Profile

radiantfracture: Beadwork bunny head (Default)
radiantfracture

May 2025

S M T W T F S
    123
45678910
11121314151617
18192021222324
25262728293031

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
radiantfracture: Beadwork bunny head (Default)
Hey my game jam is over! I'm announcing the results a little early.

Folks, that was brilliant. 32 people signed up, and there were 10 entries in the end! (Plus one after the deadline.) I ended up giving awards to four games instead of three because I liked so many.

It is damn difficult to be in charge of judging things, but I do feel like the small prize encouraged people to enter. It's so nice to win a thing.

Here are the four cup-of-coffee winners (couldn't stop at three in the end). I had lots of criteria, but it came down to -- how easy was it to tell a story that I loved through the game? All of these games helped me build a story that I wouldn't have come up with on my own and that surprised, delighted, and moved me.


  • Monster in the Wilderness - [personal profile] ursula - a beautiful abstraction of the themes of Beowulf (or that's how I read it) - gorgeous
  • A Moment too Late - ToriBee - You are a time-travelling tortoise who always arrives too late for the Major Historical Event and has to piece things together from the aftermath - Crept up on me!
  • A Game of Tower - [personal profile] yhlee - Fantasy, surrealism, and personal growth via confronting your lies about yourself - delicious
  • Kintsugi - [personal profile] elusis - A supple yet strong spine for stories of damage and repair - poignant


There was lots of fun and story to be had in all the games, though, and I recommend reading / playing the others.

{rf}


PS what is a good name for the cup-of-coffee prize and/or winner?
radiantfracture: Beadwork bunny head (Default)
Hey, it's creators' day on Itch.io, meaning the site doesn't take their cut of the sales today, so it's a great day to get a few indie TTRPG games at the most benefit to the game creators.

For example, check out Métis game designer and educator Taylor Daigenault's This Vineyard Will Be Our Salvation, which I and the crew played recently and found very entertaining, with zero prep. Yes, it appears to be about ducks, and it is, but also it's about labour, and faith, and whatever else you care to make it about. We laughed a lot.

Or maybe you want something to do with your tumbling block tower and you'd like to own the legendary catastrophic romance game Star-Crossed from Bully Pulpit.

Or if you're too broke for those, for a mere $2.04 (US) you can own Corvyn Appleby's astounding Pull Me From the Earth, a 2-person Q&A game about a murderer and a bog body falling in love. (Which game I have reviewed elsewhere on this journal.)

(It is true that I, too, have some games on Itch.io, and it is further true that I do need to make 77 more cents in sales in order to be able to initiate a payout because Itch doesn't do payouts until the combined total adds up to $5, but honestly I'd be just as happy if you bought the duck game, or any one of thousands of others.)

{rf}

radiantfracture: Beadwork bunny head (Default)
Goodbyeeee January.

Today I made soup and a game.

Soup first. K. went to the store yesterday and asked if there was anything I needed and so I explained about the run on Campbell's chicken noodle soup ("soup for the very basic"), and while she couldn't find any in the store, she dug up a can from the back of her cupboard, and then said "I could make you chicken soup."

"I could make me chicken soup," I said. So I have.

Whenever I set out to make stew I get soup and whenever I set out to make soup I get stew and I don't know how this can still be true, but I have more or less made five cans of concentrate of my own and stuck them in the freezer.

Only I am now out of the Hawaiian Kitchen Goddess Dry Rub & Seasoning mix that I use for anything I want to taste Not Disappointing.

I used the last of the carrots that [personal profile] jasmine_r_s sent, because I have the sort of friends who send you emergency carrots.

The game of course I didn't make only today -- I've been working on it for a few weeks and some folks have been kind enough to look at drafts.

The title I landed on is The Fledgling and the Vale.

It's a little queerer than the other games, which is pleasing.

The game jam challenge was to use works published in 1926 (coming out of copyright in the US this year). As some folks already know, I chose Sylvia Townsend Warner's Lolly Willowes, a deeply weird and enjoyable novella.

Lolly Willowes is often read as a queer text about found family and community. It’s also legible as a text of independence and empowerment without partnership, and of reconnection to the spirit of place. The game is meant to make all those directions possible.

F&V is the first extended two-player game I've made. It has a little bit of a card-game mechanic, in that you have a hand of two cards to choose from each time you play a prompt (a question you ask the other player). I started by using a full hand of cards, but that felt unwieldy, like you'd constantly be checking the card meanings, and two felt right. (I'm only guessing based on my solo playthroughs, of course.)

