Monday, May 19, 2014

Game Chef 2014: Spy Party

A hand with red nails holds a bottle of nail polish bearing a hammer and sickle, with the text SPY PARTY

This year I decided to take a shot at Game Chef, a 10-day game design contest. This year the theme was "there is no book," and the ingredients (of which 2-3 should be included in your game) were absorb, wild, sickle, and glitter. My entry is titled "Spy Party."

Spy Party is a one-shot RPG in which players are communist (hammer and sickle) spies who have come to a makeover party in suburban Washington DC in hopes of exchanging intel with their undercover contacts. They must absorb fragments of knowledge from other players to figure out the USA's secret plans and weaknesses, while keeping up their cover of frivolous gossip and trying out glittery nail polish. Players paint each others' nails different colors to indicate levels of trust, while certain color combinations trigger in-game events. At the end, the colors of players' nails allow them to determine each others' fate (e.g. who is put on trial for espionage? Who is rewarded by your home country?)

Download Spy Party

Saturday, May 17, 2014

Fiasco: YOU ARE A CAT

On a whim I created a Fiasco playset titled YOU ARE A CAT. We tried out a three-player game that went well.

Our story began with nearly-identical fluffy tortoiseshell cats Robin (male) and Arthur (female) stuffed into the same cat carrier on the way from the animal shelter to their new forever home. Their new human had intended to adopt Arthur, but due to a mix-up at the shelter, both cats had gotten put in the carrier. They arrive home and the human -- a single woman -- discovers that she now has two cats. Robin decides to act extra adorable to try to convince the human to keep him and not send him back to the shelter. He's in luck, as the human is unable to get through to the shelter on the phone to complain about the mix-up.

Arthur soon discovers a third cat in the house -- this one also a nearly identical fluffy tortie -- emerging from the dryer vent. The new cat introduces himself as Killer, Robin's future self come back to warn his past self against making a grave mistake. He demonstrates his future knowledge by telling Arthur not to eat a certain tasty-looking houseplant, as it is poisonous. The human discovers Killer and assumes he is Robin.

Later in the day, Arthur is curled up in the human's lap being adorable when Robin enters the room. Arthur tells Robin about Killer, but Robin is unconvinced. To try to prove Killer wrong, he eats a big bite of the tasty looking plant -- and immediately pukes all over the floor.

The next day, Robin is sitting in the human's lap while she does some work on the computer. He sees her log into something labeled "TOP SECRET HIGH SECURITY," and the screen shows "Nuclear Launch Code: password123." Robin bats at the keyboard, accidentally initiating the launch sequence, which the human quickly cancels and then shoos Robin off her lap.

Killer confronts Robin, explaining that he is Robin's future self come back from a terrible post-apocalyptic dystopia with a dire warning. Killer insists that Robin should forget all about the nuclear codes he saw. Robin denies this, and loudly proclaims "password123! password123!"

Arthur wanders by and overhears the nuclear code and asks Killer about it (though she can't remember whether it's "password 123," "password 456," or "password321"). Arthur completely believes Killer's story and becomes very concerned about what Robin might do with the nuclear codes.

That night, Robin goes back on the computer to research what "nuclear launch codes" are. He Googles a bunch of information about the Cold War, and -- lacking any knowledge of historical and geopolitical context -- becomes convinced that Russia is located just around the bend in the road that they can see from the front window of the house. He is also certain that Russia intends to attack and destroy them, and that Killer is a Russian double agent.

Killer offers to take Robin and Arthur around the bend to show them that it is not, in fact, Russia, and to convince them of the terrible fate that awaits them if they do not forget about the nuclear launch codes. They all slip out through the dryer vent and walk around the bend. They meet another cat, named Coby, who knows Killer. Robin accuses Coby of being a Russian agent and asks him how to spell his name in Cyrillic (to which Coby replies "spell?"). Robin sees a teddy bear inside one of the houses on the new street and takes this as proof that this is in fact Russia, since Russia's symbol is a bear.

Killer leads the other two cats through a crack in the fence into a junkyard in order to show them what kind of future awaits them. He kills a mouse, to show what they'll have to do for food after the nuclear war. Arthur is worried because the mouse has no sauce on it (unlike good wet canned food). Robin dismisses the concern, because he finds an old pizza box with cheese stuck to the lid.

