Showing posts with label Laser Kittens. Show all posts
Showing posts with label Laser Kittens. Show all posts

Monday, February 1, 2016

Laser Kittens is live on Kickstarter!

Laser Kittens, a game of tiny kittens growing up and learning to control their lasers, is live on Kickstarter. In Laser Kittens, you'll play kittens being fostered at the Knoll St School for Wayward Kittens, a house where humans take in orphaned and abandoned kittens and take care of them until they're ready to find their Forever Homes. You'll learn important lessons from your adult cat professors, such as how to control your laser -- a special superpower that humans don't know about. Use your laser to summon a herd of emus to your aid, or teleport all of the catnip into the basement, or to erase a bad human from history.

Laser Kittens is a cooperative storytelling game suitable for everyone from pre-teens to adults. Using two standard decks of playing cards, you'll bid for control of the story. Players take turns being Class Captain, setting the scene and controlling any NPCs while the other players narrate the actions of their kittens. When your laser goes off, you never know if it will do something amazing or backfire terribly, creating kitten chaos. The fun is in seeing what happens!

When you back Laser Kittens you can get a PDF and audio versions of the rulebook, or a softcover physical copy (100 pages, 6x9 inches). At higher pledge levels, you can get your cat included as an NPC, or even have our artist (Cynthia Lee) incorporate your cat into the book's illustrations. Back Laser Kittens today!

Saturday, November 14, 2015

Why -- or why not -- use the Apocalypse World system?

I love games that use the Apocalypse World system. At Metatopia I playtested a bunch of AW-bsed games, ranging from relatively straightforward transpositions of the mechanics into new scenarios, to wildly creative reimaginings of the system. It's my go-to system for a more traditional* game.

So when I design a game, it's worth asking why I am, or am not, using the AW system as my basis. The two games I brought to Metatopia make a good illustration of this, since one is AW and the other is not.

My AW game, tentatively titled "Get Ready to Rock," is about a band on tour. It was inspired in part by some sessions of the "Touring Rock Band" and "Touring Rock Band 2" Fiasco playsets -- so I know that you can tell the kind of stories I wanted to tell without AW mechanics. And my use of AW started in part simply from noticing the similarity between the name "Apocalypse World" and the name of the show "Metalocalypse" (another key inspiration). But the game has progressed and worked because the AW system does certain things that are useful for the kind of stories I want the game to produce.

First, one of the key drivers of the game is the tension between the cohesion necessary to play music together, versus the clash of egos that arises when a band hits the big time. This is supported in part by some of the base AW mechanics. The use of differentiated playbooks geared to different roles in the story helps to model both the complementary differences that make a band work (made obvious in the formulas used by music executives constructing boy bands and supergroups), as well as the different directions that each member's personality will tug the band in. I also borrowed the "strings" mechanic pretty directly from Monsterhearts (which I regard as the paradigm of an AW game, perhaps even more so than AW itself) as a way of intensifying the need to make complicated choices that implicate your fellow band members. I also implemented one innovation which followed smoothly from the AW base: the band as an entity has its own playbook, separate from the players' individual ones, with its own set of stats, its own harm track, and moves that can only be done by the band as a whole.

Second, I wanted the game to motivate the characters to make bad decisions and get themselves into trouble. This is not a game where the GM dreams up a set of challenges that the players then work to overcome -- instead, the characters' own actions should get twisted to draw them further into complicated situations and force them to make difficult choices. The aforementioned strings are an obvious way to do this, and I enhance their role in the game to allow players to make things complicated for each other. But even more importantly, the "partial success" mechanic in AW leads directly to complications. Having clearly structured "moves" means that players are confronted with tough choices and a framework for complicating their own lives when they roll anything less than a 10.

On the other hand, I think there are good reasons that Laser Kittens is not an AW game. For this game I developed my own system, based on bidding cards from two standard poker decks. There are several aspects of the gameplay that I wanted, which would be difficult to model using an AW basis.

First, Laser Kittens is a game with a rotating GM. Now, I know there are GM-less AW games out there, so it's not an impossibility. But it doesn't follow easily, because there is a tension between the player-level decisions involved in bidding to GM a scene, versus the character-level actions of using your playbook's moves. Bidding for the GM role would have required a separate mechanic, whereas my original system was able to seamlessly merge the mechanics for picking a GM with the mechanics for resolving conflicts within a scene.

