea that just isn't quite kosher. So I didn't want to run a contest that would disqualify me if I was competing.
    • CommentAuthorJ. Walton
    • CommentTimeOct 3rd 2008 edited
     # 10
    Nathan, I'll take text, HTML, pdf, doc, ppt, gif, jpg, tiff, mp3, wav, mov, swf, or any format that I freely download something (on Mac or Windows XP) that'll let me view / hear it. If it's something commercial or proprietary, ask first.
    •  
      CommentAuthorsage
    • CommentTimeOct 3rd 2008
     # 11
    Posted By: Jonathan WaltonNathan, I'll take text, HTML, pdf, doc, ppt, gif, jpg, tiff, mp3, wav, mov, swf, or any format that I freely download something (on Mac or Windows XP) that'll let me view / hear it. If it's something commercial or proprietary, ask first.

    How about .py - Python code? ;)




    (Yeah, I know, it's really text...)
  4.  # 12
    Posted By: Jonathan WaltonNathan, I'll take text, HTML, pdf, doc, ppt, gif, jpg, tiff, mp3, wav, mov, swf, or any format that I freely download something (on Mac or Windows XP) that'll let me view / hear it. If it's something commercial or proprietary, ask first.

    What no interpretative dance?

    •  
      CommentAuthorsage
    • CommentTimeOct 3rd 2008
     # 13
    Posted By: Daniel Yokomizo
    Posted By: Jonathan WaltonNathan, I'll take text, HTML, pdf, doc, ppt, gif, jpg, tiff, mp3, wav, mov, swf, or any format that I freely download something (on Mac or Windows XP) that'll let me view / hear it. If it's something commercial or proprietary, ask first.

    What no interpretative dance?


    Just take a movie of it and you're set.
  5.  # 14
    Very cool! This scratches many itches for me.
  6.  # 15
    Will this game be commercially available once the contest ends and if so, can we steal it and post it on file sharing sites?
    •  
      CommentAuthorAlex F
    • CommentTimeOct 3rd 2008
     # 16
    I think that's how things are supposed to work around here now.
    • CommentAuthorJ. Walton
    • CommentTimeOct 3rd 2008 edited
     # 17
    The instant this contest is over, Titan Rain will destroy Story Games permanently. So if you're gonna pirate shit, you should probably do it by next Thursday. Otherwise, future generations will be forced to suffer without.
  7.  # 18
    Just so you know, ravens and crows are not the same. Ravens have bigger beaks, different habitats, different tail feathers.

    That said, I'm gonna try to write something up for this.
    • CommentAuthorMcdaldno
    • CommentTimeOct 3rd 2008 edited
     # 19
    Bitchin'.
    This was a super interesting exercise for me.

    The Crows Danced Against It

    I need to figure out some way to upload as a single file the playlist with the long pauses between songs.
    I'm thinking of just making it in a movie editing program with some visuals and putting it on YouTube, simply because I have no clue how to use audio editing programs but I know how to create movie files. Thoughts, those of you who know stuff about stuff?
  8.  # 20
    Twa Corbies
    You need 3+ players, two eyeballs (real, glass, candy, rubber, whatever) and any Black Crowes or Nevermore CD.

    Sit or stand in a circle with the eyeballs in the middle (on the floor or on a tabletop). Put on the CD. Players put one hand on the right shoulder of the person to their left and their right hand behind their own back.

    If playing a Black Crowes album, grab one of the eyeballs with the right hand whenever the words "baby" "honey" "sugar" or "momma" are sung.

    If playing a Nevermore album, grab one of the eyeballs with the right hand whenever the words "shadow" "darkness" "death" or "forever" are sung.

    If you succeed, you get a point. When an eyeball is grabbed, the next round begins. Eyeballs return to the table. Everyone change hands (right hand on left shoulder to the right, left hand behind back, grab with left hand).

    This continues until one player has scored 5 points. In the event that two people tie with 5 points, the person with the lowest score wins.

    This is terrible.
    •  
      CommentAuthorMatthijs
    • CommentTimeOct 4th 2008
     # 21
    Here's mine: We Eat Murder.

    (I would like to take this opportunity to take the "Duh, Whatever" Pledge with regards to intellectual property.)
    •  
      CommentAuthornortherain
    • CommentTimeOct 4th 2008
     # 22
    Aren't groups of ravens called ''an unkindness of ravens''?

    This sounds cool.
    •  
      CommentAuthorGB Steve
    • CommentTimeOct 4th 2008
     # 23
    They are also called a storytelling of ravens. But they aren't the same bird as crows, and rooks are different too, they come in parliaments.
    • CommentAuthorJ. Walton
    • CommentTimeOct 4th 2008
     # 24
    I hereby acknowledge my ignorance in regards to black birds that squawk and are associated with dead things. Feel free to include whichever ones you like.

    Joe, your game looks sweet (if somewhat disturbing), but I'm not sure how to make an audiotrack like that either. If post it on YouTube, can you also put the file up somewhere to download, just in case we end up playing your game somewhere without internet access?

    Jared, your game may be terrible, but I dig the eyeballs.

    Matthijs, your game would definitely make my play group uncomfortable, but I dig the structure a lot. Very cool.
    • CommentAuthorJ. Walton
    • CommentTimeOct 4th 2008
     # 25
    •  
      CommentAuthornortherain
    • CommentTimeOct 4th 2008
     # 26
    Technically, you're in the ballpark, since both crows and ravens are connected with death and death spirits.

    I'm working on a little something.
    • CommentAuthorJ. Walton
    • CommentTimeOct 4th 2008 edited
     # 27
    Yeah, the Corvidae family is cool in general (though we're really interested in the Corvus genus), being the smartest birds on the planet. I double dare someone to write a game called Jackdaws Love My Big Sphynx Of Quartz.
    • CommentAuthorlumpley
    • CommentTimeOct 4th 2008 edited
     # 28
    I've designed an entry.



