Showing posts with label The Name of God. Show all posts
Showing posts with label The Name of God. Show all posts

Monday, November 6, 2023

Looking at a couple tiny RPGs

I have been looking at the Magus by momatoes as a journaling game for November and I decided to look at what else they had written. The first couple games I looked at were Mint & Minotaur and Rock Paper Scissors Duet.

Mint & Minotaur is a universal system. More than that, it’s really a FUDGE variant that uses a coin flip instead of dice. Which should mechanically work just fine but doesn’t inspire me. 

That’s the thing about universal systems. They tell you how to resolve a conflict but they don’t give you a world to play in, an inspiration to create a story with. No one fell in love with GIURPS because it was a universal system. They fall in love with it because of its vast library of setting books.

At the same time, Mint & Minotaur has some whimsical touches that make me go hmmmmm. One aspect of a character is their fondest memory. Too manu successs will have negative side effects. There’s a very narrative driven leveling system.

If you want an RPG you can fit in your pocket, I’m still going with the first edition of Name of God, which consists of four cards and no other components and is dropping with theme and narrative concept. But I can see Mint & Minotaur working as a dreamy, slice of life game.

Rock Paper Scissors Duet is a two-player game about a relationship. You define the relationship and then play Rock Paper Scissors until one person wins three times. Each round is a beat in the relationship with the winning symbol defining what the event is about.

I actually find this more interesting and, quite frankly, more brilliant than Mint & Minotaur. It’s simpler and also doesn’t have a setting  but it creates a very specific story structure and theme.

I can see Rick Paper Scissors Duet creating some interesting stories.

And, as I slowly play through a Magus Campaign, I can see how all three games were made by the same person.

Friday, February 26, 2021

Let me grumble about Rolemaster some more

 Rolemaster reared it’s head again in a conversation with old buddies. One of the group used to love Rolemaster and the rest of group ranges from apathy to deep loathing.


To be fair, it has been more than twenty-five years since the only time I played Rolemaster. These are my hazy memories: it took at least two hours to create our characters. We only had time to play for maybe a half hour.  And one of my friends lost his character in the first round of the only combat.

That was enough to put a lot of us of Rolemaster for life.

Now, I firmly believe that we have a biased view of Rolemaster and I don’t claim it’s a fair one. I also think that it wasn’t just the high fatality and brutality that alienated us but how muddy and unclear the experience was. It wasn’t just the horrible deaths but the fact that we didn’t really understand why we died horribly.

On the other hand, we had some good times playing Dungeons and Dragons in the Dark Sun setting where everything is trying to kill you. More than that, we all spent years playing Call of Cthulhu where you are a squishy as wet cardboard... wet cardboard going through a wood chipper.

It’s not the deadliness. It’s the ease and transparency of play.

A lot of things have changed in RPGs, RPG design and RPG philosophy. And one of them is accessibility. I think games have become easier to understand. I like that.

I keep a copy of the original version of Name of God in my travel bag. It is the complete opposite end of the spectrum from Rolemaster. The whole thing takes just up four double-sided cards and probably takes less than five minutes to create characters and get going. Now, it’s just designed as a one-shot (albeit with a lot of replay value) not a campaign. But it’s accessible and good for time management. And that’s what works for me right now.

If you are able to get enough game mastery of Rolemaster to get something out of it, you either have a lot more time than me or you are smarter than me. Good for you and I’m jealous.

Wednesday, January 17, 2018

Binging on PnP

The other night, I noticed that I had been printing out PnP projects but I hadn’t actually been getting around to making any of them. To be fair, December was pretty crazy and I did spend half of it in other states. In fact, my last crafting was for the Mini PnP Secret Santa (which was a blast and totally worth doing)

So, I sat down and started cutting, followed by laminating and then more cutting. None of the projects were remotely big but I really had let them pile up.

Over the course of a couple days, I have made copies of Pentaquark, Jasper and Zot, Elevens for One, Pocket Landship with the Second Front Expansion, Garden of Zen, Zone Runners, Bento Blocks, Raiders in My Pocket, and the original edition of The Name of God (which is a micro RPG)

Some of these games are ones I’ve made before but I’ve given the earlier copies away. And, in some cases, I’ve also gotten better at crafting since I made the first copies too :D

Raiders in My Pocket was easily the most annoying to craft. When I first printed it out, I thought it was really neat that they fit all the tiles and cards, plus the tokens, on one sheet of paper. However, in reality, that means all the pieces are really tiny which make them a pain to cut. That might also make them hard to use too.