Back at the house, Robin decides to launch a preemptive strike on Russia. He gets on the computer and starts logging in to the nuclear launch site. Just before he is able to enter the launch password, Killer chews through the computer cord, shutting it down. He runs away as the human -- hearing the ruckus -- comes downstairs to find Robin typing on a dead computer. She takes him upstairs and shuts him in her room to prevent further mischief.

Killer talks to Arthur about a more long-term solution to Robin's insistence on starting a nuclear war. They decide that they can get him in trouble by peeing on everything, since that is a male cat behavior. They pee everywhere in the house -- except in the bedroom where Robin is sleeping.

When the human comes out in the morning, she initially blames Arthur. However, Robin emerges and takes the pee as a sign that he should pee everywhere too. The human gets upset and takes both Robin and Arthur back to the shelter. The shelter personnel figure out that Arthur was the cat she meant to adopt, and they take Robin back.

In the end, Robin is given several rounds of gross medicine for his urinary "problem," but is then adopted by a new family. They do not have access to the nuclear launch system, but he discovers that "password123" gets him into their bank account, Amazon account, eBay, etc. With their finances ruined by Robin's meddling, they are forced to send him back to the shelter.

Arthur lives a nice life with the human. He overhears Killer telling Coby about how he tricked these other cats into believing he was from the future, and so Arthur drops a flower pot on him. The human discovers Killer and takes him to the shelter, where he is promptly adopted by a nice family.

Monday, March 10, 2014

RPG night: A Tragedy In Five Acts

Tonight we played A Tragedy in Five Acts. This was a first for everyone at the table -- I knew of the game because the designer is a friend, but I had never played it.

Our setting was a farm in Quebec in the late 1960s. The Canadian government has decided to try to beat the Soviets and Americans to the moon, and to that end has funded the building of a rocket.

Our characters were:
Rosie, the Daughter -- a competent engineer whose talents are overlooked because she is a young woman in a low position in the project hierarchy. (Fatal flaw: Fortune's Fool)
Dougal McGuire, the Lover -- an aspiring astronaut whose true love is the Moon. (Fatal flaw: Arrogant)
Farmer Pierre, the Foil -- on whose land the Canadian space program is building its rocket. (Fatal flaw: Jealous)
Werner von Grupp, the Parent -- a German janitor who pretended to be a rocket engineer so he would be pardoned at the end of World War II. (Fatal flaw: Ambitious)
Clarence Bishop III, the Authority -- an overly-trusting government bureaucrat overseeing the space program. (Fatal flaw: Overly Trusting)

With appearances by Frank the real engineer, Jacques the cow, and Francois the cow.

ACT I

Scene i: Farmer Pierre comes to the rocket-building site to inquire what is happening, as he is afraid his cows will fall into the giant hole that the rocket team is digging. Clarence arrives to check on the project, concerned about where the government's money has gone. He is given an order for steel tubes in a confusing mix of metric and imperial units that suggests they have no idea what they are doing.

Scene ii: Rosie and Dougal have lunch next to the tanks of corrosive acid that are being used in the rocket construction. Rosie insists that Dougal needs to read the astronaut training manual she has prepared for him, but he demurs.

Scene iii: Werner calls Pierre into his suspiciously opulent office. Because Pierre has some practical engineering experience from repairing his farm equipment, Werner wants him to join the rocket team. Appeals to patriotism fail, but Pierre is convinced by the opportunity to defraud the government of more money.

ACT II

Scene i: Clarence goes to check on the receipts for the project, and instead comes across some correspondence between Werner von Grupp and his hero Werner von Braun. Unable to read German, he takes them to Rosie for translation. In the letters von Grupp shares his rocket ideas and von Braun assumes he must be a rather dim third-grader. Rosie is alarmed, but lies to Clarence and says they are merely social correspondence.

Scence ii: Werner proposes building a 1/16-scale test rocket. Pierre insists a certain connection needs 10 wires (to bilk the government out of more money) while Rosie explains it only needs three. Pierre concludes from this that he misunderstood the numbers in English -- 10 is actually 3 and vice-versa.

Scene iii: Pierre and Werner launch the test rocket, which crashes into the paddock where most of the cows are -- leaving only Jacques and Francois alive. Dougal is upset at being left out of the launch.

ACT III

Scene i: Having realized things are not quite right, Clarence has called in a competent engineering team, led by Frank. Dougal is upset that they are making him do real training and eat real astronaut food, Pierre is upset that they won't let Jacques and Francois be his interns, and Werner is upset that Frank is upstaging him.