    Its full title is "Gathering [Crows]."

    Here's the opening paragraph:
    The leaves are falling in New England and the Elf-queen leads her army out, doomed, against the tides of the Hungry. The turning of the year is in the balance and you are the gathering crows.

    Because of its nature and content, I'm going to have to break rule 8. I realize this hurts my chances of winning, but the game turned out more personal than I'm comfortable making public. I'm going to consider carefully just who I'll share it with.

    -Vincent
  9.  # 29
    Posted By: MatthijsHere's mine:We Eat Murder.

    Instead of going around the circle of participants, why not make the players order themselves according to the phase/part requirements (e.g. in part 1 start with the fattest, then go to the next fattest, and son on), it'll be much more effective.

  10.  # 30
    And here's mine: A Murder of Four

    I think I followed all the rules, but there's no telling on rule #1. Also, the game requires exactly five players, but you didn't have a rule about that.
    • CommentAuthorJesse
    • CommentTimeOct 4th 2008
     # 31
    Ladies and Gentlemen,

    I humbly present my contribution...

    The Extraordinarily Horrible Children of Raven's Hollow

    The Introduction is as follows:

    "The primary inspiration for this game is Edward Gory’s “The Gashlycrumb Tinies” with a dash of the comic “Lenore.” The game is intended to produce a quick grim fairy tale about horrible children who bully each other into dangerous acts that likely lead to their demise. Enjoy!"

    Jesse
  11.  # 32
    Wowie Zowie!

    You guys are monsters, these are amazing. And thank you for this competition, Jonathan!
    i will begin work immediately.

    oh, Matthijs, i like your "ugliest person" idea. can't imagine a better way to fuck up social dynamics. Like, seriously. it's gold!
    • CommentAuthorJ. Walton
    • CommentTimeOct 4th 2008
     # 33
    Vincent, you can email it to me if you feel okay with that: jaywalt at gmail. If you don't feel comfortable with me reading it and getting together a group to play it, then I won't be able to judge it, obviously, but participating in the contest doesn't require playing to win, so that's cool. I like your graphic, in any case.

    Simon, really dig the way you used playing cards. Nicely done.

    Jesse, your dark Edward Gory game is great. Love it.

    Man, I may just end up trying to play all of these. We'll have to see how many we end up with.
  12.  # 34

    Ok, here is my contribution Murderland Road: A story+game of interpretative dancing. A couple of thoughts, I totally ignored rule #2 (mostly because I forgot about it) and my original idea wasn't this one, but I woke up thinking about interpretative dance (I swear it was supposed to be a bad joke) and ended up designing a game based on dancing. Seriously, a game where your actions are expressed via (kind of) interpretative dancing.

    • CommentAuthorwillem
    • CommentTimeOct 4th 2008
     # 35
    I've never seen such a collection of coolness! You guys. And Daniel, the interpretive dancing, wow. Sea Dracula II: The Animal City Asylum!
    • CommentAuthorJ. Walton
    • CommentTimeOct 4th 2008
     # 36
    Daniel, you should totally check out Shreyas' game Mridangam, from Push vol 1, if you haven't already.
    • CommentAuthorakooser
    • CommentTimeOct 4th 2008
     # 37
    Jonathan,

    Google docs won't let me share the PDF file. Can I e-mail it to you? Or is there someone that wouldn't mind hosting it? Thanks!!!!

    ara
  13.  # 38
    I wrote a furry voltron game but the session timeout ate it. It was called Murderland: Descent of the Raven Queen.
  14.  # 39
    Another entry:

    The Wisdom of Ravens

    I think I just wrote a longish roleplaying poem... which I never really expected to.

    In any case, one player makes up a person with a problem and everyone else plays a magical raven trying to sort the guy's life out. Hopefully it should play like a light-hearted Neil Gaiman story.
    •  
      CommentAuthorMatthijs
    • CommentTimeOct 5th 2008
     # 40
    Posted By: jackson teguoh, Matthijs, i like your "ugliest person" idea. can't imagine a better way to fuck up social dynamics. Like, seriously. it's gold!


    I think what would probably happen in my circle of friends is this:
    - In part I, the fattest player would just say "That's me" and start the round.
    - In part II, someone would probably take it upon them to claim they were the ugliest, followed by a short awkward silence where nobody would know whether to voice agreement or disagreement or just shut up.
    - In part III, someone would go for the cop-out and just say that the youngest player was the most immature, and that was that. (In fact, I should probably have written in a clause saying that the decision has to be based on something other than age).
    • CommentAuthorTomasHVM
    • CommentTimeOct 5th 2008 edited
     # 41
    I like the premise, and the theme is hand in glove with my unpublished game-idea Flight/Escape (orig. title: Flukt has the double meaning), but then I see that the devil (my friend) Matthijs has gone and published a game based on my old game already! Hmph!

    So what do I do ...

    ... I'll try to make a game anyway, on this idea, and post it here. Flukt need some serious simplifying before it's ready for publishing anyway, so this will be a good exercise. See you soon!
  15.  # 42
    Posted By: Simon_PetterssonI think I followed all the rules, but there's no telling on rule #1.


    Actually, the length can be quite easily adapted by changing the number of cards each player starts with.

    Also, the game requires exactly five players, but you didn't have a rule about that.


    And I realized, it's quite easy to play it with less players (just lose one of the Roles, or maybe even the Master of the Cards ...), but for more than five you need to get creative (like adding another role, who is the Ten).
    • CommentAuthorJ. Walton
    • CommentTimeOct 5th 2008
     # 43
    Ara, emailing is cool (same address I gave Vincent: jaywalt at gmail). I can host it if you want it to be public or keep it private if you'd rather me do that.

