Independent game design from beyond the grave

Games

Sep
13
Posted by Jared Sorensen at 1:49 am

Last year I started working on a few new game concepts. One was entitled, “Plastic.” I haven’t really touched it since then but I recently reread the doc and thought y’all might like to see a diagram (“The Fame Monster”) I created for the game. Allure, Talent and Style are the characters’ attributes. Exposure, Fame and Worth are resources. The Eye, The Biz and The Public are GM-controlled entities—the media, producers and consumers.

Sep
02
Posted by Jared Sorensen at 1:44 pm

Unlock the Mystery. The Mystery is the Key.

Lacuna Part II: The Case Files is an upcoming sourcebook for Lacuna Part I. The Creation of the Mystery and the Girl from Blue City. This is to be an 84 page digest-sized softcover and PDF. Both versions will feature:

  • Descriptions of Blue City’s network of tram stations, from Abbatoir to Zytglocke
  • Subject names and profiles, from Arn to Žižek
  • Individual map tiles of the City so that Blue City’s layout is ever-changing
  • New information on Special Agent Miner
  • Special offers for various levels of pledges on Kickstarter

The project is already underway. No release date is set but I’m hoping to have it done by the end of 2011. Stay tuned to the website or the MMT Facebook group for more info as I have it!

 

 

 

Aug
22
Posted by Jared Sorensen at 8:50 pm

Nick Wedig posted this astounding character sheet for InSpace.

Makes me realize that most InSpectres mini-supplements could be based around a totally sweet revamped character sheet (just like the basic game is, more or less).

Aug
03
Posted by Jared Sorensen at 12:00 am

Dirty Secrets of Game Design – SEM1120296
Learn five dirty secrets that the game industry doesn’t want you to know. Use them to make your games better. Designers Luke and Jared share their jaded, sometimes humorous view, of the world of game design. Jared will do this entire seminar in a character voice!
Thu 4pm – 1 Hr – Marriott Indiana C

Game Design Is Mind Control – SEM1120297
Games compel people to make irrational decisions that they would not otherwise undertake. Come and watch Luke and Jared make fools of themselves as they try to prove this point. We promise; we will control your minds!
Fri 2pm – 1 Hr – Marriott Indiana B

Action Castle – SEM1120298
Relive the days of yore when the command line was king! GO WEST and LIGHT LAMP in a live-action text adventure with a few hundred of your closest friends.
Fri 3pm – 1 Hr – Marriott Indiana E

InSpectres The Movie: Behind the Scenes – FLM1127763
We will be talking about the process of making InSpectres and showing a short sneak peak from the film. Yes, it’s real.
Fri 6pm – 1 Hr – Westin Capitol III

Return to Action Castle – SEM1120299
Return to a land of action, a land of castles, RETURN TO…ACTION CASTLE! Many years have passed since a new king was crowned…find out what happens next in this massively multiplayer live action text adventure game!
Sat 2PM – 1 Hr – Marriott Indiana E

Jul
25
Posted by Jared Sorensen at 5:26 pm
I asked the author if I could reprint this and he said sure, so…

Hey Jared,

A friend of mine introduced me to your Parsely Adventures last summer and suggested I write you about my experiences…

(more…)

Jul
25
Posted by Jared Sorensen at 2:04 pm

The map is a 10×10 grid. Place the start location and 1d10 additional rooms.

To place a location, roll 1d10 to find X (horizontal) and 1d10 to find Y (vertical).

Roll 3 FUDGE dice to generate the height and width. + moves one grid square down, – moves one grid square up. If rooms intersect, they become one larger room.

Corridors, stairs and features are generated during play via player exploration rolls.

Jul
07
Posted by Jared Sorensen at 12:00 pm

 

Heading off to Hartford tomorrow with Luke to attend Connecticon, an anime con we’ve attended for the past few years. We’ll be doing panels with the Front Row Crew guys Rym and Scott for Geek Nights, and I’ll throw down with some Parsely.

Jul
05
Posted by Jared Sorensen at 3:18 pm

What is this game about?

Spiritually draining work, an existential threat to one’s psyche, often glamor- and glory-free—but, nonetheless, a social necessity.  Investigations hampered by the protocols, egos and machinations of higher powers.

How does it go about it?

Players portray investigators working out of a small office. They work within a maze of bureaucracy, rules and customs that hinder their efforts. Rewards are small or non-existent and threats to oneself are ever-present. Success closes cases but only through challenge and failure can one grow as a person.

What behavior does it reward or encourage?

Working together, spending “downtime” on non job-related activities; risky behavior to quickly finish difficult cases or non-risky behavior to slowly build a solid case; going with or against the flow of destiny — do you let it control you or do you fight the inevitable and try to effect change?