Scene ii: In his office, Werner cuts and pastes to swap the authors' names on his and Frank's rocket schematics. Then he goes to Clarence's office and shows him all the flaws in "Frank"'s schematics. They agree that Frank needs to be fired for his incompetence.

Scene iii: Pierre and Rosie are working on the rocket while the new team takes their union-mandated lunch break. He tells her he is jealous that Dougal is going to get to go to the moon. He shows her how, if they upgrade from "10" fuel tanks to "3", they will have enough thrust to add an extra pod to the rocket that will hold himself, Jacques, and Francois.

ACT IV

Scene i: Clarence confronts Frank, who calmly explains that the names have been switched on the schematics, then tears them up so nobody will mistakenly use them. After Clarence leaves, Werner lures Frank outside with a fake apology. While he's distracted, Dougal (on Werner's orders) sneaks up behind him and, after some hesitation, kills him with a wrench. Werner and Dougal dispose of the body in the acid tank.

Scene ii: Rosie finds the correct set of schematics, but seeing Werner's name on them she thinks they are the old plans and rips them up so that nobody will mistakenly use them. While she is doing this, Dougal -- who has been drinking heavily to dull the guilt from murdering Frank -- wanders in and begins to babble to her.

Scene iii: Werner panics upon finding both sets of schematics have been destroyed. He calls Pierre in to re-draw the plans from memory. Pierre does so, adding his cow pod to the design.

ACT V

Scene i: Dougal drunkenly confesses the murder to Rosie, and tells her "von-not-supposed-to-tell" put him up to it. She goes to confront Werner. He manages to talk her down.

Scene ii: Pierre convinces Dougal that they should launch the rocket early (so Dougal can escape to the moon, and so that nobody can stop Pierre from loading Jacques and Francois on board). Pierre plans to surprise Dougal when they get to the moon. He counts down (3, 9, 8, 7, 6, 5, 4, 10, 2, 1, liftoff!), then pushes the launch button and the rocket takes off. But because it is unbalanced (from the udder-shaped cow pod attached to the side), it comes crashing back to Earth and explodes in the acid tanks, killing Pierre, Dougal, Jacques, and Francois.

Scene iii: A month later, Werner, Rosie, and Clarence appear before a parliamentary inquiry. Their incompetence is laid out for all to see. Werner loses all credibility as a scientist and has to go back to being a janitor. Clarence and Rosie are exiled to the USA to work on the US moon landing program.

Our winner, with a score of 210 (to second-place's 88), was Pete, playing Werner von Grupp. He named this monstrosity "Maple Moon Cows: The Untold Story of the Canadian Space Program."

Sunday, February 16, 2014

Playtest -- The Last Two People On Earth

One of my projects is to create some roleplaying games that are specifically designed for just two players. I won't claim an extensive enough knowledge of the RPG market to claim that such games are rare, but they certainly present a unique challenge. For my first attempt, I took on a post-apocalyptic theme. The two players are, so far as they know, the last two people on Earth.

The mechanics are pretty obviously inspired by Fiasco. For the setup phase, players each roll a pool of dice, then use the numbers shown to pick items out of a table to create the scenario. The scenario defines things like the nature of the apocalypse, how the players' characters survived, and how they met. For the main game, the players re-roll their dice and use them to select scene prompts which the other player must then work into their scene. At the end, the players use their remaining dice to select their characters' ultimate fates.

In our game, we decided that the apocalypse had been caused when the government finally tried to control the minds of everyone who had been drinking fluoridated water their entire life. This didn't go so well, and so everyone died, and now packs of wild dogs roamed the ruins. Our characters were Justin Bieber, who survived due to prodigious consumption of vitamins, and Lieutenant Colonel Dolores Gripley, who had just emerged from several years in a secret government cryogenics experiment. They met while scavenging in the ruins of the Cedar St. Giant Eagle in Pittsburgh. Justin appealed to Dolores for help, because while the store was still full of food, he (as a pampered pop star) had no idea how to cook it. Dolores didn't recognize him (having been frozen during his entire career), but she took pity on him.

