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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 92 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Why Does Your Game Rock?  (Read 2658 times)
Ben Lehman
Member

Posts: 2094

Blissed


WWW
« on: April 05, 2005, 07:52:10 AM »

This is totally the self-pimping thread.  Nearly-done games, totally done games, and half-baked game ideas all welcome.

Polaris (nearing print) rocks for a few reasons.  First is that it has great color.  Second is that it has a GMing mechanism that won't make my head explode.  Third is that it has a resolution mechanic which is vigorously structured Drama, and that has a great ripple effect throughout the game.

Bliss Stage (half-done) rocks because it's about all that sex I wished I was having when I was 15.  Plus, it has giant robots.

Tactics (pipe dream stage) rocks because it is awesome Gamist sugar.

So why does your game rock?  Don't make me look like a putz for being the only one posting on this thread.

yrs--
--Ben
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Matt Snyder
Member

Posts: 1380


WWW
« Reply #1 on: April 05, 2005, 08:34:53 AM »

Dear Putz,

My game, Nine Worlds, rocks.

It rocks because it has a playing card mechanic system that empowers players to be creative contributors.

It rocks because it has incredible illustrations and awesome graphic design. It's a treat for the eyes, and the color oozes out of the gamebook. It's a pleasure to read.

It rocks because it produces actual play like this:

It rocks because it's a "magic" game that makes the magic meaningful and consequential. It's about fantastic stories, not just fantasy.

It rocks because people who've purchased the game online will receive generous discounts when I release a revision (it'll be free, in the case of PDF buyers).

Sincerely,
Matt
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Matt Snyder
www.chimera.info

"The future ain't what it used to be."
--Yogi Berra
Keith Senkowski
Member

Posts: 725

On A Downward Spiral...


WWW
« Reply #2 on: April 05, 2005, 08:44:57 AM »

My game, Conspiracy of Shadows RAWKS (which is infinitely better than rocks)!

It RAWKS cause Descriptors are crazy clever ways of making interesting characters with implied history without 10 page write ups that are never used.

It RAWKS cause the Players collaboratively create a reason for being together as well as a series of relationships, getting rid of the need for 10 page write ups about Ludwig's Uncle Arney and why he is important.

It RAWKS cause it lets you create your own fucking monsters and conspiracies with ease.

It RAWKS cause my art RAWKS and screw you if you don't like it.

It RAWKS cause I support the shit out of it.

It RAWKS because I fucking say so!

Keith
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Conspiracy of Shadows: Revised Edition
Everything about the game, from the mechanics, to the artwork, to the layout just screams creepy, creepy, creepy at me. I love it.
~ Paul Tevis, Have Games, Will Travel
TonyLB
Member

Posts: 3702


WWW
« Reply #3 on: April 05, 2005, 09:10:21 AM »

My game, Capes does the following:
    [*]It reads your mind[*]It then shows everyone exactly what you actually want from the game[*]It makes perfectly clear that what you want is not incompatible with what they want[*]It pays other people to make you fight tooth and nail for what they now know you want...[*]... but only if they let you win it in the end.[/list:u]Which is why Capes rocks harder than a fifty mile asteroid thirty seconds away from impacting on Millenium City.
    Logged

    Just published: Capes
    New Project:  Misery Bubblegum
    Luke
    Member

    Posts: 1359

    Conventions Forum Moderator, First Thoughts Pest


    WWW
    « Reply #4 on: April 05, 2005, 09:15:31 AM »

    Like I even have to post to this thread...
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    daMoose_Neo
    Member

    Posts: 890


    WWW
    « Reply #5 on: April 05, 2005, 09:18:32 AM »

    The Imp Game RAWKS EVERYTHING! Or not, I mean theres only so much 3 foot tall bumbling fools can rawk...I dunno if they can even rawk rocks come to think of it...

    In The Imp Game you and your fellow players take on the world as imps, the servants of a quasi-dark and wannabe evil overlord. You get sent on various missions, I'm working up the rules for micromanaging a dungeon, its all great fun and ready to play with no notice or prep what-so-ever- just get 3-6 folks, at least 2 six sided dice (though 2 dice per player is best), and start running with it!

    The GAME rocks for several reasons:
    1) Strictly follows KISS- Keep it simple stupid! One mechanic, do whatever you want. Win, lose, your call! Chargen takes all of 10 minutes, almost nothing to remember, keep all of your notes on ONE index card!
    2) Subject matter - who doesn't like being evil? ^_^
    3) Any game that incites a 20 minute laughing fit per 2 hours of play in the majority of its games HAS to rawk! In fact, one game didn't even get out of char-gen without one of the players laughing uncontrolably. To me, THAT is a mark of greatness :D
    4) Quite flexable, entertaining for any genre or setting with characters highly prone to failure.
    Logged

    Nate Petersen / daMoose
    Neo Productions Unlimited! Publisher of Final Twilight card game, Imp Game RPG, and more titles to come!
    xenopulse
    Member

    Posts: 527

    Heretic Forgite


    WWW
    « Reply #6 on: April 05, 2005, 09:31:19 AM »

    Power/Evil ROCKS because it's the only GM-less SuperGamist strategy RPG around (that I've seen, and admittedly, I haven't looked very hard, but pssst).

