10 Minute Challenge: LIGHT GAME

edited September 2012 in Make Stuff!
Inspired by TomasHVM's "Dark games" 10-minute game challenge.

This is a chance to revisit youth, light, and love. A little playful glimmer in a big scary world.

From the moment you begin writing a post, you have ten minutes to design a light game. So put on some tunes. crack a smile, and get writing!


  • edited September 2012
    I'm cheating, but this is inspired by some game cards drawn by my 7yr old that I'm dying to find a use for.

    The Search for Love

    Objective of the game: to find the baby jaguar (and whatever it represents) by collecting love tokens equal to the number of players.

    Setup: Everyone must think how having the baby jaguar will make them happy. The first person to think of it gets to go first and tells everyone else how having the baby jaguar will make them happy. They then ask who wants to go next and picks from those who have not yet shared and so on until everyone has shared.

    Then the first player must begin the story of how they they will find the baby jaguar with a sentence beginning "I got a star ..."
    After the player has said their sentence, the next player clockwise must say one of these ritual phrases:

    * Make a wish - The player to your left must say what makes them happy, without having the baby jaguar. Then it is their turn to say a sentence about how they will find the baby jaguar.

    * Make a wish for a boy - Select any player who has not spoken recently and they must say what would make them happy about having a new son or brother. Then it is their turn to say a sentence about how they will find the baby jaguar.

    * Make a wish for a girl - Select any player who has not spoken recently and they must say what would make them happy about having a new daughter or sister. Then it is their turn to say a sentence about how they will find the baby jaguar.

    * I love you - the last player gains one love token towards completing their search for the baby jaguar and it is now the current players turn to say a sentence about how they will find the baby jaguar.

    A player may avoid speaking in their turn by giving up one of their love tokens, if they have any.

    Winning: The first player to get love tokens = the number of players wins.

    Hmmm, closer to 27 mins!
    Edit: Obviously highly inspired by Happy Birthday Robot
  • Third Time's the Charm

    You live in a fairytale kingdom and fate has chosen you to participate in one of the stories. You might be a talking animal or a young heir to the throne or a wizened old wizard or, as is traditional, the runt of the litter (of whom anyone despairs of ever expecting anything.)

    But things are about to change. Introduce yourself to the other fairytale people who live in the village with you, that'd be the other players. When you introduce yourself, warn the player on your right not to do something. Tell them not to look in the cupboard or to wash their spaniel or to cross the old bridge, anything you like, but keep it simple.

    You may ignore the warning you were just given and skip ahead to the dangerous part of the game or carefully heed your friend's advice, but if you do, you must provide a more pressing errand that you plan to perform. This can be anything from fairytales, from taking food to your poor old hungry granny to rescuing a kidnapped relative to finding the dancing water and the talking bird and... whatever the third thing was.

    Now comes the dangerous part of the story. Turn to the player on your left and explain the horrible consequences they've brought down upon themselves for their foolish choice. Chide them for anything you like, from being turned into a frog to getting trapped in a land full of giants to having their hands cut off and being accused of giving birth to puppies.

    For the rest of the game, you will have to work to make things right again. But, since you are being Taught a Valuable Lesson, any significant thing you try to fix the situation will not work the first or even the second time. If you try any task you have not tried at least two times before, in recent order, each other player must suggest one thing that went wrong with it. Pick the answer you like best and acknowledge your defeat. In order to accomplish any task from now until the end of the game, you must attempt it three times in a row. On the third try, explain to everyone else what was different This Third Time and why you succeeded this time around.

    Once someone has undone the difficulties they brought down on themselves in the first part of the game, the game is over.
    Everyone should discuss what they learned and, perhaps, console eachother with cookies.
  • Nobody here trusts the word "light" do they?
  • Post Apocalyptic W̶a̶s̶t̶e̶l̶a̶n̶d̶ Wonderland

    Picture your standard post-apocalyptic, desolate, barren landscape. This is where our light game takesplace.

    A roleplaying poem for 3-5 players, or thereabouts. Inspired by my cat Orpheus.

    Each player writes a goal for a PC. Something tangible and achievable in a relatively short amount of time ("Find a new friend" instead of "eliminate world hunger"). Those drawn from real life are better. Shuffle up the cards and deal them out. No one can have their own card.

    Each player comes up with a quick sketch of a character who is going to achieve this goal, or at least get closer, thanks to the hellscape they live in. Narration rotates around the table. Characters can interact, although they don't need to.

    Player 1 starts and the remaining players Barf Forth Apocalyptica tm. Tell player 1 how god awful this place is. It's filthy, crawling with disease, filled with hostile survivors and a lack of all decency. Player 1 takes each item and describes how it helps their character move towards their goal.