    Sean, Control+C is your friend! Also, surely you can recreate it, right, since it was less than a page of text? Me wants raven voltron!

    Mike, sweet. I was wondering if Matthew the Raven would show up in some form. And, yeah, the one-hour/no-writing requirement does certainly lend itself to writing 'roleplaying poems,' which is semi-intentional.

    Matthijs, that's probably how many groups would play it, yeah? Trying to avoid the awkwardness instead of dealing with it.

    I'm going to edit the initial post to list everything that's been submitted, so I can keep track of it.
  16.  # 44
    Posted By: Jonathan WaltonDaniel, you should totally check out Shreyas' gameMridangam, fromPush vol 1, if you haven't already.

    Very cool, my initial ideas involved hand gestures, but due to the one hour limit (including learning) it wouldn't work. I really like Mridangam's hand gesture system. I read only the first two articles from Push, only those converted to HTML. As the PDF version link appears on the articles rather than on the magazine page I assumed the links pointed to PDFs containing only the article, so I never managed to read the others. Sigh, now I have a few less hours in my day.

    •  
      CommentAuthorndp
    • CommentTimeOct 5th 2008
     # 45
    Sweet.

    Thanks for this, Jon. I'll have something for you soon.
    •  
      CommentAuthormisuba
    • CommentTimeOct 5th 2008 edited
     # 46
    my game, let me show you it

    Moving to Murderland
    • CommentAuthorJ. Walton
    • CommentTimeOct 5th 2008 edited
     # 47
    Ara Kooser's game, Raven: Murder in a Faraway Land.

    Nathan, I may be hosting a Murderfest house con soon, to try to play a bunch of these, so keep that in mind (also any other local folks).

    EDIT: Crossposted with Mike. A chessboard-based game, nice! Dev will be excited.
    • CommentAuthorTomasHVM
    • CommentTimeOct 5th 2008 edited
     # 48
    I will write my game now, here, in the commentary field.
    _________________________________________________________

    RAVEN - claw and beak
    - a game by Tomas HV Mørkrid, 2008

    1 - This is a game for three to five friends.

    2 - You will all act as yourself in this game. Your name and sense and sensibility is all yours. Take yourself into the game..

    3 - You will all bring a teddybear to the game, preferably your own, but any teddybear will do. The bear is you too, with your name and sense and sensibility. Take your teddybear into the game.

    4 - There will be one sharp knife in the game. It will be passed from player to player, giving each a chance to have their scenes in the game.

    * * *

    5 A - A player with the knife will describe a conflict he/she has been in, and tell the players how he/she intend to resolve the conflict. Set up your conflict as a scene that makes your solution possible in a tangible way. Make your scene short and to the point, but be sure to leave room for the other players to introduce some adversaries in your conflict, to engage you in a dialogue that may influence the outcome.

    Details on conflict
    The conflict could be anything, from your childhood, youth or adult life, preferably an actual conflict from your life. Your solution to the conflict in this game may differ though, and may be far more violent than in your real life. The other players act as your friends and/or family, as they chooses themselves.

    They will push and pull at you with their voices, to make you change your resolve and seek solutions more in tune with their ideas. They will always be people with ideas different from yours, and perhaps even with principles/ideals that is contrary to the solution you propose. they may oppose you in any verbal way, even by threathening with a full break with you.

    Family may be your mother or father, brother or sister, or any more distant relative. They are not bound by your real family, but may invent a character on the fly and act him out as "Your father". If your co-player wants to, he may use the same "father" in several of your scenes.

    Friends will be yourselves, placed in the situation. If you need to be childhood friends with the central player to do that, then you are, in this game. And you have to somehow be in opposition to the solution proposed by the central player. Best thing is if you can relate to the situation, and really disagree with the proposed solution.

    One of you co-players may even act as your opponent, if there is such a person in the conflict. An opponent will always be a person you have placed in the scene, a person that stands to loose something if you goes through with your intent. Your opponent may also push and pull you, verbally, but may not force you to accept any solution not your own.

    Co-players: be careful to state who you are when entering a scene: "I am Tomas, your good old friend, and I know your intent! Listen to me: it will not be good for you ...".


    5 B - Eventually you will raise the knife, signalling the end of the scene. No more push'n pull is permitted from the other players when you raise the knife. They must be silent now. The solution of the conflict is in your hands. Whatever you friends and family, or opponent, have said, you can do whatever you want in this conflict. Any solution is allowed, even a solution that involves killing or maiming people, torturing them, sending them to jail or letting them be executed in the electric chair. You tell the other players how the conflict finally resolves. They must listen in silence, and watch the possible consequences in silence.

    5 C1 - If you resolve any conflict by giving pain to yourself or others, you will stab your teddybear at the end of the conflict. You will start with any of the arms or legs, stab it, rip it open and tear the limb from the teddybear. Throw the limb away and take the rest of your teddy into your arms, hug it and hold it close, to comfort it. You will comfort it by telling it something like this: The raven has hurt me! The raven claws and the raven beak has hurt me! But the raven is gone now! Hush raven! Begone!

    5 C2 - If you end a conflict with a stab, and no more arms or legs are left on your teddybear, you must stab its stomach/body. Rip it open and kill it totally! Be violently effective in shredding it to pieces! Leave only the head, your "soul", which you take in your arms. Hug it and hold it close, to comfort it. You will comfort it by saying something along these lines:The raven has killed me! The raven claws and the raven beak has killed me! My life is gone now! Hush life! Be dead, be still!

    5 D - Pass the knife on to the next player. You choose which player is next.

    * * *

    6 - The next player will then go trough step 5 A to D.

    7 - When all players have killed their teddybear, themselves, the game is over.

    Aftermath:
    If you want to stomp on your teddy-head now, you may throw it on the floor and do so. Or you may go out and bury it, making a silent seremony out of the burial. Or you may take it home, and place it by your bed as a reminder. Or you may throw it in a bin and forget about it.

