Archive for February 19th, 2007

Retro: Gridiron Gods

2007 Feb 19

This game has a long, involved history that I wasn’t even fully aware of until I started writing this retrospective. Bear with me.

The story begins with my Argonauts project, which was an attempt to hack Steve Kenson’s Mutants & Masterminds to handle tragic Greek heroes. The inspiration and development of Argonauts will be the topic of another retrospective, so I won’t talk too much about it now. Suffice to say, John Harper was one of the project’s most enthusiastic supporters and he was clearly sad when it looked like the game was in limbo, despite being promoted in an issue of Matt Synder’s Daedalus zine.

Then in Oct 2003, a Forge poster by the name “RaconteurX” (real name, anyone?) said “…we don’t see any sports roleplaying games. Why is that, Ralph? I’d love to know. …Actually, I have an answer. It’s because gamers don’t want to play games about those things, and they’re the ones who write the games.” By this point, I’d been thinking about sports RPGs for a little while, based on the fun I had watching the basketball anime series Slam Dunk with my host brother in China. So I started a thread on sports RPGs, but people seemed mainly to be interested in crazy lasersharked fantasy/scifi sports instead of a game that tried to emulate actually playing sports, watching sports, or coaching sports.

Later, in the same 2004 Forge “wishlist” thread that inspired Nine Suns Must Fall, John Harper said: “I want Gridiron, by Jonathan Walton. The sports RPG about rookies in the NFL. What are you willing to do for your career? How much can you take? Are you a winner? At what cost?” This was clearly a terrific concept, but I honestly forgot that John originally proposed the idea until 20 minutes ago when I stumbled on the thread. How prophetic and utterly appropriate!

A few short months before GenCon 2006, John Harper was struck with the uncontrollable need to put aside his long-awaited Trollbabe adaptation, Stranger Things, and write Agon, a game about tragic Greek heroes. Agon sampled most of the good stuff from Argonauts, though I get the sense that most of the borrowing was semi-unintentional, just like how I’d totally forgotten John’s Gridiron proposal. In any case, these samples were remixed with heaping portions of John’s own design genius, creating a game very different from what I had planned for Argonauts, but one that kicked ass in no uncertain terms. I became one of the game’s biggest fans, writing a rave review for 20×20 and playing it a bunch both at GenCon and back here in Boston.

Then came Frank T’s “1st Transatlantic Setting Design Challenge,” in which designers were supposed to choose an existing game system and write an adaptation for a new setting. After fiddling around with making Folkways work under Clinton Nixon’s The Shadow of Yesterday system, I decided, completely unaware of John Harper 2004’s wish, to write a game about American football using Agon as my base. It was to be called, coincidentally enough, Gridiron Gods.

The game replaced Agon‘s skills with individual player positions. Players could be impaired just like attributes and skills to represent them being tired or injured. The battlemap was going to be replaced by a model of a playing field divided into ten spaces each representing 10 yards. If you’re on offense, you have to advance across into the opposing endzone in order to score.

Aside from players, I also included a space for player-created “Unquantifiables” which would also assist in winning the game. These could include things like “Strong Working Class Roots” or “Laser-Guided Missiles” depending on the genre and degree of silliness you were planning on.

I planned for the example team to be the fictional Pemberton Panthercats from Jason Morningstar’s Shab Al-Hiri Roach.

To sum things up, this is a game I would really like to finish, both because it would be a fitting end to all the weirdly unintentional mind-sharing with John Harper and also because having a sports game (even one about the most myopically American of all sports) would be sweet.

Edit: Additionally, Joe Prince’s game, Contenders (about boxing), has already proved that sports games totally rock, especially in a short campaign with brackets and rematches and the like. And Vincent Baker’s Mechaton has shown that the miniatures model of “create a team and tweak it over the course of a season” is something that even crazy Nar hippie roleplayers can get into. So, yeah, more inspiration from GenCon 2006 and after.

Sources
– 2003 May 20: One of the Major Argonauts Threads on the Forge
– 2003 Oct 15: Argonauts Preview in Matt Snyder’s Daedalus
– 2003 Oct 28: RaconteurX Asks Why There’s No Sports RPGs
– 2003 Oct 29: My Forge Thread on Sports RPGs
– 2004 Apr 04: John Harper “Wishes” That I Write Gridiron
– 2006 Aug 10: John Harper Releases Agon at GenCon
– 2006 Aug 15: Cache of My Agon Review at 20×20
– 2006 Nov 16: Frank T Announces the Setting Contest
– 2006 Nov 28: Gridiron Gods Initial Thoughts
– 2006 Nov 29: First Attempt at Picking a Spread of Positions
– 2006 Nov 29: Description of the “Planet Football” Setting
– 2006 Dec 01: First Attempt at a Team Sheet
– 2006 Dec 04: Thanks to Jruu, I Discover Strat-O-Matic Games
– 2006 Dec 05: Thoughts on How to Adapt Die Rolls for Football

Retro: Nine Suns Must Fall

2007 Feb 19

On the Forge Birthday Forum in 2004, Ben Lehman said, “I want an Asian fantasy / history game that isn’t reheated D&D and SamuraiNinjaKewl. And, of course, Mr. Walton writes it.” So I started work on something that was originally known as The Shang Dynasty Game.

