The Forge Reference Project

 

Topic: New 24-Hour Games
Started by: philreed
Started on: 6/30/2004
Board: Indie Game Design


On 6/30/2004 at 12:57am, philreed wrote:
New 24-Hour Games

With vs. Monsters Deluxe finished I'm ready to try another 24-hour game. Anyone else up for doing some of these over one weekend in July?

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On 6/30/2004 at 1:42am, Jeph wrote:
RE: New 24-Hour Games

Sure thing. What happened to that Yahoo group with last year's games on it? It still around?

--Jeff

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On 7/1/2004 at 2:57am, pigames wrote:
RE: New 24-Hour Games

I'd love to give that a try! I'm sure I can pick an idea out of my head for that.

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On 7/1/2004 at 6:53am, anonymouse wrote:
RE: New 24-Hour Games

Certainly down with this. The trick is for this reply to be some kind of auto-pilot so I don't immediately start thinking of ideas.. which I will then have to discard to comply with the rules. ;)

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On 7/1/2004 at 6:57am, Crackerjacker wrote:
RE: New 24-Hour Games

I'll do it.

But which weekend of July?

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On 7/1/2004 at 12:43pm, ethan_greer wrote:
RE: New 24-Hour Games

I'll make no commitments because I really can't - things are too up in the air with real life at the moment... But if I can be involved, I definitely will be.

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On 7/1/2004 at 12:52pm, ADGBoss wrote:
RE: New 24-Hour Games

Yeah I would be down with that.


Sean

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On 7/1/2004 at 12:59pm, ethan_greer wrote:
RE: New 24-Hour Games

Hey Phil,
Just to avoid this becoming a chorus of "present and accounted for," can you give us a run-down of the rules for 24-hour games so those on the fence can make a more informed decision?

Also, I encourage you not to try to set a date based on group consensus. That way lies madness. :) Just pick a weekend and go for it.

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On 7/1/2004 at 9:52pm, anonymouse wrote:
RE: New 24-Hour Games

For the curious, this is the original thread from last year.

In summary:

You've got 24 hours to design a complete game. You cannot use any system/design stuff you've come up with before, ever; we start the clock, you start wracking your brain for a game idea, and then try and get it done. "Complete" is determined solely by each individual designer and their personal standards.

..and that's it. Unless I forgot something...

Forge Reference Links:
Topic 5951

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On 7/1/2004 at 10:06pm, Eero Tuovinen wrote:
RE: New 24-Hour Games

Let me tell you what personally bothers me in this challenge: nobody seems to acknowledge the difference between going into it with a readymade inspiration as opposed to a complete blank. I find the former almost trivial (I frequently write a first draft of a game in half that time when inspired) while the latter is altogether another matter.

I seem to remember that last time these were done people tended to wait around until they got an idea and started their designing (and the clock) then. Of course it's no skin off my nose, but I'd find that distasteful myself; the exercise is supposed to be about forced creativity, not forced typing. Anyway, it seems that I've too much gamesmanship in me to really like something this vague. Or I'm just too confident in my ability to get my blood to boil for this.

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On 7/1/2004 at 10:25pm, philreed wrote:
RE: New 24-Hour Games

Yes, the plan is to create and release -- in 24 hours -- a 24-page game. You're on your honor not to use any existing ideas or designs; the goal of the project is to see just what you're capable of in a tight deadline.

It was a great creative exercise for me last year and I'm happy to say I just released the Deluxe version of vs. Monsters in PDF. And tomorrow I start taking pre-orders for the print version (including the boxed set).

As of now, I have some big projects through July 15 or so. I'm thinking the weekend of the 17-18 may be good.

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On 7/2/2004 at 2:53pm, sirogit wrote:
RE: New 24-Hour Games

Hey, this sounds pretty cool.

Did you really mean the bit about the game being 24 pages long? I've never written much that long.

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On 7/2/2004 at 2:59pm, philreed wrote:
RE: New 24-Hour Games

sirogit wrote: Hey, this sounds pretty cool.

Did you really mean the bit about the game being 24 pages long? I've never written much that long.


Yep. That's part of why I considered vs. Monsters to be a failure last year -- the PDF was only 20-pages long.

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On 7/2/2004 at 4:08pm, Jeph wrote:
RE: New 24-Hour Games

I don't think anyone actually made the full 24 pages. Yee Olde West was 9, Vespertine was 19, Sunrise was 16, Pace was 18, Criminal Element was 12... hell, I think Vs. Monsters might have been the longest. And it was certainly the prettiest.