Second, I wanted to model the chaos of kitten life. While much emphasis is placed on the partial success mechanics of AW, ultimately characters in an AW-based game are more or less in control of what they're doing, within known parameters of probability. On the other hand, kittens are not in control -- they have limited knowledge and limited control over their own bodies. The card-bidding mechanic of Laser Kittens generates a good deal of chaos. (I had one playtester tell me that she had more fun when she selected her bid entirely at random, rather than trying to purposefully choose a good card.) Moreover, bidding from a fixed set of cards encourages players to deliberately invite failure by spending bad cards, both as a way of refreshing their hand and as a storytelling end in itself. This is something that can't be done with a dice-based system, where each roll is uncontrollable and statistically independent of each other roll.

Third, there are the lasers. I'm planning a longer post about how I developed the laser mechanic, so for the moment I'll suffice it to say that nothing in the standard AW toolkit allows for modeling some of the key characteristics of lasers in the game. Specifically, lasers (unlike character moves in an AW game) 1) build up "pressure" over time until they're forced to go off, and 2) have success/failure levels that can be progressively learned about, and adjusted, during the power-up period.

That being said, translating what Laser Kittens has become into an AW-based system is an interesting challenge, and a potential stretch goal for Kickstarter!

*I know some people regard AW games as super indie. But to me, "traditional" encompasses any game in which there is a distinction between GM and players, and in which each player controls a character whose abilities are defined by a set of "stats and powers."

Tuesday, June 9, 2015

Stentor's Origins Roundup

I'm back from a super-successful Origins and battling a bit of con crud. Here's a roundup of what I was up to:

Sales: We had Bunny Money Gunny for sale at the IGDN booth. I don't have the final numbers, but it was pretty clear that this game sells when Cheyenne is demoing it.

Purchases: I kept it light this year. I picked up The Quiet Year for my own enjoyment, and a copy of the Fate Accelerated book and a bunch of Fate dice for use in my Economic Geography class this fall.

Played: We'll start with the games I ran -- three sessions of Laser Kittens.

I've got extensive notes, and I'll try doing a longer writeup of each later. For now, I'll just give summaries.

Game 1: This session began with Professor Julius administering the Cat Oath to all of the kittens. They spent some time learning about the ethics of laser use, then had to face a midterm exam in which they were attacked by a mysterious black cat. Luckily, it turned out to be Professor Siren's doppelganger, as she had the "two two two" laser.

Game 2: The kittens dedicated themselves to getting human Joe in trouble. Since they couldn't get up the stairs to his room on their own, they summoned a herd of emus (using the "zoo zoo zoo" laser) and rode them. One kitten had a terrifying prophetic vision of a post-apocalyptic future if they killed Joe (using her "view view view" laser), and so another kitten decided to simply erase Joe from history as if he had never existed (using the "shoo shoo shoo" laser).

Game 3: The kittens were on a mission to attack the neighbors' dog. Concerned that the rabbits in the house were helping the humans to steal the kittens' poops (and thus their powers), the kittens invaded the rabbits' secret lair behind the paneling. A battle ensued, which ended in victory for the cats when all of the rabbits were teleported (using the "shoo shoo shoo" laser) into the neighbors' house, which got the dog in trouble as he was blamed for the sudden appearance of a bunch of bloodied rabbits.

Since there was so much interest in Laser Kittens, I never got to run the other game on my menu, Dread: Dinosaur Edition. You can grab the character questionnaires here if you'd like to try running it yourself.

The first game run by someone else that I played was Microscope. We created the story of the encounter and ensuing war between Earth and the Uktar, an insectoid alien species, told from the Uktar's point of view. We had political intrigue, the rise of an Uktar-worshipping cult, and the eventual development of Uktar-human hybrids.

Next, I played a game of The Warren. I've run this game before, but this was my first time as a player. Our game was set in ancient Egypt, and we had established our warren on a small island in the river to protect ourselves from the desert hares. However, the humans had built a dam to divert river water for irrigation, making it possible for the hares to invade. My character had to bait the River God (a giant crocodile) into attacking and smashing the dam in order to save the warren.

The last game I played was A Single Man in Possession of a Good Fortune, a hack of Kagematsu set in regency-era England. This is not a setting I would have chosen if my options weren't so limited by the time I got to the front of the line at Games on Demand, but it was incredibly fun. In our game, we were three daughters and their governess of the head British official in Bombay. We had to win over the new governor who had been sent to replace our ailing father so that he would protect the city against a French invasion.