Archive for My Games

A Shadow Among Shadows

Here’s a game I made over the summer, inspired by but not entered into Game Chef, but I never got around to posting it here. It’s a mashup or Archipelago and some boardgame mechanics, where you explore an abandoned space ship.

A Shadow Among Shadows

Anomalistic Extrasensory Techniques for Cognitive Behavioral Therapy

Anomalistic Extrasensory Techniques for Cognitive Behavioral Therapy is a radical new technique for dealing with mental illnesses and stresses. Or may it is just another 200 word RPG I wrote about psychics in group therapy invading each other’s minds to heal their mental wounds.

Yeah, like Psychonauts.

LOVEINT

LOVEINT (noun) 1. The slang term used by the NSA surveillance analysts to refer to the misuse and abuse of intelligence capabilities to observe the activities of romantic rivals, potential or former lovers. 2. The 200 word RPG I wrote about the same.

Mesopotamians revision

I revised Mesopotamians slightly, so that it is now a complete rpg on 16 cards (printed double sided) or 32 cards (single sided).

You know, the game I wrote about ancient undead warlords seeking fame and fortune as an indie band, based on a song by They Might Be Giants and the Indie Mixtape anthology.

I Pray God Will Curse the Writer

I Pray God Will Curse the Writer is a live action roleplaying game I wrote, inspired by bits of the Hastur mythos as described by Robert Chambers, John Tynes, Dennis Detwiller and Robin Laws.

All the larp files in one .zip file

Cast member character sheets
Inhabitant of Carcosa character sheets
Answer cards
Whisper Labyrinth cards
Supplemental cards
Locations
The King in Yellow
Fates for the King in Yellow to distribute
papers full of weird writing for the author

Google Doc of the main text

This larp is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
Creative Commons License

Interstellar Diplomacy

Interstellar Diplomacy is a freeform-ish game I wrote as an entrant into the Golden Cobra Challenge. You play alien diplomats, meeting on earth to decide whether or not war will destroy the galaxy. I’m voting against it, but you might have other concerns.

The formatting for the game is just whatever raw text output that Google Drive created, because Scribus crapped out on me several hours into working on the game. Stupid Scribus, I’m beginning to really hate you. Juan Manuel Avila was kind enough to make some nice looking cards that should be helpful if you choose to play.

Unsupervised Apprentices

Unsupervised Apprentices

Unsupervised Apprentices is a simple little game I made where you play sorcerous apprentices who can’t quite control your magic. When your wizardly mentor disappears, you probably should find him or her. Or you could just goof off and do all those things you couldn’t get away with while the archmage was around. Either way, the use of magic tends to be entertaining and create interesting complications.

Mechanically, it is more or less a mashup between Ars Magica and Zombie Dice. It’s fun to play, but it probably could use some serious revision and some more large scale structure.

Mesopotamians

Mesopotamians is a game I wrote, inspired by the sone The Mesopotamians by They Might Be Giants. It’s part of a charity project by Jonathan Walton to make a bunch of one or two page games inspired by songs and sell those to raise money for charity.

It’s a fun game that was fun to make. Scribus is a pain in the ass, though.

Game Chef ingredients are up, and I’ve been thinking about them for a while. ( http://game-chef.com/ ) I had an idea for a game about druids writing a reality-altering book, but I’m not really very enthused by it. I may return to it later, but right now my brain is more interested in this potential game:

Psychics struggling to maintain control over their personalities.

You were all subjects doing clinical drug trials for an experimental new medicine. But the drug has an unintended side effect: you gain psychic powers. And then the game is all about how the new found psychic cope with their bizarre new powers, while the drug company tries to exploit them. Inspiration here would be Akira and Scanners and Psi-Run and the like. Stories about people who gain new powers and abilities but can’t quite control them.

This plays most strongly off of Absorb and Wild. Your character is made up of a bunch of personality traits and desires and skills and stuff printed on cards. As a psychic, you can move those cards around and change yourself or others. You can absorb someone else’s thoughts or memories. If you push someone’s personality too far, they can go into a wild frenzy and then their psychic powers are going to destroy a bunch of stuff. So characters and personalities are fluid and the character you play at the end probably isn’t the same as when you started. Which parts of your character are their core, that they are unwilling to sacrifice, and which are they willing to change?

Probably the drug was intended to treat sickle-cell anemia (I’ll have to read up on that). There is no book works in the fiction, because there is no available material to deal with the drug’s side effects. Nobody understands the drug or its effects, especially once the psychic powers start to manifest. (In terms of mechanics and presentation, probably the game is made on a few pamphlets made to look like a brochure for a drug company, and a deck of cards for character traits.)

At this point, I’m looking at a GMless game with adversarial PCs, a drafting mechanic for character creation, and GM-like duties and authorities distributed as part of the draft. Probably a randomizerless system, to boot. I’m a bit worried that’s all just my brain being lazy, though. That’s pretty similar to lots of other games I’ve made recently. I might want to change up the mechanical back end there some, just for kicks.

The Devil, John Moulton

devil john

The Devil, John Moulton is a game I wrote about demon summoning outlaws in the American old west. To play, you’ll need these cards for character generation and
this character sheet .