Accompanied by Justin's trusty dog Artie, the two set off to the park by the river to eat, when they came upon the corpses of Justin's fans who had been leaving his show at PNC Park when everything went wrong. They both fled onto the 9th Street Bridge -- Justin because the bodies were covered with bugs, and Dolores because she hallucinated that they were coming back to life. Upon hearing Dolores's story, Justin tried to go back, thinking his fans would help him. Instead of his fans, though, he encountered a pack of wild dogs. Artie ran ahead, and somehow charmed the wild dogs. Justin reasoned that just like he was famous among humans, Artie must be famous among dogs, and so the wild dogs were his dog fans.

Dolores was increasingly confused, so Justin turned on his radio, hoping to hear one of his songs so that he could show Dolores how famous he was. Instead, the radio picked up a bulletin calling for any survivors to rendezvous at the WESA studio in the Southside.

Justin, Dolores, Artie, and the wild dogs proceeded to the Southside where they found the WESA staff as well as several visiting NPR personalities barricaded in the studio. Carl Kasell was guarding the entrance with a machine gun. He confessed that he was Justin's father. He had wanted to reconnect, but he couldn't afford a ticket to one of Justin's shows. In order to verify the identities of anyone seeking refuge in the studio -- to make sure they weren't part of the government conspiracy -- the studio dispatched a team of crack investigative reporters. Steve Inskeep, who had for some reason been turned into a minotaur, came out to check out Dolores and Justin. Justin grabbed Steve's microphone and sang an impassioned concert all night, proving his identity and bringing tears to everyone listening.

In the end, everyone from the studio set out down the Ohio River on the Gateway Clipper (renamed the Gateway Bieber). Justin reveled in his new NPR-listener fan base, and Dolores fell in love with Carl Kasell.

Draft rules -- The Last Two People On Earth

Monday, February 10, 2014

RPG night -- Dread, Cold War edition

Tonight we played a round of Dread. The players were members of the President's entourage and other hangers-on chilling at Camp David. We had President Hellmutt, who had blatantly stolen the election and built a stained-glass fallout shelter at Camp David. There was his not-so-secret lover the hippie Sunshine Happiblossom, who was an activist for men's rights and a hater of all things Guatemalan. Unfortunately for her, we also had Guatemalan ambassador Sylvia Contreras-Ayala, who hoped to retire from politics to become CEO of the United Fruit Company. There was journalist Drake Johnson, who was a secret communist spy, as was Ruth Gilberg, a CIA agent under cover as a janitor. And finally we had General Prescott Wainwright, who believed strongly in getting Americans to produce as many children as possible for cannon fodder.

Our story began with the President and the General having a beer in the stained glass fallout shelter and discussing this comm-u-nism thing that the President didn't really understand. The President was getting well and truly sloshed when a marine ran in to tell him that there was a call for him from Admiral Birkbickler on the red phone in the command center. The President and General rushed to the phone, with the CIA agent and Ambassador both disguised as cleaning staff following. The Admiral informed them that he had just gotten word that Soviet submarines bearing nuclear warheads were within striking distance of New York, New Orleans, San Francisco, Honolulu, and -- the phone line was cut before he could tell the President the last city being threatened. The President drunkenly marked the cities on a wall map, putting the marks in wildly inaccurate locations (such as Fargo, ND).

The other characters were waiting outside, where they saw a helicopter painted with a hammer and sickle land in the grass. Three Soviet soldiers and an older man in a suit emerged. The older man declared himself to be the Soviet Premier, here to demand the unconditional surrender of the United States. He explained that he had cut all communication lines out of Camp David, except for the enormous satellite phone that he carried with him. If the captains of the nuclear submarines didn't get a call from him with a secret code phrase in five hours, they had orders to nuke their respective target cities. The CIA agent pulled out a gun and shot the helicopter's fuel tank, causing it to explode -- but remained hidden so nobody else knew she was the one responsible.

After some back and forth, the President and General agreed to meet with the Premier at the stained glass fallout shelter. The Ambassador managed to grab the satellite phone from the Soviets to try to call for a Guatemalan helicopter to come rescue her. All of the Soviet soldiers turned their guns on her, at which point the General ordered the US marines to fire on the Soviets and ducked behind the beer fridge. The President also pulled out a gun. The three Soviet soldiers were killed. The CIA agent (being a commie traitor) took a shot at the president, wounding him in the head. The Hippie rushed to help him. The marines took the phone from the Ambassador and gave it to the General, who called Washington and ordered a preemptive nuclear strike on Russia.