I also want to note that I made a copy of the first edition of the Name of God, as opposed to the greatly expanded and much more colorful second edition, because it consists of basically six cards and minimal, ink friendly art. I eventually will make a nice copy of the second edition but I now have a good RPG that game can fit in its entirety in my wallet.

I doubt that this will be the shape of things to come, that I’ll end up crafting a whole bunch of games all at once on a regular basis. However, over the last few years, I have been doing more and more PnP crafting. And I’ve gotten into PnP solitaire games more and more. So we will see what 2018 holds in store.

Friday, March 24, 2017

The issues of Micro RPGs

OfOver the last few years, I have looked at a decent number of micro RPGs. Those aren't just RPGs that are designed for one-shots but ones that take up only a few pages. I often discuss them with friends, including some who are really only interested in longer, deeper games.

One of those recent conversations really hammered home to me how micro RPG's are odd genre, one that is more defined about format than anything else.

Seriously, while micro RPGs are all minimal rule systems, minimal rule systems don't mean micro RPG. Baron Munchausen has two pages of rules but it has very a hundred pages on setting, theme and tone. It is designed for light, short one-shots with minimal preparation but it's not a micro RPG.

Let's be honest, when a role playing game is only a few pages long, it is impossible for it to really discuss setting or gaming philosophy or anything more than the bare bones. And sometimes... okay, most of the time, that's really not enough.

The ultimate goal of a micro RPG is that you should be able to pull it out if your picket, slap it down in front of people who have never seen it before and have a game going in five minutes. 

I have seen some that do pull that off. The Name of God, which is even laid on a set of cards for easy transport, is one. But most just don't have enough meat. To be painfully honest, I have read two or three dozen of them in the last three years and there are only three or four that I seriously want to get on the table. And I am obviously part of their target audience.

But, I don't think that's entirely a bad thing. Even if I don't view them as games to play, that doesn't mean they aren't interesting thought exercises. I get a lot of fun out of looking at them in experiments in game mechanics. And it is really easy to and one to a friend, see 'here, read this', and have a conversation going in five minutes.

A great example is A Flask Full of Gasoline. It is an absolute hoot to read and I have shared it with a lot of my friends. Really, anyone who might even be slightly interested. And I would never, ever play the game since it includes rules for drinking gasoline. Not the characters. The players. But, man, have I had some fun conversations about it.

Let's be honest. I am going to keep on reading micro RPGs and I am going to keep on commenting on them. Because it is fun and they give me a quick RPG fix and because they do bring up ideas worth discussing.

Heck, how many full-size RPG's am I going to play? :D Really, when you think about what a micro RPG has to pull off, I am lucky to have found ones like the Name of God or Keeton's Journey that I think would be really good to play.

Friday, March 25, 2016

Vast and Starlit helps you develop your very own cold and uncaring universe



Imagine, if you will, that you are an escaped convict from an intergalactic prison. You and your fellow escaped convicts have managed to take control of a spaceship of mysterious origins. You are now wandering alone in the vast universe with no one but with other conflicts you might not trust, searching for a place where you can be safe, a place you can call home.

That is the basic premise of Vast and Starlit, a role-playing game that basically takes up four large business cards if you include all the expansions. No game master is required to play, which is something of a theme for the games that I have been looking at lately, but you will need plenty of imagination and the ability to collaborate.

Vast and Starlit uses a Troupe  System, which was first described in Ars Magica. It means players take turns being the focal character in a scene while everyone else handles the setting and all the other characters. So, you could call in GM by committee. It still means that one of the biggest reasons to use a GM-free system still applies, no one has to spend hours outside of the game setting everything up.

Like Astrorobbers by the same designer and The Name of God which Vast and Starlit helped influence, a scene ends when there's some kind of tough decision that needs to be made, particularly when someone could get hurt. One of the players sets up the consequences of that choice and you move on to a new focal player and a new scene.

Which isn't a bad core mechanic. It keeps everyone involved and encourages creativity. It also, interestingly enough, doesn't involve any random elements, like rolling a die or drawing a card. I've gotten to the point in looking at quirky RPGs where I take that in stride.

