Profile

radiantfracture: Beadwork bunny head (Default)
radiantfracture

April 2025

S M T W T F S
  12345
6789 10 1112
13 14 1516171819
20212223242526
27282930   

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
radiantfracture: Beadwork bunny head (Default)
What has it got in its pocketses?

(right now)

[ETA] My answer is very dull (phone, keys, wallet). I am at least wearing my Dress Shorts (no cargo pockets). I am impressed, though, by how much people can fit in their pockets.

Oh! I also currently have a card for a local toy and memorabilia shop, for educational reasons.
radiantfracture: Beadwork bunny head (Default)
Again, just if you feel a spark of interest or think of a story that did this in a good way for you -- what about when a character experiences personality collapse, more or less?

The fourth character quality in Ten Candles is the Brink, which is a little harder to explain, but is something like the character's breaking point, or rather what they do when they break -- the nastiest version of themselves that they collapse into, often, though I've seen it played for beautiful irony.

It's framed as a statement, "I have seen you..." and then what your character does at the brink -"lie to a friend," "accidentally shoot someone," "run away in fear," "steal from the helpless," etc.

The reward for using this in 10C is to get to re-roll your dice. You're rewarded for story juice by a mechanical payoff.

So, I guess -- what's an interesting state of collapse for you to play?

* * * * * *

Just answer if it's fun, okay? No expectations.

I want a little project to occupy myself in case I need to be away more often in the winter, which I suspect I might.

{rf}
radiantfracture: Beadwork bunny head (Default)
Question 3 is about hope.

What's an interesting source of hope or faith for a character in an RPG to have -- interesting for you to play?

In Ten Candles hope is a quality that, when used, allows the character the possibility of surviving longer, a source of fortitude represented by an extra D6, so I'm loosely thinking of it that way. 10C conceives of this as a scene you could play out, like "I will find hope when I find my cat again."

* * * * *

Yep, still thinking about the thing and looking for some quasi-randomized ideas, if you need a distraction. If I use them for anything, you get credit, of course.

This isn't necessarily a 10C playthrough that I'm envisioning, but that's a framework that I know and like, so I'm using it for the moment.

I'm currently just noodling around without much direction, but I'm trying to think of a project to occupy my free time that doesn't cost money or use a tonne of brain lightning.

{rf}
radiantfracture: Beadwork bunny head (Default)
Thinking about a thing and looking for some quasi-randomized ideas, if you need a distraction.

What's an interesting strength for a character in an RPG to have -- interesting for you to play?

It can be a strength or skill of any sort, from a standard stat to a mundane expertise like knitting. Spellcasting is a bit too broad. Necromancy is closer to the level of specificity I'm thinking of. Over-specificity is fun (ex. can only reanimate dinosaurs).

What makes a strength or power fun, beyond just "I win all the things"?

As per the question about weakness, I'm currently imagining a mostly-mundane-ish-world RPG like Ten Candles.

Strength we can define in the 10C way as "a quality that helps your life more than it harms it," which doesn't mean it couldn't prove suddenly catastrophic in a final deluge of dramatic irony.

{rf}

PS no obligation to answer all of the questions! I'm just free-associating right now.
radiantfracture: Beadwork bunny head (Default)
Thinking about a thing and looking for some quasi-randomized ideas, if you need a distraction.

What's an interesting weakness for a character in an RPG to have -- interesting for you to play?

Say a mostly-mundane-world RPG like Ten Candles, where the threat may be numinous or chthonic but the people are solidly midgardian.*



Weakness we can define in the 10C way as "a quality that harms your life more than it helps it," which doesn't mean it couldn't prove useful in a sudden surge of dramatic irony.

{rf}**

*That said, I can also see how supernatural and/or divine powers and flaws could be fun in such a setting, especially if concealed at first, so, you know, fill your boots.