    You may even sit still for a moment, together, as a silent eulogy to the experiences you have shared in the game.

    The choice is, as always, yours to make.

    Have nice life!
    ____________________________________________________

    That is my entry in this competition. It was inspired by the premise given by Jonathan Walton, my own game Flukt, and the wonderful and magical music of Björk. I hope some of you will play it ...
    • CommentAuthorJ. Walton
    • CommentTimeOct 5th 2008
     # 49
    Pretty harsh, Tomas. So far, the contest has brought out a lot more darkness that I was expecting, even with the theme and title of the contest. Interesting...
  17.  # 50
    Posted By: Jonathan WaltonI was wondering if Matthew the Raven would show up in some form.


    Actually I hadn't realised that connection until you mentioned it. I was thinking more of the feel of Neverwhere.

    And, yeah, the one-hour/no-writing requirement does certainly lend itself to writing 'roleplaying poems,' which is semi-intentional.


    I figured that was the case. The surprising bit was that I made one.
    • CommentAuthorTomasHVM
    • CommentTimeOct 5th 2008 edited
     # 51
    Posted By: Jonathan WaltonPretty harsh, Tomas.
    Ja, it is. Some games need to be. I hope that the symbolism of it, and the power by which it may touch you, will make it a game you would like to play, at least once. And I hope the final sentence will shine through: The choice is yours to make.

    I should mention that you'd better have a cutting board for the stabbing. ;-)

    Raven and crows are birds of omen, so no wonder the competition has yielded dark games.
    •  
      CommentAuthorsage
    • CommentTimeOct 5th 2008 edited
     # 52
    Well, I'm not entirely sure how much I like it, but I think it has potential. It's a bit more of a traditional RPG then I think some of the entries are (haven't actually read them yet). Here it is: Consider the Ravens by Sage LaTorra.

    If anybody has feedback, I'd love to hear it.This is my first attempt at writing a game, so it's probably crap. As my AP English teacher would say, reviewing is like taking your baby and throwing it to the wolves. Have at it wolves.

    Edit: Oh yeah, and if for some reason I should stop distributing this for a significant length of time, anyone who has a copy may begin distributing it.
    •  
      CommentAuthorsage
    • CommentTimeOct 5th 2008
     # 53
    Posted By: joepubBitchin'.
    This was a super interesting exercise for me.

    The Crows Danced Against It

    I need to figure out some way to upload as a single file the playlist with the long pauses between songs.
    I'm thinking of just making it in a movie editing program with some visuals and putting it on YouTube, simply because I have no clue how to use audio editing programs but I know how to create movie files. Thoughts, those of you who know stuff about stuff?


    Nice taste in music, by the way.
  18.  # 54
    Re: Consider the Ravens

    I like it. It's similar in both subject and tone to the one I'm working on. But why separate Misery and Pain? They overlap in the real world, and in the game, they really don't have any structural difference.
    •  
      CommentAuthorsage
    • CommentTimeOct 5th 2008
     # 55
    Posted By: Number6intheVillageRe: Consider the Ravens

    I like it. It's similar in both subject and tone to the one I'm working on. But why separate Misery and Pain? They overlap in the real world, and in the game, they really don't have any structural difference.


    Mostly so that the player has options. I considered making it more complex, with different effects, but I could feel the game slipping into being even bigger. The reason they still exist is so that the player feels like they're making mechanical choices, and so that they don't go too quickly down the slippery slope of increasing stats. This way if, say Pain increases too fast, they can fall back on Misery.
  19.  # 56
    I'd say it's close, but I don't see the current difference as being particularly meaningful. How about making Pain required for direct action against the target, while Misery can only be used indirectly?
    •  
      CommentAuthorndp
    • CommentTimeOct 5th 2008
     # 57
    Posted By: Jonathan WaltonNathan, I may be hosting a Murderfest house con soon, to try to play a bunch of these, so keep that in mind (also any other local folks).


    I guess I'll have to make mine more sexy, then.

    Or maybe less sexy, actually. The lube mechanic isn't really working out, anyway...
    •  
      CommentAuthorsage
    • CommentTimeOct 5th 2008
     # 58
    Re: Moving to Murderland

    I had a bit of a hard time seeing how it would actually work and understanding certain mechanics, but if I got the right idea of how it works, I like it. Your mention of a ko rule got me thinking of doing some kind of meaning/fiction on a game of Go, which is a really cool idea.
    •  
      CommentAuthorsage
    • CommentTimeOct 5th 2008
     # 59
    Re: The Crows Danced Against It

    Great name, and nice taste in music.

    My one critique would be, I'm not sure if I'd count it as a game. As a kind of post-modern improv performance piece, I like it, but I just don't see a game. There aren't really any rules for interaction, which seems to make the difference between improv and game for me.

    I really like the concepts, the writing, and the soundtrack.
    •  
      CommentAuthorsage
    • CommentTimeOct 5th 2008
     # 60
    Re: RAVEN - claw and beak

    Wow, intense. Again, I'd say that I feel more like it's a very intense conversation starter, or a interesting form of therapy, but I'm not sure about it being a game. The rules are more of a point of order than a game, at least to me. The rules don't resolve conflict, or even really create it, they bring us to talk about important things.

    Like The Crows Danced Against It, I'm not saying anything bad. I'm just not sure which side of that fine line between game and improv it falls on. It still definitely made me think.
    • CommentAuthorMcdaldno
    • CommentTimeOct 5th 2008
     # 61
    Posted By: sageRe: The Crows Danced Against It

    Great name, and nice taste in music.

    My one critique would be, I'm not sure if I'd count it as a game. As a kind of post-modern improv performance piece, I like it, but I just don't see a game. There aren't really any rules for interaction, which seems to make the difference between improv and game for me.