But that's not what makes Vast and Starlit interesting. Oh, no. The system has a whole bunch of smaller systems to help you develop alien races and worlds and technology, as well as handling long term conflict and relationships.

Which is kind of impressive, considering how short the whole thing is.

The various world building mechanics are really what is interesting for me about the game. It takes a very round robin approach. For instance, when creating aliens, players will take turns choosing animals and cultures while other players choose aspects of other players' choices. Not design by committee but refinement by assembly line. It's a system that shouldn't get bogged down and should come up with something interesting.

I really like the idea of world building like that. There is a definite process, so you're not just all sitting around, hoping to start brainstorming. It gets everyone involved but no one gets to veto anyone else. That last bit is big. Ideas keep getting built up, not torn down.

Vast and Starlit definitely has some potential. I can even picture being able to play it as a campaign rather than as a one shot, even though I'm not looking for campaign play right now. The theme reminds me of the start of Blake's 7 or the first couple seasons of Farscape but there's a lot you can do within it. When the universe is your cold and uncaring playground, the stars are the limit.

That said, I'm more interested in trying out The Name of God. I think it has a tighter structure and more tightly interlocking systems. When so much of a game is free for, what structures you do have are very important. But that's just me.

Vast and Starlit opens up a lot of creative doors in just a few pages.

https://dig1000holes.wordpress.com/vast-starlit/

Thursday, March 17, 2016

Astrorobbers is a tiny RPG that might be too minimalist

While I had been looking for Astrorobbers after Alessandro Piroddi referred to it in his design notes for The Name of God, I stumbled upon it completely by accident.

You see, the game is actually in a free pamphlet called 'What is a Roleplaying Game' with no hint that it might be called Astrorobbers. Heck, for all I know, the game might technically not have a name and Astrorobbers is just a knick name. I found it when I was looking for Vast and Starlit, another game by Epidiah Ravachol, and decided to take a look at it.

Astrorobbers uses a stripped down version of Vast and Starlit. The original version of Vast and Starlit was designed to fit onto a large business card and Astrorobbers is a stripped down version of that. Wow.

Astrorobbers is basically a heist movie, a la Oceans Eleven or the Italian Job or Reservoir Dogs. The players are a group of criminals who are planning a big job. The twist is that they are also astronauts since who's going to suspect a bunch of NASA astronauts to be robbing a bank on the day that they are blasting off into space? Of course, since this is a heist movie, there are going to be complications and things are going to go terribly wrong.

Mechanically, Astrorobbers is a GM – free system with the players basically acting as a troupe. You take turns playing the focal character while everyone else fills in the world around them. The scene ends when you reach a critical decision, with the non-focal players offering consequences for the decision.

The theme really only comes into play with mechanics in a couple of ways. One player has to plan the heist while another is the  commander of the space mission and one person has to plan to turn themselves into the authorities. Beyond that, the game ends when everyone is captured or dead or in orbit.

Since the game consists of a cover page and one page of rules, it only took me about a minute to read through it. And I don't regret taking that minute. The theme is certainly kooky but not so kooky that you could use it. And it is always interesting to look at a minimalist system, which Astrorobbers definitely is.

At the same time, Astrorobbers is really more of a thought experiment for me then a game I could never see myself playing. Simply put, I want to see more structure.

Technically, a game like Baron Munchaussen has fewer rules. You're a bunch of nobleman drinking in a bar and telling stories with the only mechanic being away to interrupt each other. However, in one sentence, I've described the framework that the game works around. With Astrorobbers, you pretty much have to build the framework yourself with the theme just being a suggestion. 

And yes, with the right group of players, that won't be a problem. Heck, I have played with that right group of players more than once. However, a framework and a structure gives you the parameters of what you are exploring. Astrorobbers is so free-form that you can do anything with it. The author freely admits that you can use the rules to do something completely different.

A good narrative game should give you a lot of freedom. However, it should also give you the tools that you use to create the story. A good set of rules should not restrict you. A good set of rules should inspire you and guide you, challenge you to find different ways to think outside the box. Unfortunately, I just don't think there's enough to Astrorobbers to really do that.

However, I'm not going to knock it for that. Both the Name of God and the author's own Vast and Starlit build on these rules to make much more interesting and inspiring games.

