Archive for February, 2012

Alright, enough theory. During my blogging hiatus a few tiny ideas have bubbled up in the cauldron of my brain, and some of them might turn into actual games. I thought I’d post them here in case anyone’s curious or has any thoughts to add.

These are all in very early stages of development – most are just nagging little thoughts that might never make the leap to being a real project. I’ve certainly no idea yet what insights they might show. But here they are.

CIC

This is the one I’ve thought about the most; a game that portrays the kind of military sci-fi seen in stuff like Battlestar Galactica, the Mass Effect series, some bits of Star Wars, maybe even a touch of Firefly. The stuff where there’s this big military operation going on, with all its tactics and plans and gunfire and “take cover!”, but what actually matters is the relationships and interactions between the people involved. (Alright that doesn’t matter that much in Mass Effect, but they’re trying.)

I think Apocalypse World will be a good model for this – it’s nice and simple, and its partial success rules fit perfectly with the “nothing ever goes smoothly” feel that is so prominent in the source material. With that in mind, I’ve adopted a “moves”-based pattern like AW, and I’ve started listing the moves I’m going to want for this game. In keeping with the military theme, I’ll probably need a slightly more detailed combat system than AW – but hopefully not too much so.

Horde

In my notes this game is literally no more than that single word: “Horde”. I guess it must have been just after I watched 28 Days Later for the first time (I know) over Christmas.

I think what I’m interested in here is mechanics that really make a story out of a zombie apocalypse. Can I make an endless sea of repetitive enemies into an engaging and ongoing plot? I guess I’ll have to look to films like that for my inspiration – if they can make a story out of it, then I’ll bet it’s possible to make a game that makes those stories.

Shadow

I came across Carl Jung’s concept of “the shadow” recently. Very (very!) roughly, the theory is that shortcomings and instincts that we consciously repress from our personalities linger in a “shadow” in our unconscious mind. This got me thinking.

I’ve barely read anything about it (yet), and the game is by no means meant to be an accurate representation of the theory, but I did think it would be interesting to have two different players playing different aspects of the same character – kind of like Sorcerer but where the demon is played by another player, not the GM. Obviously this could easily get frustrating; it might not make a workable game at all.

Scary Monsters and Super Creeps

Some roleplaying games leave you tingling, walking home after sessions still immersed in the fiction you’ve been creating. The games that have done this for me most consistently have been those in contemporary horror settings where the GM has succeeded in producing a real sense of menace lurking round every corner.

… And I’d like to try my hand. The biggest challenge will be writing a system that actively contributes to the evil-is-everywhere mood. No clunky dice pools or sanity checks to get in the way here, please – just simple mechanics that allow the horror to emerge through play rather than being rated on a sheet. I’m quite intrigued by the Unknown Armies setting; while bits of it were absurd, a lot of it was interesting and its flavour text was often really sinister. So I’ll look at that for inspiration.

From little acorns…

So there’s a handful. There are a few other mini-ideas rattling around but until they’re a little clearer this lot will do. I’ve done a bit of work on CIC already, so more on that in future posts. Meanwhile, do drop me a comment if anything piques your interest.