Getting somewhere / Game jam
Jan. 4th, 2022 12:46 pmIf you'd like a small colourful PDF of my little road trip conversation game / story prompt Getting There, you can download it free here on Itch.io. I've already posted the full text in this journal here, and a delirious run-through with
sabotabby here, so the PDF is just for those who might want something more visually appealing to use on class slides or something like that.
I dunno. It's yellow. Might be cheerful. Just trying to get everything in one place.
Game Jam
I joined a game jam for the first time, but then I got buzzy and made a whole game before the jam even started, so now I need a new idea starting at 10 pm tonight.
The jam is to create a solo journalling game -- a game whose form is a series of journal entries you make in the voice of the character.
This format wasn't something I'd particularly thought about creating, but this jam was one of the few jams I identified that was a) for TTRPGs, not video games; b) starting soon; and c) asking for something I thought I could produce.
Now I can't stop making them.
My current idea (the one that's nearly finished, knock wood) is a journal that gets written out of order and then filled in via memory threads that link different entries, or "how I draft everything anyway." I like the way this brings about connections and narrative arcs that the player/writer might not otherwise have come up with. Since it's moving back and forth that is the core mechanic, the effect is going to be kind of ephemeral -- the finished result will be a linked piece of writing, but the most pleasurable part of the experience, I think, will be making the links.
I'm pleased because I had drafted a very complicated mechanic for moving from entry to entry, and then as I was walking to work today I saw how I could vastly simplify it. Now I think I can get the game onto four pages. I can see that economy is a value in game design, especially in these little TTRPGs.
I didn't actually need to go in to work, but I did need the walk, and it was good to be in the office and grab a few things and print a few things and feel At Work, even if what I actually mostly did was revise the new game. No one else was around until the cleaning staff came by -- I got there pretty late in the day, and folks are still minimizing their time in shared interior spaces.
{rf}
I dunno. It's yellow. Might be cheerful. Just trying to get everything in one place.
Game Jam
I joined a game jam for the first time, but then I got buzzy and made a whole game before the jam even started, so now I need a new idea starting at 10 pm tonight.
The jam is to create a solo journalling game -- a game whose form is a series of journal entries you make in the voice of the character.
This format wasn't something I'd particularly thought about creating, but this jam was one of the few jams I identified that was a) for TTRPGs, not video games; b) starting soon; and c) asking for something I thought I could produce.
Now I can't stop making them.
My current idea (the one that's nearly finished, knock wood) is a journal that gets written out of order and then filled in via memory threads that link different entries, or "how I draft everything anyway." I like the way this brings about connections and narrative arcs that the player/writer might not otherwise have come up with. Since it's moving back and forth that is the core mechanic, the effect is going to be kind of ephemeral -- the finished result will be a linked piece of writing, but the most pleasurable part of the experience, I think, will be making the links.
I'm pleased because I had drafted a very complicated mechanic for moving from entry to entry, and then as I was walking to work today I saw how I could vastly simplify it. Now I think I can get the game onto four pages. I can see that economy is a value in game design, especially in these little TTRPGs.
I didn't actually need to go in to work, but I did need the walk, and it was good to be in the office and grab a few things and print a few things and feel At Work, even if what I actually mostly did was revise the new game. No one else was around until the cleaning staff came by -- I got there pretty late in the day, and folks are still minimizing their time in shared interior spaces.
{rf}
no subject
Date: 2022-01-05 12:30 pm (UTC)no subject
Date: 2022-01-05 04:53 pm (UTC)no subject
Date: 2022-01-05 06:06 pm (UTC)If I'm the GM, having structure in the worldbuilding helps. I don't have a flair for improv, so if I have some guidance it's useful.
The last one is opportunities for humour. Usually when I'm doing a one-shot it's to introduce the kids to TTRPG, or more likely, because my friends and I are tired and burnt out and don't want to start a new campaign.
Honey Heist is my platonic ideal of a one-shot.
no subject
Date: 2022-01-06 03:46 am (UTC)no subject
Date: 2022-01-07 12:18 am (UTC)https://cprevas.itch.io/vampire-block-party
no subject
Date: 2022-01-07 12:24 am (UTC)