Independent game design from beyond the grave

Parsely Games

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
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.

Mar
14
Posted by Jared Sorensen at 11:57 am

It was a great convention. People were coming up to me to thank me for running games and writing them, so I felt pretty great by the end of the show (albeit incredibly tired). Sorry for the gamers I turned away from demos on Saturday afternoon — my voice needed a rest!

The PAX Enforcers are amazing, helpful and friendly. Kudos to all of them!

The Burning Wheel/Memento Mori/SorenCrane booth

 

I ran ACTION CASTLE for 470 people on Friday. Also did some pick up games with people waiting in the many lines at the show.

Luke and I had to turn away a hundred or so for Game Design is Mind Control. We made around $7 by the panel’s end.

Running FreeMarket for some gamers on Saturday. “Can I summon a jaguar spirit?” “Umm…no, but you can print a pet jaguar!”

Mar
07
Posted by Jared Sorensen at 2:51 pm

Friday, March 11 at 3:30 PM
Location: Merman Theatre
Description: “You are in a cottage. There is a fishing pole here. Exits are: Out.” With these words, a gaming phenomenon was born! Travel back in time to 1985 when Marty McFly was driving a Delorean and I was hammering out two-word commands on an Apple II version of Wishbringer. This is a live-action text adventure game in the Parsely series. No experience necessary… everyone who comes to the game gets to play!

Sign up HERE for a chance to win all six Parsely games at the convention!

Jan
31
Posted by Jared Sorensen at 3:45 pm

Parsely is much more interesting than it might appear on the surface. It might be a bit of a stretch to call it an RPG, but it’s definitely an analogue RPG-ish thing played by people. While the layout of rooms and how things work within a given Parsely game is tightly restricted (almost comically so; there’s exactly one way to get past the orge), reading any given Parsely game you’ll find there are places where the Parser/GM must, at a minimum, think up how to explain what happens on the fly, and while you could give obtuse computer-like responses to things not already covered by the game (“That sentence isn’t one I recognize.”), players will inevitably come up with commands that are eminently plausible even in the absurd, constrained world of a text adventure (“Kiss the princess.”). - From Yaruki Zero