Tonight at midnight was the deadline for the game jam. It might do a little more molting, iterating the details a bit, before it feels completely itself, but I'm pretty happy with how far it got.

If you like two-player dialogic games about magic, community, place, and desire, it can be had for free or pay-what-you-choose here. There's a PDF and a plain version that is meant to be maximally accessible for screen readers.

Of course now I am excited about the next game, which uses still more card mechanics in a way I find entertaining.

On the itch.io analytics page, the first game you make shows up as bars of vivacious fuschia. Each game thereafter shifts one shade more purple. That means, with good fortune, one day I'll see the bars turn blue, and green, and so forth. I mean, if they use the whole spectrum. I'd like to see that rainbow as a sign of achievement.

{rf}

radiantfracture: Beadwork bunny head (Default)
I’ve been thinking about how much I like question-and-answer as a game mechanic. It’s a gentle yet powerful way to get deep into story without the players having to perform actions that feel more like performance or improvisation, things that might feel difficult or vulnerable, a barrier to play or story.

By question-and-answer mechanic I just mean that the game is written as a series of questions. That mini-game I made is a very simple example. The games that inspired it, In the Air Tonight and Big Fight Feel, are more developed versions. Pull Me From the Earth, the game I'm talking about here, is one layer more complex.

But in essence, all these games are just sets of questions. On the page, they hardly seem like games at all, and yet they work.

If you and I enter into the contract that we will ask and answer these questions with sincerity and attention, magic happens.

To get granular, we could notice different ways the questions can be offered to the players: in a prescribed order, in an order chosen by the players, or randomized using a tool like dice or cards. Each of those methods will create different affordances. Randomness allows the most player surrender, which can give a sense of safety; a prescribed order imposes a certain narrative; a flexible order lets players adapt the flow of questions to the story they're telling.

(Do you have a preference, or an intuition about your possible preference?)

Working on that solo journalling game has made me notice how a question makes a strong prompt. I think a good prompt offers just enough specificity to start the imagination going, and then as little as possible that blocks that momentum. For example, say I write this:

You meet six moon fairies. They take you on a journey down the river.

That’s a pretty good prompt, but by the end of the sentence the event's already over. What about this:

You meet six moon fairies. Where do they take you? Do you ever get home?

Just that question mark pushes the energy beyond the end of the sentence, whereas the period stops it.

The second prompt is a little more vulnerable because it’s less defined, but I think it's also more likely to spur something really rich for the player.

I think letting in metaphor and meaning slippage is important, too, because that's invention happening before you consciously invoke it. So

A ghost overturns your car. What do you do?

--Fun, but what about

A ghost upsets something essential. How do you recover?

It's potent to add a slightly unexpected second question, one that swerves a little or raises the stakes, like “do you ever get home?” That invites the player to think about a story that's less safe, and therefore more vulnerable and with more possibility of going somewhere deep.

Speaking of deep, let me tell you about this game where you play a bog body in love.

Q&A really comes to life in a two-player game, particularly when the players ask each other the questions in turn (rather than pulling the card and answering for themselves). Something about invoking the cross-exchange, the formalities of real conversation, gives another layer of momentum, and almost always careens you towards some kind of intimacy.

Review: Pull Me From the Earth: A Romantic Role-Playing Game for Two )

{rf}


All quotations taken from Pull Me From the Earth: A Romantic Role-Playing Game by Corvyn Appleby, copyright 2020, downloaded from https://corvynappleby.itch.io/pull-me-from-the-earth in January 2022.





radiantfracture: Beadwork bunny head (Default)

(An ocean of your own making?)

Have you ever played a journalling game?

I hadn't until I started exploring indie table-top RPGs. I just wrote one for a game jam. That was a great way to engage intensely with a new form.

(It's the twilight of early morning just now, that luminous indigo of night washing out of the sky before the day's true colour shows.)

In a journalling game, obviously enough, you write a journal, usually as a character, though you could certainly make a real-life journalling game (and um now I want to because it would be perfect for my classes).

(Short hiatus while I jot some notes about that)

(I can hear the gulls crying like the ghosts of every morning.)

Here find a few thoughts on this flavour of game. )

My entry in the game jam is here, free or with an optional suggested price.*

I really like it! It feels like the first mature game I've written, in that it has longer gameplay and deeper engagement than the little games I've made so far.