    I really like the concepts, the writing, and the soundtrack.


    Thanks. I like my taste in music too!

    I'm not sure I'd count it as a game either. I'm not particularly concerned about whether or not it is. It's a storytelling activity that fills a lot of the same itch that other story games do, and for me that's what counts.

    I'd argue that there are rules for interaction. One person reads the entirety of the scene's stipulations when the song starts, then says "Begin", and there is no chance for clarification or exploration of the stipulations before play must begin. And people are given permission to do weird things with character ownership. And in a few scenes, players are even told they must inhabit certain roles in certain ways. I'd say that those are rules for interaction, personally.

    Regardless, you should "play" it, as a post-modern improv performance piece. And then let me know how it went, who's heart broke, and what I made before I died.
    • CommentAuthorTomasHVM
    • CommentTimeOct 6th 2008 edited
     # 62
    Posted By: sageRe: RAVEN - claw and beak

    Wow, intense.
    Thanks! It was an intense experience writing it. My wife immediately hated it, and got quite wild when I speculated loudly about taking our own teddybear (Mr Bumble) to a game of RAVEN. "No, you're not!" - she said, and hugged our teddy as if I was some kind of devil. But later on she called me "avantgarde", and that is, of course, a great compliment coming from an artisk like her (she is working a steel and glass and lights).

    Posted By: sageAgain, I'd say that I feel more like it's a very intense conversation starter, or a interesting form of therapy, but I'm not sure about it being a game.
    Oh, but Sage, you don't have to be sure of it being a game to play it. Go get knife and teddy!

    Posted By: sageThe rules don't resolve conflict, or even really create it,
    But they do! That is exactly what the rules do! How can you not see that? Is the theme too controversial for you to read the game straight? It is very simple: instead of having a die telling you how to resolve conflict, the player gets 100% authority over his own narrative (with push'n pull from the other players, of course). You set the conflict, and you resolve it, and if you choose a violent solution in any way you know what the consequence will be.

    It's your own choice all the way, but you are not playing the game in a vacuum. Life is not a vacuum either, you know. ;-)
    • CommentAuthorTomasHVM
    • CommentTimeOct 6th 2008
     # 63
    RAVEN - claw and beak has been edited. Got some very nice feedback from a fellow viking, on scene framing.
    • CommentAuthorJ. Walton
    • CommentTimeOct 6th 2008
     # 64
    Sage, your MLWM-inspired approach is neat, and I really like the portion where the ravens don't directly interact with their targets.

    Filip, "A Conspiracy" seems perfectly fine to me, grammatically. Also, I like that your game took a completely different approach than most of the others so far.
  20.  # 65
    Here's my entry, Bodymore Murdaland.
    •  
      CommentAuthorsage
    • CommentTimeOct 6th 2008
     # 66
    Posted By: TomasHVM
    Posted By: sageRe: RAVEN - claw and beak

    Wow, intense.
    Thanks! It was an intense experience writing it. My wife immediately hated it, and got quite wild when I speculated loudly about taking our own teddybear (Mr Bumble) to a game of RAVEN. "No, you're not!" - she said, and hugged our teddy as if I was some kind of devil. But later on she called me "avantgarde", and that is, of course, a great compliment coming from an artisk like her (she is working a steel and glass and lights).

    Posted By: sageAgain, I'd say that I feel more like it's a very intense conversation starter, or a interesting form of therapy, but I'm not sure about it being a game.
    Oh, but Sage, you don't have to be sure of it being a game to play it. Go get knife and teddy!

    Posted By: sageThe rules don't resolve conflict, or even really create it,
    But they do! That is exactly what the rules do! How can you not see that? Is the theme too controversial for you to read the game straight? It is very simple: instead of having a die telling you how to resolve conflict, the player gets 100% authority over his own narrative (with push'n pull from the other players, of course). You set the conflict, and you resolve it, and if you choose a violent solution in any way you know what the consequence will be.

    It's your own choice all the way, but you are not playing the game in a vacuum. Life is not a vacuum either, you know. ;-)


    I'll concede, they certainly draw it out, but I don't see a whole lot of difference between the game and saying "sit down and talk about a conflict you had." Like I said, I think this is just a difference in our definitions of 'game' and not necessarily a bad one. I tend to like games that in some way create and resolve conflict via mechanical systems, and while I think your entry does a really good job of making people think about their choices (and probably make them feel very awkward in the process :) ), that doesn't make it a game for me. I think your piece has a lot of value as a way for creating creative responses and communicating a theme.
  21.  # 67
    Holy crap, it's gonna take a heck of a while to read all of this thread. In the meantime, here's a card game:

    CROW’S HOARD

    It is commonly known that certain crows gather shiny objects and hoard them in their nests. There are plenty of theories, but nobody knows exactly why they do this. Maybe the crows don’t even know. Personally, I think it’s because crows are so damned smart that they accomplish all the daily work necessary for survival by the early afternoon, so they figure out little games to divert them for the rest of the day. I’ll bet that somewhere there’s a crow bragging to the other crows about his shiny dime from 1940, and another one aspires to bring home the moon one day.


    WHAT YOU NEED
    4 players
    A deck of poker cards, with the jokers removed
    A copious quantity (at least 14) of small, shiny objects. Coins, marbles, bits of jewelry, etc. You could use poker chips or something instead, but that would be lame.

    GETTING STARTED
    Place all the shiny objects in a heap in the center of the table.

    Shuffle the cards, then deal them all out the players in turn, one card at a time. Each player should end up with 13 cards. Play begins with the player to the dealer’s left.

    PLAYING THE GAME
    On your turn, choose a card from your hand to “lead” the trick. Place it face up on the table. The other players must now follow, in turn to the left. They must each play one card of a suit matching the leading card, unless they do not have any cards of that suit in their hand, in which case they may play any card.