    Water too filthy to drink? Great! My PC's water purification technique should make him a popular man and help him win friends.

    Is it raining acid? Super, we can spend quality time inside telling stories.

    This goes on until player 1 feels they have gotten close enough to their goal or needs a break. Then pass narration on to player 2 and so on. Other players can introduce their characters into any scene, either to help or hinder the narrating player OR to help their own character.

    The basic idea is to turn every negative into a positive. Twist everything around and put it on its head.

    10 minutes and out!
  • This is full of win. Your cat is truly wise.
  • edited September 2012
    Okay, time to finally throw something in myself. Startiiiiiing....now:

    This is a roleplaying poem for two or more players.

    One player begins by saying "Hey man, I ever tell you about the time I so-and-so?"

    The other players express their interest in hearing about it, or pass.

    The first player frames the scene: "So I was [doing whatever], just minding my own business, when..."

    The first player continues, starting each sentence with either "Suddenly...", "As it turns out..", or saying something they did. The other can laugh, ask for details, or call bullshit.

    At any time, the other players can say, "Wait, I remember, wasn't I there too?" And insert themselves into the scene, saying the things they did and reminding the first players of details they missed.

    Insert as many in-jokes as possible. Mix in real memories and events tp taste, but let them change according to the flow of the story.

    When fifteen minutes are up, everyone brofists and goes out for a drink.
  • edited September 2012
    Twelve or thirteen minutes. I think that's my new high-score on these things.

  • edited September 2012
    Utopia, building a better future.

    The core rules are other kind ala Ghost/Echo dice. There are no lists to start with, but you can assume a near future Earth.

    The players are the movers and shakers of the world. Billionaires, scientists, industrialists, religious figures, and the like with the power and money to shape the future. The GM represents nature, the masses, and powers aligned against you.

    Unlike PCs in an action game, the players do things like feed the hungry or build hydro-electric dams as a action. Of course, these actions can have consequences and complications just like in Ghost/Echo. Can the PCs create a better world? What happens if their goals are at cross purposes? How will they handle complications like big labor or terrorist?

    There is no end goal, the future can always be brighter. Of course, something like global thermonuclear war would be an bad result.

    Besides playing the modern day, you can also explore how the world would change if something new was invented, or the if there was a major shift in culture.

    The future will happen no mater what you do. But, you have the power and responsibility to shape it.

  • edited September 2012
    Beautiful moral to your game, TAZ!

    Here's my light one:

    - a game for 3-5 players
    - papers and pencils for all, to take notes
    - a D6 to roll

    You use your own names and lives, but you jump 10 years ahead; you have lost everything! Now you live on the street, under a bridge, in an empty house. You live to together, like scarred humans with no hope.

    You start the game by narrating the reason it all went wrong; help each others out here; find realistic reasons (an accident, too costly hospital bills, drugs, alcohol ... something stressful that made you break, and loose it ...).

    Then you take turns narrating how a new president took office in the White House, one year ago, and this damn fellow is a socialist! You spit on him and his "social/commie-ideals", like so many others, but he really is a power-house of optimism and political skill. So he turns things around, for all of America! Including you; the sorry dredges at the bottom of society! You narrate what changes this new president does to the nation, how he instills hope and gets people to act on it!

    The hope and changes seeps through to you too, and it will change your abysmal situation. Someone will come by and tell you, eventually, that you will get help. You don't believe them, of course; no one ever helps the likes of you! But still, summer is coming ...

    * * *

    Now the game starts proper. You will frame scenes, and interact, and discuss conflicts and difficulties, and turn the hopeless situation of the homeless humans you play, into a tale of hope and redemption!

    Do not make it simple and dull; make it a hard fight, with real issues and opposing forces. Such change will never be easy, neither on the personal level, nor on the national level. Still; you will do it! You will do it focussing on yourselves, not the nation. Changes taking place in the nation will only ever be part of this tale, from now on, through the lenses of your destinies. So keep it small, individual, human. Narrate with hope, and with a drive towards personal change!

    Any conflicts will be resolved by rolling the die;
    - 1-2: failure; narrate how hopelessness once again takes hold of the humans involved in the conflict
    - 3-4: stalemate; narrate how you not quite succeed to reach out, turn the tables, change ... but that you may still make it, in another way; hope is not lost
    - 5-6: success! Narrate your change, narrate how you succeed in changing your life, with the help of others, and how the new fellowship growing in your nation makes it stronger, healthier, less filled with fear!