[ETA] Oh, right, the game concept! Here it is:

Somewhere and somewhen, on the edge of the vast deep, you keep the light shining, even as you prepare for a catastrophic storm.

In this solo journalling RPG, you play the keeper of a lighthouse station. You maintain the light, collect information, deal with the sea and its strange gifts, and prepare for the coming storm. When the storm comes, the journal ends in your witnessing of nature’s raw power.

(We were promised a sunny day, just one, and I think, by this new fresh blue, it has arrived.)

{rf}

*Don't feel shy downloading it for free.

radiantfracture: Beadwork bunny head (Default)
If 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 [personal profile] 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}

radiantfracture: A child contemplates a map and a vista. Text at the top reads "so many games." (RPG icon)
Thanks for participating in the buy-my-weird-little-game fundraiser! After tax & transfer fees, etc., these donations will add close to $60 CDN to the Friendship Centre donation. That puts the whole total over $700, which is a pretty nice number.

I sent in the bulk of the donation already & got a very nice card back. When Itch pays out the game monies, I'll figure out how to transfer them to the Centre. Apparently payout could take another 7-21 days. However, the site has provided an easy payout system for my use, so I am grateful, as I am pants at arranging anything like that myself.

Itch suggests Payoneer as an alternative to PayPal -- has anyone got experience with Payoneer? They seem to think it would be slightly cheaper to use.

I think I'll keep up the donation idea for all my games (the hubris of "all my games"!) -- giving a part of the proceeds to local / excellent organizations.There are a lot of advantages:
  • It lets me make or facilitate many more donations than I could on my own
  • It's value-added -- if the game's not so great you can feel happy about the donation
  • It makes me feel better about asking / taking money for things I've made while still very much an apprentice
  • It tricks me into letting people pay me for my labour and creations

The final count (I mean, more could come but it's unlikely without further promotion) is 107 views and 27 downloads (of which at least one is probably me, sigh). That seems good, for this little starter game -- a fine level of engagement given that I generally like to bury the things I do in the garden and then wait around for people to spontaneously dig them up.

If you wish to spontaneously dig up the game, it is still here.

(ETA: It is a one-player one-shot table-top RPG, so what you get is a PDF booklet with instructions and a couple of little illustrations.)

{rf}



radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)
[personal profile] sabotabby and I played that mini-game I made for my creative writing class, and the results were so deliciously out of control that you get to see it on our journals.

The game is a dialogue created by asking and answering questions. I've removed the questions here, but kept the dialogue format.

Feel free to try the game with a friend and post the results in the comments, if you feel inspired.

Into the Pit - A Playthrough of Getting There


Driver
The alleged car is a new type of EV, but designed by techbros who were far more interested in a grift than in making a functional vehicle. They were also, as it turns out, amateur occultists. The battery works, in theory, but in addition to charging, it on occasion requires a blood sacrifice. Not a whole human, necessarily. Just a little blood.

Passenger
We're late because your biomechantronic arm caught a virus and went all evil hand and kept swerving us into the ditch. We had to pull over and have a long argument with it about fate and destiny and being a part of something larger than itself.

It's partly your fault for not downloading the software updates and partly whoever set loose the virus, and partly me for starting a conversation about free will with it in the first place (I was bored and stressed out), so everyone's in an extra bad mood now, and also it's possible we're too late to stop the pseudoSingularity which might, as we explained tersely to your rogue arm, render all this free will more or less moot.

Driver
We brought the runic silicon chips, which carry on them the ancient invocation that will debug the pseudoSingularity, but did we remember the manual for their deploy and operation? We would have, if you had ever been the sort to read the manual.

Passenger
You're not wrong about me and manuals.

We're going to the Pit, that toxic junkyard of discarded magitech a thousand stories deep, with a seething lake of heavy metals and vampiric data spectres at its heart.

That's where the Sibyl sent us after a very rushed and expensive divination. There's at least a 50% chance that she's in the pay of the BludDies anyway, but we're out of options.

I'm frantically chanting every incantation I know in case one of them is the right one, so occasionally the windshield wipers start up, or flames shoot out of the hand-of-glory hood ornament.

Oh, and we're running low on blood.

Driver
Running my biomechantronic fingers over my scab-studded human one, I consider whether it's time for another blood draw. My nano-monitors are edging into the orange territory on the anemia marker, but what good will a normal WBC count do me if we stall out on the highway and get our eternal soul data devoured by ferals?