**You can tell I'm posting from work because I have easy access to curly brackets.
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: A child contemplates a map and a vista. Text at the top reads "so many games." (RPG icon)
Four signups for the game jam! I am delighted. (Okay, one's me.)

What's the jam, you ask? WELL LET ME TELL YOU.

Fractured Birthday TTRPG Game Jam (tiny prizes!)
Runs Nov 1 - Dec 22
Results released Dec 31

 Make my birthday wish come true. Create a small TTRPG (table-top role-playing game) on the theme of fracture, breakage, and/or repair. Win a cup of coffee!

You can submit games that are active, LARPS, lyric games (mostly meant to be read) or any other small-scale game, and the game can be short -- some of the most fun / silliest / most surprisingly profound games are one-pagers or bookmark-scale or business-card-sized games. Solo, pair, or group are all great.

This jam comes with a tiny prize! Up to 3 (three) of my fave games will receive $10 (Canadian) so that the designer can buy themselves a congratulatory coffee.

More details and the jam submission page here: itch.io/jam/fractured-birthday-game-jam

radiantfracture: Beadwork bunny head (Default)
Okay, I'm going to do it!

Fractured Birthday TTRPG Game Jam
Runs Nov 1 - Dec 22
Results released Dec 31

It's my birthday. I would like there to be more small weird TTRPGs (Table-Top Role-Playing Games) in the world. Make my birthday wish come true. Create a TTRPG on the theme of fracture, breakage, and/or repair. Win a cup of coffee!

This jam comes with a tiny prize! Up to 3 (three) of my fave games will receive $10 (Canadian) so that the designer can buy themselves a congratulatory coffee.

More details and the jam submission page here: itch.io/jam/fractured-birthday-game-jam

Some Examples of Games I Like

I like spooky games, horror games, and games about feelings.

Ten Candles (beautiful doom ritual)
1000-Year-Old Vampire (roll & write delight)
This Vineyard Will Be Our Salvation (quirky, smart, critical)
Quietus
Pull Me From the Earth (Q&A excellence)
Star Crossed / Dread
Brindlewood Bay (love the crime-solving mechanic)
The Quiet Year
Debrief

Other Things I Like in Games

Collaborative storytelling
Queer & trans content / vibe
Solo journalling games, other writing games, other solo games
Unusual and / or witty mechanics (esp. physical objects)
Low-prep, improvisational games with a few rules to anchor play
Games about feeeeelings but also about story
Gamification of hard real-life activities or experiences
Games with aspects of ceremony or ritual

My Games

I think my most successful games are these, if you want to see the kinds of things I make:

You Are a Beacon (solo journalling game)
Getting There (2-player Q&A storytelling mini-game)
The Fledgling and the Vale (2-player Q&A story game)
radiantfracture: A child contemplates a map and a vista. Text at the top reads "so many games." (RPG icon)
Hey, it's the one-year anniversary of the first little one-shot TTRPG I made, Fundamentally Unlovable Creature Killer in Trouble.

It's really more of what I guess you'd call a lyric game -- a cross between a joke, a poem, and an exercise in self-care -- but this modest little oddity started me on game-making and it ended up as a pretty good fundraiser (though I was pants at organizing that end).

Ahhh, I can't wait to get back to thinking about games in January.

{rf}

radiantfracture: A child contemplates a map and a vista. Text at the top reads "so many games." (RPG icon)
The Lost Journals is a blog of journalling game playthroughs. The author is posting journal entries based on my journalling game You Are a Beacon!

I don't know her at all (I don't think!), but she is a wonderfully lyrical writer and is making quite an amazing thing out of my little game.

{rf}

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: A child contemplates a map and a vista. Text at the top reads "so many games." (RPG icon)
Today I underwent an RPG design rite of passage. At last I, too, have made a Honey Heist hack.

It's also a wizarding tournament game because why not.

The game was inspired by an observation from [personal profile] sabotabby in the context of writing queer characters that the protagonists of her Sleep of Reason series were "disaster wizards."