    The highest-ranking card played in the leading suit “takes the trick.” The player who took the trick must now perform certain actions indicated by the suits of the cards:

    • For every spade, take one shiny object from the pile and place it in your nest (i.e. directly in front of you).
    • For every club, take one shiny object from any other player’s nest and place it in your own. If nobody else has any shiny objects in their nest, then clubs have no effect.
    • For every diamond, take a shiny object from your own nest and return it to the pile. If your nest is empty, diamonds have no effect.
    • For every heart, take a shiny object from your own nest and place it in any other player’s nest. If your nest is empty, hearts have no effect.

    Take the cards from that trick and place them in a discard pile. The player who took the trick must now lead for the next one.

    Continue in this manner for a total of 13 tricks, after which all cards will have been played. The player with the most shiny objects in his nest is the winner.

    If you wish, you can re-shuffle the deck and play another hand (that is, another 13 tricks), and continue that process as many times as you wish before ending the game and declaring a winner.
    •  
      CommentAuthorsage
    • CommentTimeOct 6th 2008
     # 68
    Posted By: joepub
    Posted By: sageRe: The Crows Danced Against It

    Great name, and nice taste in music.

    My one critique would be, I'm not sure if I'd count it as a game. As a kind of post-modern improv performance piece, I like it, but I just don't see a game. There aren't really any rules for interaction, which seems to make the difference between improv and game for me.

    I really like the concepts, the writing, and the soundtrack.


    Thanks. I like my taste in music too!

    I'm not sure I'd count it as a game either. I'm not particularly concerned about whether or not it is. It's a storytelling activity that fills a lot of the same itch that other story games do, and for me that's what counts.

    I'd argue that there are rules for interaction. One person reads the entirety of the scene's stipulations when the song starts, then says "Begin", and there is no chance for clarification or exploration of the stipulations before play must begin. And people are given permission to do weird things with character ownership. And in a few scenes, players are even told they must inhabit certain roles in certain ways. I'd say that those are rules for interaction, personally.

    Regardless, you should "play" it, as a post-modern improv performance piece. And then let me know how it went, who's heart broke, and what I made before I died.


    Hmmm, that got me thinking. So I think you're right, there are rules for interaction. I think what I was looking for was rules that force me to take the story in ways I didn't intend. As I said in my previous post, I think this is my personal taste, not something inherent to your entry. I just like games that play a little more traditionally, that help me tell a story in ways that I otherwise might not, and hopefully steer things in an interesting way.

    Like I said, I really like the concept, and the set music and timing should make for some very interesting sessions. How'd you get started thinking about having a set soundtrack and having that tie to the game? It's a really awesome idea that I'm pretty sure I never would have thought of.
    •  
      CommentAuthorJosh Roby
    • CommentTimeOct 6th 2008
     # 69
    My submission, Quoth the Raven, a round-robincrow storytelling exercise.
    • CommentAuthorMcdaldno
    • CommentTimeOct 6th 2008
     # 70
    Posted By: sageLike I said, I really like the concept, and the set music and timing should make for some very interesting sessions. How'd you get started thinking about having a set soundtrack and having that tie to the game? It's a really awesome idea that I'm pretty sure I never would have thought of.


    Sage, I've written soundtrack dependant games before.

    Bleeding Omaha (also a game I wrote for Jonathan Walton) is about emo musicians in Omaha, and the game is HIGHLY influenced by previous works of Omaha emo-scenesters. It involves writing and singing songs in the vein of, as well.

    Ribbon Drive is a road trip game where players create mix tapes and bring them to the session. The mix tapes directly influence the game's situation and aid in scene framing. Switching tapes is a significant tone-altering event.

    So... I guess playing around with music+gaming is something I'm interested in doing. Also, I was listening to music while thinking about this competition and was like, "I should make a game about THIS SONG! Oh my god, I want them to play this song at my funeral. I SHOULD MAKE A GAME ABOUT THIS SONG AT MY FUNERAL! Wait, even better..."

    Voila.
  22.  # 71
    Marshall, your game is the best ever, because it uses "shiny objects" as markers. Why didn't I think of that? Why didn't anyone think of that (or maybe someone did? I haven't had time to read all entries carefully)? I hereby declare you an official Genius (yes, with a capital 'G'. That's how great an idea it was).
  23.  # 72
    I read this a few days ago and had no intention of doing something, but then Crow's-feet came out. Huh.
  24.  # 73
    Simon, thanks :) "Shiny objects" is honestly the first thing that pops into my head when I hear "crow." Death, omens, even the term "murder" is well behind that in terms of tangential association. Maybe I'm weird, but I don't think of crows as something dark and creepy at all. Really, I kinda like them.
    •  
      CommentAuthormisuba
    • CommentTimeOct 6th 2008
     # 74
    Posted By: Marshall BurnsSimon, thanks :) "Shiny objects" is honestly the first thing that pops into my head when I hear "crow." Death, omens, even the term "murder" is well behind that in terms of tangential association. Maybe I'm weird, but I don't think of crows as something dark and creepy at all. Really, I kinda like them.


    I've been waiting for someone to enter a game that trades on the decidedly lighter symbolism that crows have traditionally had in America and Australia. Or something about the trickster-creator god Raven that for certain aboriginal cultures fills the role Coyote does in native-American ones.
    •  
      CommentAuthorBen Lehman
    • CommentTimeOct 6th 2008
     # 75
    This is a game I have heard of only, I shall not say who has spoken it or who has done it, save that it is not me.

    The Raven Story Game

    1) First Preparations
    1.1) If you are pure of heart, you may not play. Go home and have nightmares.
    1.2) Commit horrible acts so that your soul is stained enough to do these things.