After all, the High Queen of the BludDies is an old friend and sometimes lover, and I wouldn't want to disappoint her.

Passenger
I bowl out of the bloodEV with the silicon runes rattling in my hand as the howling hypotheticals come screaming out of the pit.

And there's the High Queen between me and the edge, her void eyes glittering, information streaking down her limbs like mercury, but she's not looking at me. I might as well not be there. In a minute I won't be.

I'm just the means to this end, you and this dead-eyed glory burning like a phosphorous flame.

It's never been you and me, not really. It's always been you and her, and it's you and her now, here at the last showdown before the next showdown.

And maybe you didn't even know what you were going to do when you got here, until you got here. Maybe you were teetering between hero and heel turn.

But you know now.

{rf} / [personal profile] sabotabby 
radiantfracture: Beadwork bunny head (Default)
This one is for the game [personal profile] jasmine_r_s and I are planning to play on Monday night. She loves and has a great affinity for Oxford.

I know "dreaming spires" is a huge cliche, but its image of unreality fits in with the game.

* * * * * *

Oxford is Arnold’s city of dreaming spires, with its stone buildings the colour of parchment, of beeswax and tea; and it has been like a dream, to walk these streets, to drink in this history.

Ten days ago, the world went dark. A golden autumnal sunrise began to spot with blue-black as though ink were leaking into a page. The ink spread and covered the sky completely. You were plunged into absolute darkness – except that sometimes a shiver seems to run through that lightless sky, and for a moment a dull gleam shows, as on the side of a fish lit by a flash of phosphorescence in the deepest oceanic dark.

The ancient and irregular power grids of Oxford have failed, and the few insufficient generators are working overtime and running out of fuel. Students from around the world are stranded among the spires. At first, some classes continued by candlelight, as though everyone were travelling backwards in time together.

Five days ago, They came, and people began to disappear. Where a few dim lamps have been set out in the street, their shadows, cut loose of the owners, sometimes linger for a moment too long.

You don’t know anything about Them, except that they fear light.

Improvised barricades have gone up everywhere.

You happened to be on a tour of the Bodleian library when They arrived, so that’s where you’ve remained, locked in with nothing to eat but the cafe's dwindling provisions -- mostly endless checkerboard slices of Battenberg cake.

At first the librarians were strict, but lately they’ve let you wander. And that’s how you found it, tucked into a chained volume of Paradise Lost: a set of notes in the distinctively precise yet gently flamboyant script of C S Lewis. They are written in a cipher, but you think you have decoded it.

From reading through Lewis’ notes, you believe that he knew of Them, and that the Inklings, piecing together Their story, took measures against Them. If you understand the notes correctly, somewhere in Oxford, almost a hundred years ago, Lewis and his friends hid a means of opposing Them.
radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)
This one was written with Trait and Moment prompts from [personal profile] jasmine_r_s .

I like things about this setting and this Them; the story did come out really long. As always, the narrative is improvised based on a sketched-in scenario, a few character traits, and the dice rolls.

This is actually the second round I did with these prompts. The first time, with a different character, I think I was trying too hard to make the story come out in a specific way, and it came to a head too early -- which would have worked fine in a group game, but sent me off in a weird direction in the solo game. Not bad, exactly, just sort of meta. So I thought I'd try again -- same prompts, but new character.

I tell this one in the third person, but I think the first person has more impact.

Anyway, enough caveats--

See previous playthrough posts for the game rules.

Content notes: Character death (always); child in peril; choking; gross space plants


The Character
Ghost
Age 17
They/them pronouns
Prematurely grey hair
Virtue: Logical (inference)
Vice: Exaggeration
Moment: I will find hope in … a message from a past self
Brink: [I forget what this was exactly; it involved other people, though, and I never got to use it]

Ghost's Story )

{rf}
radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)
My excuse is that mass entertainments have failed me, or something.

I saw The French Dispatch this afternoon on impulse. I didn't like it. I ought to have -- Wes Anderson's films are a very particular taste, but they happen to have a flavour profile that usually works for me. This, though -- I was just bored.

When I walked out of the theatre, the rain that had been gently misting down was now trying to float the cars. By the time I got home, I was soaked. "Now," I said to myself, changing into slippers and a raggedy smoking jacket entirely out at the armpits, "marking, or another solo game of Ten Candles?"

To be fair, there's still time to do some marking.

Anyway, these posts are mostly to show myself that I am in fact doing creative work, if work that it's hard to see the exact purpose for.