The ideas in Astrorobbers are fine, they just don't go far enough. But, hey, it's a free giveaway. Asking it to change the world seems a bit much.

https://dig1000holes.wordpress.com/what-is-a-roleplaying-game/

Wednesday, March 16, 2016

Campaign for Name of God ends with a ton of extra goodies

The Kickstarter for the Name of God has come to a close and it has passed and flying colors. Tons of stretch goals were met which means that The second addition is going to be light years past what the first edition was.

(I am, of course, taking it on faith that, now that the campaign is done, everything else falls into place. Lord knows that doesn't always happen. Still, I'm willing to trust Piroddi)

Man, for as much as I have blogged about this game, you would think that I had stock in it.

The first edition was a one page PDF that you could cut into eight cards with black and white clip art. And half of those cards were the rules. Which is cool from a minimalist design standpoint (How small can you make an RPG and still have it be meaningful/interesting/any good?) but the second edition is going to have a lot more content.

It's going to have better artwork and you'll have the option of having it either regular card-sized or tarot-sized. (Okay, I really don't care about the different sizes)

And of course, what is really exciting, there are going to be at least eighteen more cards, all designed by different indie designers. (Seriously, I've heard of some of them and I wouldn't call myself an authority of indie games)

If you are coming from an old school, D&D is your RPG of choice, the fetish cards are your classes. If you are new school, they are your narrative direction. At any rate, having at least twenty-two to pick from rather than four is a LOT more content and replay value.

I will be following Piroddi's updates with a lot of interest. I get the impression he will do good job keeping backers up-to-date, which is something I enjoy. (That's a big part of why C. S. Ferguson gets me as a regular backer)

I'm also looking into some of his other designs. Piroddi designed a version of the Fate system that is both GM-free and designed for campaign play. I've got to see how he did that!

Monday, March 7, 2016

After actually reading The Name of God

After enough people asked how exactly The Name of God worked, I wrote to Alessandro Piroddi to get permission to get the PDF of the first edition early and review it before the end of the Kickstarter campaign.

He said yes, so here we go! (Thanks Alessandro!)

In The Name of God, you are a small god who has fallen from power. You are trapped in a mortal body without your name or even money or shelter. You are a homeless outcast in the city. But you have a hope of regaining your divinity. But, of course, there's going to be a cost.

The Name of God is a GM-free system. It's a role playing game that doesn't require any prior set up and everyone has an equal part in running it. The rules take up four cards, unless you double side them. In the original edition, which is what I'm looking at, the rest of the game consists of the four fetish cards. (The second edition will have more than twice times that number of fetish cards, by the way.)

At the start of the game, everyone will take a fetish card. They've got three parts. The name, which is something cool like the Wyrm or the Shadow, that gives an idea for that fetish's theme. Some questions that will help you define your character. And, finally, the ritual action. That is the big deal, how you try and manifest your forgotten divine presence.

On a turn, one player will be the active player. Their lost god/homeless madman will be the main character for that scene. After they describe what urban wasteland they are at, the other players fill in key details. Who else is there? What is bizarre or wrong? What is dangerous?

You then play out the scene, with the other players taking the roles of the other people and the environment. Effectively, everyone but the active player collectively is the GM or the stage manager, if you like the Our Town analogy. (I love it, which is why I drag it out on a regular basis. Hate the play, though)

The scene keeps going until an action is taken that is either difficult OR perilous OR difficult and perilous. One player must call it out and another player describes the consequences of that action.

The active player can either accept those consequences or they can perform their ritual action. The other players tell them what they must do to perform the ritual action, who gets hurt and other details. The active player must then decide if they are willing to pay that cost.

No matter what, after the action is resolved, ritual action or no, the scene ends and the next player becomes the active player.

An individual character journey will end in one of two ways. They will successfully perform their ritual action three times and regain their divine nature and power. Or they'll die. The game ends when everyone finds their final destiny.

Now, let me say I have played a number of GM-free systems over the years. And I have to say that they actually work. Looking over The Name of God, I'd honestly say that it shouldn't just work but it'll be harder to mess up than others I've seen or played.

Part of that is because what everyone has to do is pretty straight forward. The other part is because the concept and setting, which has been used in works like American Gods is both real enough for people to understand and fantastic enough to be safe.