    This game should be narrated towards a land and a people finding peace, love and fellowship. It should be narrated towards an idealistic society based on the true balance of three principles;
    - freedom
    - brotherhood
    - equality

    Change the world to change your lives! Have a great game!

  • Swallows and Amazons: a game inspired by an Arthur Ransom book my brother read when we were kids.

    The players represent a group of English kids who are sent off to live with an old Uncle some where on the Coast of Northern England for the summer. They are adventurous and looking for mysteries.

    Decide up front if you are male or female, give yourself a name, and write down a short sentence describing your personality. Please keep it light hearted!

    Next each player secretly writes down a series of secret goals:

    1. One thing you want to do that you aren't suppose to.
    2. One thing you want to do that the others will not like.
    3. One thing that you don't want to happen.
    4. One place of mystery in the "castle" you are staying in.
    5. One thing that your uncle is doing that he doesn't want anyone to know about.
    6. One mysterious stranger or character (I love mean housekeepers myself).
    7. One thing that that stranger wants to do.

    In the game you say what your character does but you are also trying to make the uncle and strangers do things as well. So you are really running three characters.

    Draw a map of the locations people made up (but don't tell the mysteries!)

    Characters may move from location to location. You move after a person stops talking.

    You play by jumping in and saying what happens. If you don't like what another player says then jump in and challenge it. Say what happens instead. The high roller wins. Otherwise people just add to the story. You can point to a new location at any time and start a new scene.

    At the end of the game the players add up how many of their goals they accomplished. The highest total wins the game.

    There! Ten minutes of writing exact!

    Chris Engle
  • edited September 2012
    About UNITED STATES of AMERICA, you sure that this isn't a dark game? :-)

    It's enlightening to see how utterly revolting this scenario is to me personally. [Deleted long rant about why. In short, I'd rather kill my character than play that game.]
  • edited September 2012
    Z; no, USA is not a dark game. It is a light one, with a dark premise. The dark premise is necessary to make the game-play focus on hope; the existence of hope is most promising when there is none. And then; when it manifest itself, it is felt the more strongly. So USA is a game of hope! Do you know of anything lighter than hope?

    It would make me happy if you tried it out, zircher. Please; make the effort! Try playing on the basis of the three principles given in the game.

    Have a nice day!
  • Yay! Swallows and Amazons: The Game. Classic Children's literature. This thread is turning out better than I'd hoped.
  • Athropomorphic!

    You play an animal or object with human characteristics, such as talking!

    All characters can talk.

    Those without locomotion have a telekinetic power.

    Those without human senses have ESP or other telepathic power.

    Each of your goals is to increase the Athropomorphic Liberation Cause, a legal entity being taken to court for treasonous acts of harboring alien life-forms.

    Your crimes are catching up with you, and as individuals alone, the others around the table play the legal status quo. Luckily you have bribed and blackmailed powerful officials in the judical system.

    Each player starts with 1 Quarter, 5 Nickles, 5 Dimes, and 25 Pennies.

    Play rotates according to the Coriolis Effect.

    When you want to contest an action with another player ante any five coins, then both flip them at the same time.

    Counting the value of coins, each Head is worth a multiple of the value of the Coin, a Tails is not worth anything.

    The winning player narrates the outcome of the contest, and the loser keeps either players Coins that showed Tails, the Coins that showed Heads are discarded into a Bank and are not used in the game.

    As an option, if a player runs out of Coins, they may take half the Coins in the Bank, otherwise play ends when a player runs out of Coins.
  • edited October 2012
    ... Tails is not worth anything.
    [insert talking racoon] That's so racist!
    TAZ (all in good fun, of course)
  • So when I saw "light game" in the thread title, I occurred to me to take it rather literally.

    Pass the Torch: A Family Game

    Gather your family at night in a circle (define family however you wish). Gather a candle and a reliable lighter. Sit in a crosslegged circle with your knees touching. Turn out all the lights.

    All family members close their eyes and call to mind a fear that has affected them recently, preferably in the past week. Think about what they did or did not do because of that fear. Think about whom those actions affected besides themselves.

    When the leader is ready, they reach out their right hand and take the left hand of the person sitting to their right. Each in turn reaches out only when they are ready. So when the person to the left of the leader takes their other hand, all are ready.

    The leader lights the candle and holds it in front of them. They speak their fear. They speak their action. They speak the effect. The rest of the family thanks them for sharing, but says nothing else.

    They pass the candle to right. Each in turn speaks their fear and action and effect and is thanked.

    When everyone has had their turn, put the candle out and share a hug in the dark. Then turn the lights back on.
  • Beautiful game, Rob! Reading it makes me smile! Thanks!
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