The game is free on Itch.io. Honey Heist is free, so the hack is free.

...If "Honey Heist hack" just sounds like a coughing fit to you, all you need to know is that Honey Heist is a dead simple yet ludicrously playable two-page TTRPG that Grant Howitt created for a con in 2017. It mixes an absurd premise (you are real bears trying to commit a heist) with simple yet compelling mechanics. The usual outcome is to fail hilariously.

[eta]Fun Mechanics )

There are, I don't know, one million hacks of it out there. And now there are one million and one.

{rf}
radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)
Today I sense intuitively that you would like a tabletop role-playing game that lets you use a collaborative poker hand to create a fix-it final episode of a beloved semi-eternal TV show. I can feel it.

(This one is dear to my heart.)

May I introduce you to Headcanon?



As always, it can be had for free or for the price of a cup of coffee, which I will use to buy a cup of coffee.

* * * * * 

Show notes. )

* * * * * *
This is the game I've worked the longest on -- about two months, all told, I think? I didn't work on it the whole time, but I kept fiddling with it.

I'll probably still be adding to and revising Headcanon for a while, so this is a little more like a beta test than a full release, but I got it to a done-like place last night and thought, what the hell -- I kind of want to see it out living in the world.

But that means if you play it or even read it and have suggestions, they're a good thing, and welcome.


K. pointed out that the mechanic isn't inherently a two-person one. I think one could make a fun, sillier, more fast-paced game for five players. Might do that next.

Anyway, cheers.

{rf}

radiantfracture: A child contemplates a map and a vista. Text at the top reads "so many games." (RPG icon)

I mean, of course there are.

What's next, out beyond journalling games, in the field of making games from things you didn't know could be games? Reading games. Games played while reading a book.

I feel like there's a particular challenge in designing a reading game -- it needs to be something that will enhance rather than detract/distract from the reading experience, and reading is predicated on focus, concentration, the not-doing of something else.

You don't want a game that breaks flow, or even clogs up those interstices between stretches of flow. What you want is more like something that rises up when flow naturally dissipates itself, and maybe just says "take note of what you're thinking now, notice where you've drifted, mark down that current in case you need to follow it later" -- and then releases you back into the stream --

For some folks, no game would work, because undivided focus is too precious and too easily fractured. I might be like that -- not sure.

But something that keeps you latched on (umm like a lamprey I guess if we're staying with flow) when the reading is not so scintillating -- that could be useful. A game that makes note-taking or word-noticing into a slightly more formalized practice.

Or even just a quick game that launches you into the reading process, gets you started, as when you count down from 100 to fall asleep. At some point dreaming or reading takes over and you don't need the ladder of numbers or rules any more.

Mostly I don't need a game of reading. But a little game played like a string of beads you run through your fingers as you read -- what a lovely thing, especially if the reading needs a little scaffolding to get itself done.

And of course I think about how it could be useful for teaching, for making the process of academic reading and note-taking feel less laborious, to give the person time to learn the skill by opening time out a little with the game.

There was a bookmark jam that had lots of reading games.

What would a good game to be played while reading look like? What would make you want one? What use could it be to you?

{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: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)
Finally did my first little gouache painting with the new paints I got for Christmas:



I asked for some one-notch-nicer paints than the absolute bottom-of-the-barrel set I was working with (like, a tenth the price of anything else). I think the colour of these new ones is definitely denser and richer.

The pointillist lights came out a little more dramatic than I meant them to, so I just ran with it.

As usual, I'm posting while waiting for a pot of stew to cool -- this is gumbo, sort of, though gumbo no actual Cajun cook would recognize.

{rf}

*You can tell (or maybe not, ha) that it's painted after the Garrick Sangil photo I used in the cover art of the journalling game I made.
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}



Page generated Apr. 23rd, 2025 04:37 pm
Powered by Dreamwidth Studios