    2) Second Preparations
    2.1) Under cover of the first-moon night, go steathily to the House of Faces.
    2.2) Take on your hands the third oldest of the masks, the visage of Raven-friend.
    2.3) Gather three strings from the dress of your true love.

    3) Third Preparations
    3.1) Go amongst the hidden places of the wood: the open sky, the under-river, the desires of the trees, until you come to the place where the ravens dance.
    3.2) Under your false face, with your false friendship, dance the dance of the ravens as you spied once your grandmother doing, in dreams.
    3.3) The ravens will come to you.
    3.4) Take the third wisest of the ravens into your hand and bind him with the strings: one around his mouth, lest he curse you, one around his wings, lest he flee, one around his feet, lest he take the shape of man.
    3.5) Flee that place, false friend, and never return.

    4) Beginning
    4.1) Trap the raven within a cage, woven by the foreign-men, who keep birds as slaves to till the fields.
    4.1.1) Return the mask.
    4.2) Gather those among you who you have sworn pacts of deeper-than-brotherhood.
    4.3) Show them the raven.
    4.3.1) Those that recoil in horror cannot be trusted.
    4.3.2) They must be killed.
    4.3.3) Feed their blood at night to the hungry river, who desires to consume all life. It will not confess against you.
    4.4) Wear the face of your pure-hearted sister, who even a raven would not dare to curse.
    4.5) Approach the place where you have secreted the raven.
    4.6) Remove the string around the raven's beak.
    4.6.1) It will look upon you and see you as pure-hearted, and so not curse you.
    4.7) Greet the raven in the way of the ancient speech, that your grandfather would not teach you, even as he died, that you spied away in the night from his trusted students through both stealth and guile.
    4.7.1) The raven will hear you.
    4.7.2) The raven will demand its release.
    4.8) Say to the raven, first, you must tell us a story.
    4.9) Remove the string from around the raven's feet.
    4.9.1) The raven will take the form of a man.
    4.10) The raven will say "to speak the story of your heart's desire, I must know your name."
    4.11) Whisper to the raven your most secret name, the name which you called yourself before you ever came forth from your mother's womb.
    4.11.1) The raven will listen.
    4.11.2) The raven will understand.

    5) The Story
    5.1) The raven will now speak a story, as beautiful a story as was ever told, the story you have always wanted in your hidden kind heart to hear, but could not bear it up under the weight of your sin.
    5.2) Listen to the story.
    5.2.1) Even if you cannot bear it, you must listen.
    5.2.2) Even if you stamp and cry and shut your ears and flee, the story will follow you.
    5.2.3) Because it is the story of your hidden heart.
    5.3) The story is the life you would have had without the wickedness of the world.
    5.4) Listen to the story.
    5.5) Object to what the raven says, denounce the raven as a liar, boast and laugh and pretend that it does not hurt you, but nothing will change.
    5.5.1) Because the story is true.
    5.6) Cry.
    5.6.1) Cry for what you have lost.
    5.6.2) Cry for what you never had to lose.

    6) Ending
    6.1) When the story is over, the raven will demand his release.
    6.2) Do not release him.
    6.2.1) Even if he promises you that.
    6.2.2) Even if he is not lying.
    6.3) Instead, while the raven is still in the form of a man, strike out his throat so it shall never speak another word.
    6.3.1) You must act quickly in this, or all will be lost.
    6.4) Feed the raven's body at dawn to the hungry river who desires to consume all life. It will not confess against you.
    6.5) Return the Raven-friend visage to the house of faces.
    6.6) Go about your ordinary day.

    7) Resolution
    7.1) Tell no one what you have done.
    7.1.1) Even yourself.
    7.1.2) Even in your secret heart.
    7.2) This is your greatest sin.
    7.3) Every night, cry for your sin.
  25.  # 76
    Posted By: misubaI've been waiting for someone to enter a game that trades on the decidedly lighter symbolism that crows have traditionally had in America and Australia. Or something about the trickster-creator god Raven that for certain aboriginal cultures fills the role Coyote does in native-American ones.


    I thought mine did. There's no explicit mention of those traditions, but they definitely were part of the inspiration.
    • CommentAuthormarkv
    • CommentTimeOct 6th 2008
     # 77
    a non-light aboriginal entry...

    Carrion: a game of crows and pox and pelts part 1


    "I do not fear Death my friends. You know it, but to die with my face rotten, that even the wolves will shrink from it with horror at seeing me…" – Mah-to-toh-pa (four bears), Mandan war chief, July 30, 1837, the day he died of smallpox

    Carrion is a game about the spread of smallpox and Christianity along fur-trading routes during the 17th to 19th centuries in territories that are now part of Canada and the Northeastern and Midwestern United States. Anyone interested in these themes might check out William T. Vollmann's novel Fathers and Crows and R.G. Robertson's history Rotting Face: smallpox and the American Indian.

    Carrion is played like a variant of the child's game musical chairs, with some narration. There are more chairs than players, so the point is not to avoid being left standing when the music stops. Instead, players will try to sit at chairs with an advantageous mix of 'party favors' (tokens representing the fur trade, smallpox, and Christian priests) and spacing (it is better to sit separated from the other players than next to them). These tokens, which are concealed so only the person sitting in a chair knows what they have in front of them, determine which players catch the deadly pox and also grant holders of the crow and fur tokens the power to shift players around the table. The goal of the game is to survive and be one of the last two players left alive.

    Set up

    Carrion is a game for four or more players. It works better with a mix of females and males. Players will need:
    • a table with two more chairs than the number of players;
    • a way of playing music so that all players can hear;
    • one container per chair- so equal to the number of players plus two. (Containers can be cups, bowls, boxes, bags, or even napkins)
    • a number of small tokens representing exposure to small-pox equal to the number of players plus two (such as scraps of paper or beans);
    • a single 'sharp' token representing the crow (such as a bent paperclip);
    • a single 'valuable' token representing the fur trade (a coin or small stuffed animal)

    Split players into three groups. The first two groups should be roughly equal in size, the third group is a single player. The first group will agree how to split up the tokens among the containers while the other groups are out of the room. Split the smallpox tokens so there are between zero and two in each container. Then put the crow token in one of the containers and the fur token into a different container. Position the containers so that the tokens are hidden (for example, place tokens under upside-down cups, not in cups.)