This project was tangentially related to a few earlier thoughts (not really an actual project, as such) that anachronistically combined the Warring States period with Chinese rock musicians circa the 1980s. As I described it then:

    The Qin Emperor, in a effort to pacify the nations he has conquered, has issued a edict outlawing rock ‘n’ roll. Now, the rocker heroes of Zhao and Chu have raised the devil sign of rebellion, strapped their amps to their horses, slung a eight-string over their shoulders, and are staging the biggest rock show that All Under Heaven has ever seen… in the heart of the Imperial Palace at Xi’an. Do you RAWK or give up the axe? You RAWK, of course!”

Of course, the project that Ben convinced me to work on was dramatically different than this. Rich Forest provided me with a truly inspiring core concept: “Shang Dynasty China meets Disaster Movie!” The idea was that you would play the court diviners of one of the last Shang kings, rulers who were known for being arbitrary, ruthless, and incompetent, at least in comparison with their honored predecessors. Natural disasters are plaguing the land and the diviners, using their rituals and peering into the future, have opportunities to prevent or mitigate these diasters, if only they can convince the ruler to allow them to take action in time. Ultimately, the game was to be a tragedy, but one in which the diviners could succeed at making a difference, saving large numbers of people or even preparing for the next dynasty to come.

Progress in the game is measured in suns. The Shang believed in ten suns that each took turns ruling over one day or a ten-day week. However, the Zhou kings, who eventually defeated the Shang, believed only in a single sun and spread the story of the great archer Hou Yi who shot down nine suns from the sky. So every time a disaster is not circumvented or the Shang king grossly mismanages the affairs of state, a sun plummets from the heavens (maybe that could be what actually causes the flood or famine or whatever?) and the Shang Dynasty moves closer to collapse. Interestingly, it would have been a game that could be played in 10-session arcs, with each session representing a single disaster.

The system of the game never really came together in any meaningful way. There were some discussions of Shang period divination techniques in the thread and how to go about recreating those, but mostly it was just an amazing premise and game structure that never developed the basic rules that would have allowed it to be playtested.

Sources:
– 2004 Apr 04: Concept Originally Suggested on “Wishlist” Thread
– 2004 Apr 08: Shang Dynasty Game Thread on the Forge
– 2005 May 19: Livejournal Post with New Description

Retro: The Good Ship Revenge

2007 Feb 19

This project is an easy one to start off with because all work on it was concentrated in a few days, right before I got distracted by the Avatar game. The plan was to write a game similar to my freeform duets (Heavenly Kingdoms, Kazekami Kyoko Kills Kublai Khan, Waiting/Tea), but for a variable number of players. The game also drew on The Pale Continent‘s use of chess pieces and ideas about incorporating board game techniques that would later see the light of day in Avatar and the Exalted hack.

The premise was terrific. Anne Bonny, Mary Read, and Calico Jack Rackam command the rollicking casual-sex-and-death pirate ship, The Revenge. The original subtitle was “Yo ho ow, emo pirates!”

Two to five players would control the three co-captains and a few other important characters which would be represented as major chess pieces (not Pawns). A few other major pieces would represent important NPCs. All minor characters are Pawns. Black pieces are pirates, white pieces are lawful citizens.

Players take turns moving pieces around a board shaped like a broken wheel, with each space representing a basic piratical activity to frame the next scene about. Major characters would spend these scenes engaging in sex and violence (or whatever else they desired) with any minor characters they liked and any major characters whose players agreed to participate. However, in order to have sex with or kill a major NPC or PC, their pieces have to cross over the treacherously emo “Love & War” space (where some undeveloped resolution system would kick in) and from there to spaces specifically for “Sex” and “Death.”

All in all, a very fun little game and one I’d love to return to at some point. It seems like it could be whipped up into a fully working 10-page booklet without much trouble. Perhaps I could sell it alongside Seadog Tuxedo as a couple of short pirate games.

Sources
– 2006 May 14: Initial Wheel Design and Discussion
– 2006 May 15: Design Goals
– 2006 May 17: Explaining the Rules to Josh and Shreyas Over Chat
– 2006 May 18: Second Draft of the Broken Wheel

WordPress Retrospective

2007 Feb 19

So, based on advice from tons of folks, I’m planning to eventually move this blog over to my new WordPress blog which just went live (at least, officially).

Now, this change isn’t going to happen immediately. I still have that series on “Traitless games” to finish here. However, in the meantime, I’m going to try to collect links to all the game design work I’ve ever done and turn them into a retrospective that’s going to kick off the new WordPress blog. So if you want to hear about We Regret to Inform You the Gamemaster is Dead and other obscure, older projects, subscribe to the new feed and then you won’t have to worry about missing stuff when the true switchover happens in a few weeks.

There is a LOT of ground to cover in the design retrospective (I have accumulated dozens of half-finished projects over the years), so I’m going to try to post about one project every day or two, with links to all the old stuff and some commentary on what’s important about it and what might happen to it in the future.

Anyway, see you there on the new blog and I’ll see you here as well as we wrap up this one.

Retrospective

2007 Feb 19

So it’s final. I’m going to be moving the One Thousand One blog over from my old Blogger site. It’s going to be a gradual process, however. I still have a series of posts on “Traitless Games” to finish over on Blogger first.

In the meantime, what I want to do over here is take this opportunity to consolidate all the design work I’ve done and categorize it under various “project” headings. That way, if anyone wants to know about The Good Ship Revenge or Nine Suns Must Fall or some of the other more obscure things I’ve worked on over the years (or if I want to dig them up and revive/mine them), everything will be available in one place.

So prepare yourselves for a Jaywalt retrospective. While some, if not most, of these projects will never see the light of day as a full game (unless someone else finishes them, like how Argonauts was sampled by John Harper in making Agon), each one contains important lessons and interesting ideas that might be valuable in future work.