Archive for the ‘Game Design’ Category

Agora – Solar System goes Space Opera

Friday, February 3rd, 2012

Hello, all, 🙂

Wikipedia defines Space Opera as “a subgenre of science fiction that emphasizes romantic, often melodramatic adventure, set mainly or entirely in outer space, generally involving conflict between opponents possessing advanced technologies and abilities. […] Perhaps the most significant trait of space opera is that settings, characters, battles, powers, and themes tend to be very large-scale”.

Indeed, Agora is a game of space battles, interstellar intrigue, kings, emperors and dictators, air locks and blaster burns, a galaxy-wide Faith, an Imperial Navy, and naturally, an autonomous and self sufficient space station parked in the middle of nowhere.

The above is the introductory section for Agora, a space opera setting for Eero Tuovinen’s Solar System rules set, as based off of The Shadow of Yesterday, by Clinton R. Nixon.

In addition to the obvious Babylon 5 inspiration, Agora drinks from many sources, ranging from the strictly historic, like ancient Rome or the Spanish Inquisition, to the most outlandish science fiction franchises, like Star Wars and Star Trek. References will be obvious throughout this text, and the authors make no claim to the referenced material.

Agora was developed by Gonçalo Cardoso Dias, Diogo Curado, Luis Figueira and myself. Originally, we were going to license it under the Creative Commons Attribution 2.5 Portugal license, but then this happened, so we’re not. Instead, we’re going to get it illustrated and published as both a PDF and a print-on-demand book, and sell it. All the proceeds will go to a charity in Gonçalo’s name.

We think it’s a fitting memorial.

In any case, I’d like to show some writing samples, stuff that’ll give a feeling of where we went with it.


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Smart People

Sunday, January 16th, 2011

Ahey, 🙂

Here’s Simon:

Is there scope for asking people to do things that may not come naturally to them, that might make them uncomfortable, but that you think they might come to love?

How much can you ask someone to stretch themselves? Should play always be easy?

And here’s Vincent’s reply:

Is there scope? Of course!

How much? Well. You get to design your game to be as demanding as you like, but your audience gets to choose whether to try it and whether to stick with it. That’s how you find out whether you’ve judged them well – if they do the unnatural thing you ask them to, then you have. If they don’t, then you’ve misjudged them.

Should I underline that? Maybe I should. If your audience doesn’t seize upon the game you’ve designed for them, you have a choice. You can reevaluate your own judgment, or else you can throw blame. Blame your audience for failing to live up to your ideals, blame cliques and status-attention in the scene, blame me for monopolizing their attention, whatever. My suspicion is that reevaluating your own judgment will give you the most fruitful way forward.

There’s smart people out there in the world, and they can teach you things. 🙂

Cheers,
J.

The West – License

Monday, July 20th, 2009

Hoy, 🙂

In case anyone cares, The West is licensed under the Creative Commons Attribution 2.5 Portugal license.

Cheers,
J.

The Competitive Story Overlay

Saturday, July 4th, 2009

Hey, all, 🙂

So, a friend of mine had an interesting game design insight, the other day, and I had my own insight to add above his.

I posted the whole shebang at The Forge, here: the Competitive Story Overlay.

Check it out and tell me what you think. 🙂

Cheers,
J.

XPs, Rewards and Pacing

Tuesday, June 30th, 2009

Hoy, 🙂

So, after a two-year absence over at the Forge, I started a new Actual Play discussion there:

[3.x/4e] Encounter XPs are not a reward, they are a pacing mechanism

I could have posted it here, but I’d rather tap into their collective wisdom, on this particular topic. 🙂

Cheers,
J.

The West – Table of Contents

Tuesday, June 16th, 2009

Ahey, 🙂

In one convenient place, links to all the posts about The West:

General Stuff

Open Abilities, Secrets and Keys

Rules for Gun Duels and the Westerner culture

Rules for Poker and the Easterner culture

Rules for Martial Arts and the Chinaman culture

Rules for Drugs and the Indian culture

Rules for Saints and the Mexican culture

Enjoy! 🙂

Cheers,
J.

The West – Part VII

Tuesday, June 16th, 2009

Hulloes, 🙂

Saints

Saints represent both a character’s knowlege of their various patron saints as well as the quasi-contagious religious fervor with which they invoke their protection or cursing. Depending on the Secrets used, saints can be called upon to create Effects or Negative Effects, applying to the invoker, a target or a multitude.

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The West – Part VI

Tuesday, June 16th, 2009

Ahey, 🙂 

Drugs

Drugs are substances extracted from herbs through grinding, sun drying or other primitive methods. Drugs can be inhaled by sniffing or smoking or made into a paste and smeared over a blade or arrow tip. Creating a dose of a drug counts as creating an Effect.

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The West – Part V

Tuesday, June 16th, 2009

Helloes, 🙂

Martial Arts

Martial Arts training consists of one Ability, Kung Fu (V), and several Secrets, divided into Stances and Techniques. All Stances and Techniques have Secret of Training (Kung Fu (V)) as a prerequisite.

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The West – Part IV

Tuesday, June 16th, 2009

Hoy, 🙂

Poker Games – Long Game

Like Gun Duels, Poker Games are semi-detailed scripted conflicts where Extended Resolution does not apply. Any number of characters may participate in a Poker Game. Although a Poker Game is actually played over an arbitrary series of hands, the conflict itself is simplified down to three rolls.

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