At this point a backup Soviet helicopter, having seen the wreckage of the first one, landed, and four soldiers got out. The Premier rushed to the safety of his newly arrived comrades. The Journalist grabbed the phone and tried to call his communist contacts to let them know about the American nuclear strike, but the marines interrupted him. Luckily for the Reds, the CIA agent was able to dive into the meelee and complete the call. The marines seized her and locked her in a broom closet, while the Journalist fled to the Soviet helicopter. In the commotion, a stray bullet from one of the marines killed the General. The CIA agent used her knowledge of the fallout shelter's secret passageways to escape through a ventilation duct.

Meanwhile, the President rushed outside and took a shot at the Premier. It hit him, and the Soviet soldiers rushed his unmoving body onto the helicopter. The Journalist convinced the Soviets to wait a few minutes so that the CIA agent could join them, since she was a communist too.

The Ambassador now showed up with an army of cleaning staff, gardeners, and other common people who were around at Camp David. They took the satellite phone and made a series of calls to the cleaning staff at the three US missile bases and five Soviet nuclear submarines, telling them to disarm the warheads. (In terms of game mechanics, this required the Ambassador to make eight separate pulls from the tower.)

New York ... saved.

New Orleans ... saved.

San Francisco ... saved.

Moscow ... saved.

Stalingrad ... saved.

Mystery US city ... saved.

Honolulu ... saved.

Leningrad ... saved.

With the world now saved, the Hippie decided to take out the two leaders who had gotten us into this mess. She grabbed the President's gun and shot him (giving him a nice symmetrical wound to the one he got from the CIA agent). She charged the Soviet helicopter, hoping to finish off the Premier, but was killed by the Soviet soldiers.

In the end, the two traitors got away in the Soviet helicopter, the Ambassador became a major union organizer in Guatemala, and the President survived impeachment but lost his reelection campaign. And the mystery city really was Fargo, ND.

Here's a file with the player questionnaires if you'd like to play a Cold War Dread game.

Cognitive vs social approaches to analysis paralysis

Luke Laurie has a useful post listing some strategies that game designers can use to cut down on "analysis paralysis" -- the tendency of players to take inordinate amounts of time to make decisions, slowing down the game. I thin Laurie's list of 10 specific strategies can be lumped into two basic approaches: reduce cognitive barriers and reduce incentives to continue investing congitive effort. The "reduce cognitive barriers" lump includes things like separating phases for different actions and reducing visual clutter. These strategies help players' brains process relevant information faster and more easily. The "reduce incentives to continue investing cognitive effort" lump involves things like randomizing outcomes that make it impossible or worthless to game out long chains of consequences and counter-moves.

The word "cognitive" appears in both of my (inelegant) labels above because Laurie's approach is basically cognitive. That is, he treats players as basically rational agents trying to maximize their achievement of a goal (winning the game), under constraints posed by the game itself and their own mental shortcomings. This is certainly a huge part what board games are about! Strategizing to win is at the heart of what draws most players to gaming.

Nevertheless, games also have affective (feelings) and social aspects too. Consider Arkham Horror, featured in the last photo in Laurie's post. There's a lot of strategy that goes into playing Arkham Horror. But people play it just as much for the feeling -- to experience the horror and madness of a Lovecraftian world. And board games are usually a social activity, to be played with and against other players rather than just solitaire or against a computer AI. I've found that analysis paralysis can vary greatly with the social dynamic of the game. For example, one of my early plays of Alien Frontiers was with a group especially prone to analysis paralysis, so the game dragged on forever. I nearly swore off it, but in subsequent plays with a different crowd it flowed smoothly. So I think that in addition to the cognitive solutions to analysis paralysis that Laurie proposes, there are also solutions to be found in the affective and social realms too. I can't claim to have an exhaustive list, so I'll just focus on one.

Laurie's last suggestion is to create simultaneous actions. On a mechanical level, this can speed up a game by letting multiple players do their analysis at the same time rather than having to wait to do them one after the other. But I have found that it also exerts beneficial social forces. On the one hand, there is social pressure on slower players to make a decision, because the whole group is waiting to do something together. On the other hand, it reduces the scrutiny directed at one player by the others who are waiting for their own turns. Together, these two forces push players to get to the point. Seven Wonders makes a good example of this. Nobody wants to be the person holding up the round by taking too long to pick their card, but you also have some breathing room to think while other people pick their cards. I use a similar approach in Bunny Money Gunny, as players pick their card order simultaneously then reveal them simultaneously. In playtests, slower players are swept along socially to avoid analysis paralysis.