    The second group will arrange the containers in front of the chairs around the table while the other groups are out of the room. Players in this group can 'shake' the containers to get an idea of what is in each, but cannot open or pick them up to see the exact contents. Agree on how where to place each container- one per chair.

    The last 'group' is a single player who will be in charge of starting and stopping the music during the first few rounds of the game- until the first player to die from the pox takes over the job. This player gets the musical device ready. It can be a portable radio, MP3 player or cell phone that plays music, as long as it has speakers. Or it can be the remote to a stereo in the room. In no music device is available, the person responsible for music can sing, hum, or clap.
    • CommentAuthormarkv
    • CommentTimeOct 6th 2008
     # 78
    Carrion - Pt 2

    Play occurs in the following order, repeating each round until all but two players are dead:


    A. Circle the table

    While the participant in charge of music plays or sings tune, all players walk around the table (like you are playing musical chairs). When the music stops, players take seats. Without pushing other players, try to sit down in a chair that (a) has few pox tokens in front of it (if you know or think you know how they are distributed), (b) is not next to chairs other players are sitting down in, (c) is not next to any corpses once players have started dying, and (d) has the crow token if you know or think you know where it is. As in musical chairs, players must always walk forward at a steady pace; you can't stop in front of a chair until the music ends.

    B. Look at tokens

    Without letting the other players see what you have, look in your container.

    C. Move towards the fur trader

    The player with the fur token now announces that they have it. If there are empty chairs next to that player (on one or both sides), the players nearest shift over one seat to sit in the previously empty chair next to the fur player. (Representing the lure of the fur trade). Only the player or players next to the originally empty seat move; other players do not move when the initial shift opens up a new empty seat or seats. When they shift they leave the container in front of them and look at the container at the new chair they shift into. If no one sat at the chair with the fur token, skip this step.

    D. Crow moves players

    Next the player with the crow token may choose to use their authority as priest to move one other player (not themselves) or swap two players. They can move players in order to separate or unite a female and a male player – representing the priest's interest in regulating sexual and family life. In a game with only one gender of players, the crow character can separate or united players with different colored hair- representing Indians and settlers or heathens and Christians. The player(s) who get moved leave the containers in front of them. The crow player can narrate briefly on the situation that led him to move other players around and players who were relocated can add their thoughts. Skip this step if no player has the crow token.

    D. Fur trader swaps containers

    Then the player with the fur token (who could be different than earlier in the round), can trade their container and all its contents (fur token and any pox tokens) for the container of either of the players sitting adjacent to them. If you have the fur token, you want to trade to a player who hopefully has fewer pox tokens in your container than you do in yours. Players involved in a transaction can briefly narrate what occurred. If no player has the fur token, skip this action.

    E. Announce symptoms

    After all moves and trades have occurred, any player who was infected by smallpox during the last round raises their hand.

    F. Count pox

    Each player counts how many pox tokens they have in the container in front of them (currently in front of them if they or their container has moved during the round). If you are sitting 'alone' with empty chairs on both sides of you, then subtract one from the number of pox tokens you have. If you have players sitting on both sides of you, add one to your number of tokens. If you are sitting next to an infected player, add an additional one to your number of pox tokens for each infected player you are next to. If you are sitting in between two dead players, add an extra one to your total. (There will not be any dead or infected players during the first round).

    If you have three or more tokens after factoring in where you are sitting, you have contracted the pox. Do not tell the other players that you are contagious.

    G. Narrate

    Identify yourself as an Indian if you do not have the crow or fur token, as a European priest if you have the crow token, and an Indian or a European settler if you have the fur token. Give yourself a name and a quasi-historical role or setting if you like. Players who were shifted or conducted trades during the round should briefly narrate how their character moved to follow the animals or commodities of the fur trade or was relocated based on the whims of the priest. Players who took actions as the crow or fur trader can also describe their motivations. Player who are infected should narrate how they are coping with the illness or what they think brought it upon them.


    H. Die

    Following the first round of play, players who were infected during the previous round die from smallpox. Dying players can share their final words. Dead players stay seated in the chairs they occupied when they died. Dead players can take turns running the music

    I. Dead players shift tokens

    At the end of the round in which one or more players die, the rest of the players leave the room and the dead player(s) redistribute the contents of their containers among the other containers. There is one exception, each dead player keeps one pox token in the container in front of them, distributing the rest of the tokens and the fur or crow token if they had it. As during the initial distribution, the crow and fur tokens cannot be placed in the same container.

    End

    The game, and smallpox epidemic, ends when two (or fewer) players are left after the end of a round. These players can describe the fallout from the epidemic and what happens to their characters.
    •  
      CommentAuthormisuba
    • CommentTimeOct 6th 2008
     # 79
    Posted By: Mike Sands
    Posted By: misubaI've been waiting for someone to enter a game that trades on the decidedly lighter symbolism that crows have traditionally had in America and Australia. Or something about the trickster-creator god Raven that for certain aboriginal cultures fills the role Coyote does in native-American ones.


    I thought mine did. There's no explicit mention of those traditions, but they definitely were part of the inspiration.


    This shows you that I haven't been keeping up fully. d'oh
  26.  # 80
    Posted By: misubaThis shows you that I haven't been keeping up fully. d'oh


    Well, I don't think there have been any other light ones yet... (I know I'm just opening the door for someone pointing out I missed theirs, now).