Recap of Ten Candles: the game plays out in ten scenes; you make crisis rolls to see if your actions succeed, with a pool of dice that shrinks in each scene; when you fail a roll, the scene ends and you tell Truths to move the story along; also, the world has gone dark and They are coming to get you.

What is known of Them for this game: They are lonely.


The vice and virtue here came from [personal profile] boxofdelights .

Jesse's Story )

{rf}
radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)

9/10 would recommend

(It's this or the real world, friends. So today it's this.)

My current thing is RPG actual-play podcasts1, specifically Rusty Quill shows. What I tend to get captivated by, though, are the interstitial mini-games, the ones the cast plays three sessions of at breaks just for fun.

The first one I mentioned here was Twilight Abyss from the Magnus Archives feed. [personal profile] jasmine_r_s and M. and I had a brilliant online time playing our scenario New York 1979, modelled on the simple 2D6 rules of that game. Technically we have another session planned, although one character is currently unconscious on a bed of slugs and another is trapped inside a giant seafood organ. So things are not looking great.

I also heard the Magnus crew play Mothership,2 an Aliens-themed space RPG with a great stress and panic mechanic. My birthday falling on a Tuesday, I declared the weekends either side as birthday gaming weekends, and made the local crew try Mothership two weekends ago.

That was also fun, although I had failed to really think through the process of interstellar travel, and so very early on we had an interesting moment where I was worried the scenario had broken, but actually there was already enough character development that they players could totally dig the story out if I just got out of their way and let them.

(Always more to learn about GMing. I'm not actually all that experienced. Just bossy.)

Last weekend was my second birthday RPG, but I'd vastly overestimated the energy I'd have for prep. I tried all day to fiddle the bits of my story together into the second half of a scenario.

At 5:30 I slumped back in my vinyl chair and thought: what can I do with this fatigue and this goodwill? I can't write all this, but I still want to gather my friends and play a game against the dark.

Hey. We can play The Quiet Year.

Do you know The Quiet Year?

This is, yes, yet another game I have been wanting to play since hearing the Rusty Quill Gaming crew play it on their break.

If you like collective storytelling and thoughtful map-drawing games about community, I recommend it. You can find it here on the creator Avery Alder's site, Buried without Ceremony.

About The Quiet Year )

On Saturday, [personal profile] jasmine_r_s and I plan to play a game in Zoom with friends. Very excited to try it out in that format, and just to play again.

The Enthusigasm / Rusty Quill crew are also super into Monsterhearts from the same creator. Have you played that? I read it over and it seems like you'd need the right group to play it with, but with that group, wow.

{rf}

1. There's an old Onion headline, "Man Replaces Entire Personality with Podcasts." L'oignon, c'est moi.

2. Their Kickstarter just blew up big time.
radiantfracture: In B&W, a man with touseled hair wrestles an alligator. Text reads "Wresting with my Muse, obviously" (writing)
This game I didn't hear an actual play of -- I think Bryn Monroe mentioned it on Enthusigasm, Helen Gould's lovely new geek round table Pod on the Rusty Quill network. But I was intrigued.

I need things to occupy and delight me, so that I don't just work, or worry about work. I am having a lot of anxiety, and having a hard time each morning crawling over the broken glass of self-doubt to get to the room and tell people things. Today was hard. The class, of course, was fine. It's always fine. But I needed to think past it, so I promised myself that when I got home I could do a solo playthrough of Ten Candles. -- to test the mechanics.

Here, mostly for my own amusement, is the record of that playthrough. It's patchy, but then so am I.

Ten Candles

Content notes: Character death, discussion of eating disorders


I won't explain all the rules here: you can find out more about it on the website.

The guidebook (PDF $10) says this:

This is a story about what happens in the dark. This is a story about survivors trying to light up their little corner of the world and do something meaningful within it in the few hours they have left....Ten Candles is a tragic horror time-based cooperative storytelling game through which you will tell the story of a dark world and those who fall victim to it.

Though you know your characters will die, you must have hope that they will survive.

Ten days ago, the world went dark. Five days later, They came. They are after you. Their only weakness is light.


The rules in brief )

The Playthrough )

{rf}



1. There are some other rules about who gets to narrate which events, but they didn't really apply here because I am both player and GM.

2. I meant to type "Arthur" and then I liked the typo.
Page generated May. 18th, 2025 05:51 pm
Powered by Dreamwidth Studios