    It's unapologetically all about stepping on up, plus you get to play evil empires with powerful minions that beat each other up all the time. Is that not the R0XX0R?

    Also because it's an exercise in exploring the question of what makes an RPG. How minimal can you make the role of narration without leaving RPG territory?
    Logged

    Bill Cook
    Member

    Posts: 501


    « Reply #7 on: April 05, 2005, 09:59:40 AM »

    My game rocks because it was given to me by a fourth-dimensional being that entered my room on a ray of light. He said he was my grandson in the future, so I should claim authorship. The manual began as blank pages. They wrote themselves while we played. Anytime we came across something broken, the game took us back in time and corrected itself. Play featured zero prep adventures that yielded complete satisfaction from sessions lasting only fifteen minutes, yet it had the range and depth to sustain campaigns of 30 years or more. It came with implants that self-integrated to your brain stem, causing you to experience play according to your GNS preference, regardless of what actually happened.

    My annoying friend stopped by to brag about the cutting edge design in one of those Forge games he'd picked up from Indie Press Revolution. Slurp! My game incorporated those elements, in ways more innovative and daring than the author had conceived. Impressed, my friend thumbed through my game.
    - "This is the same damn thing as add dice for critical success. That's been in V:tM for ages." Zap! My game turned my ex-friend into a grease spot .. and cast Alter Reality to where everyone thought it was White Wolf who'd reinvented the wheel.
    Logged

    Matt Snyder
    Member

    Posts: 1380


    WWW
    « Reply #8 on: April 05, 2005, 10:01:56 AM »

    I HOWL at the irony of my post above where I say it produces actual play like this:

    And then nothing shows up.

    It was supposed to be: Uppity Archons
    Logged

    Matt Snyder
    www.chimera.info

    "The future ain't what it used to be."
    --Yogi Berra
    Ben Lehman
    Member

    Posts: 2094

    Blissed


    WWW
    « Reply #9 on: April 05, 2005, 10:03:55 AM »

    Quote from: Matt Snyder

    And then nothing shows up.


    Matt

    I found the null statement very philosophically intruiging.

    yrs--
    --Ben
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    Matt Snyder
    Member

    Posts: 1380


    WWW
    « Reply #10 on: April 05, 2005, 10:05:10 AM »

    Ben,

    Touche'

    Yours,
    Putz
    Logged

    Matt Snyder
    www.chimera.info

    "The future ain't what it used to be."
    --Yogi Berra
    Anonymous
    Guest
    « Reply #11 on: April 05, 2005, 10:29:29 AM »

    My game BARBAREN! (in playtesting), in which you play fierce, extremely masculine barbarian warriors, UTTERLY rocks because:

      [*]It's about fucking and butchering. Really. It's porn and splatter and outrageous sexism all the way. The ultimate, none-too-serious Macho RPG.

      [*]It's got an active resource combat mechanic that is 0% Sim, 100% Gam and 100% fun. The very same mechanic is used for laying a woman, too.

      [*]Your resource for improving fighting stats is gained solely by fucking, and your resource for improving wooing stats is gained by butchering.

      [*]There are only four kinds of women: "Süße Dinger" (sweet things), "Schönheiten" (beauties), "echt geile Säue" (something along the lines of real hot nasty horny babes), and "Göttinnen" (goddesses).

      [*]Every player character has a nine inch cock. No shit.

      [*]It's got some player empowerment and relationship rules inspired by Ralph Mazza, which might not be special in  American games any more, but certainly is in German games.[/list:u]
      Logged
      Frank T
      Guest
      « Reply #12 on: April 05, 2005, 10:30:58 AM »

      Oops, guest is me. Sorry about that.

      - Frank
      Logged
      Ben Lehman
      Member

      Posts: 2094

      Blissed


      WWW
      « Reply #13 on: April 05, 2005, 10:33:30 AM »

      Quote from: Frank T

        [*]Every player character has a nine inch cock. No shit.[/list:u]


        I must say, of all of the games in this thread, yours has the best hook.

        yrs--
        --Ben
        Logged

        Frank T
        Guest
        « Reply #14 on: April 05, 2005, 10:56:54 AM »

        You know, Ben, I knew I'd get you when you wrote this part about

        Quote
        all that sex I wished I was having when I was 15


        *fg* Frank

        P.S.: HOOK! Now I got it. *rofl*
        Logged
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