(The concept does remind me of Terry Pratchett's Small Gods, while being completely different in tone and setting. At the same time, I can imagine playing a stray dog or an alley cat who is secretly a god)

Of course, there are still going to be speed bumps for getting into this game. You have to go in with the goal of telling a good story, not to win. The better story might to be to reject the price of divinity and die, unknown and unloved in a filthy alleyway. If you can get into that, awesome!

I thought the idea of the Name of God made it worth backing. Now that I have seen the actual Core System, I'm pretty excited to get the expanded game.

Saturday, March 5, 2016

Kickstarter stretch goals that excite me

As I spent more time on Kickstarter, both doing a lot of lurking and backing some projects, I have grown more critical of stretch goals. Well, at least more careful in my scrutiny of stretch goals.

When I first learned about stretch goals, they were the most amazing thing ever. Bonus goodies are so exciting! 

But, as time went on, some stretch goals felt like pieces of the game that had been shaved off and you needed to make the stretch goals to get the actual whole game. Other times, I'm forced to wonder if it's really just bonus fluff.

So now that I have become at all discerning when it comes to stretch goals, when I find some that are exciting, it's really cool for me. Particularly since I am just backing on the Print and Play level more and more, so most stretch goals don't mean a thing to me.

And, at the moment, I'm backing two projects with stretch goals that excite me. So, of course I have to write about them, even though I've already mentioned them before, to try and drum up more support and achieve more stretch goals :P

The Name of God is a nanno RPG, originally consisting of eight cards. Four cards of rules and four fetish cards. In this case, fetish means a special ritual object, not a kinky obsession. Although it's an indie game that lists Apocalypse World as an inspiration so it could end up both in a game :D

The stretch goals are more fetish cards. Since they are the special action/big mechanic of the game, even one is 20% cooler and We are at nine. 220% cooler? Rainbow Dash's head explodes!

What is actually super cool is how every bonus card is being designed by a different indie designer. I really hope they get to card eleven, since I've gamed with Megan and she's groovy.

Of course, the second series of Pack O Games is what really has me thrilled. It's a series of micro games and every stretch goal is another game! (Mind you, it doesn't hurt that the first set ended up being micro games on a Love Letter level of quality. A bag of junk games ain't anything special)

More than that, this time, every time a new stretch goals is announced, backers get to vote on which of two games it will be. I hope they don't run out of play-tested games!

Now, it is nice how the stretch goals in both projects add big content but what is really cool is how they engage the community. The Name of God is making big use of the indie design community and Pack O Games is giving people choices, at least as long as their supply of designs hold out. Both projects having lots of updates and decent transparency helps too.

Honestly, a good pledge experience has become part of the whole backing a Kickstarter thing for me and these guys are doing a fine job. 




Monday, February 22, 2016

An interesting little Kickstarter about madness and divinity

The Name of God is the Kickstarter project that brings together two things that interest me. Indie style role-playing games and micro games. At its heart, it consists of eight cards that are all you need in order to play the role playing game 

Now, before I say anything else, I want to note that I have never played this game and I actually don't have the strongest idea how to play from the Kickstarter. After all if it is that small, if they actually gave way how to play the game, that would take away some of the incentive for people to actually back Kickstarter.

What I do know is that the Name of God is designed to be played with no GM and minimal setup time. Essentially, pull out the cards and go. Pretty cool if it can pull that off.

The American Gods and Anansi Boys are cited as inspirational works for the names of God. Which is really cool, I like both of those books. Apparently, the players are the homeless and the insane... and they just very might be gods. The idea of starting off as the wretched of the earth, people who are on the very fringe of society and transcending that to become something very special, that could make some great story telling.

Particularly because no one promised a happy ending.

The mechanical side of the game comes from the fetish cards. In this case, we mean fetish like a similar ceremonial objects as opposed to a kinky behavior. These fetish cards grant characters moves like in Apocalypse World. (And its no secret I'm a big fan of Apocalypse World) I don't know if folks hold onto one entire game or if they are interchangeable and get mixed up as players need them.

Now, the cool part is that the stretch goals are more fetish cards. But not by the designer of the game. Instead, each one will be designed by an established indie  game designers. Honestly, if the game is any good, that'll just make it better.

At the very least, The Name of God is a very interesting experiment. And, who knows, it might be fun.