This year I'll be formatting mine for A5. That should help. :D
--Jeff

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On 7/2/2004 at 4:15pm, Lxndr wrote:
RE: New 24-Hour Games

How extreme and fixated is this "no previous ideas" thing? I mean, if I've done a game using dice pools before, does that mean no dice pools? If I've done a game using a roll-under-TN system, does that mean no TN-under-rolling? does this apply to games we've seen? What if I realize halfway through that, wait, I once briefly flirted with the idea of basing a game on fhqhwgads, but forgot about it until just now... does that invalidate my work?

I can't seem to find much in the other thread addressing this question.

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On 7/2/2004 at 4:20pm, philreed wrote:
RE: New 24-Hour Games

Lxndr wrote: How extreme and fixated is this "no previous ideas" thing? I mean, if I've done a game using dice pools before, does that mean no dice pools? If I've done a game using a roll-under-TN system, does that mean no TN-under-rolling? does this apply to games we've seen? What if I realize halfway through that, wait, I once briefly flirted with the idea of basing a game on fhqhwgads, but forgot about it until just now... does that invalidate my work?

I can't seem to find much in the other thread addressing this question.


You're worrying too much. Just use your gut instinct. When I put together vs. Monsters I used a card system even though I'd tried putting together a card system before.

The most important thing is to exercise your creativity. The rules are more guidelines than anything and the entire exercise is a personal one. You do what you have to in order to feel comfortable with your creation.

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On 7/2/2004 at 4:53pm, Brett M. Bernstein wrote:
RE: New 24-Hour Games

24 pages is a lot of content! You really need to buckle down and work straight through.

You could always use a 24 point font :)

Are there links for the other attempts from last year? I've only seen Vs. Monsters and Pace. I'm curious about the others.

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On 7/2/2004 at 5:08pm, Drew Stevens wrote:
RE: New 24-Hour Games

Sounds interesting.

I think I'll kill myself and give this a shot. :)

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On 7/2/2004 at 5:40pm, Andy Kitkowski wrote:
RE: New 24-Hour Games

I'm in, for real. As long as it's ANY weekend in July other than 24-25th. I've got to run a con that weekend.

-Andy

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On 7/2/2004 at 5:44pm, JamesSterrett wrote:
RE: New 24-Hour Games

Does the contest work well as "choose a 24 hour period in this fortnight", which would leave a great deal more flexibility for people to join in?

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On 7/2/2004 at 8:26pm, Brett M. Bernstein wrote:
RE: New 24-Hour Games

I take it there's no theme we need to stick to - do whatever you want?

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On 7/2/2004 at 8:30pm, Tony Irwin wrote:
Change

Sounds really exciting for the participants - but I thought that when this was started the objective was to finish a game in 24 hours? Particularly those games that have been kicking around half finished in your paper file or hard drive somewhere. That seemed like a fun challenge but also something that's extremely worthwhile. When did the emphasis change? (or am I thinking of another game-design endeavour people did?)

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On 7/2/2004 at 8:35pm, bigsimon wrote:
RE: New 24-Hour Games

I've tried similar things a couple times, but never did finish (usually because other things in my life needed my attention). Having a pre-defined date to do this would work, though. I might just join you.

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On 7/3/2004 at 1:13am, philreed wrote:
Re: Change

Tony Irwin wrote: Sounds really exciting for the participants - but I thought that when this was started the objective was to finish a game in 24 hours? Particularly those games that have been kicking around half finished in your paper file or hard drive somewhere. That seemed like a fun challenge but also something that's extremely worthwhile. When did the emphasis change? (or am I thinking of another game-design endeavour people did?)


See this thread from last year.

http://www.indie-rpgs.com/viewtopic.php?t=5951&highlight=

Forge Reference Links:
Topic 5951

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On 7/3/2004 at 2:47am, Jeph wrote:
RE: New 24-Hour Games

Brett M. Bernstein wrote: Are there links for the other attempts from last year? I've only seen Vs. Monsters and Pace. I'm curious about the others.


Turns out the Yahoo! group still exists, and it has most of the games linked to in the Files section.

--Jeff

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On 7/3/2004 at 10:33am, Brett M. Bernstein wrote:
RE: New 24-Hour Games

Jeph wrote: Turns out the Yahoo! group still exists, and it has most of the games linked to in the Files section.


Cool. Thanks.

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On 7/4/2004 at 2:16pm, Drew Stevens wrote:
RE: New 24-Hour Games

So. Do we have a date set for this madness? :)

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On 7/4/2004 at 10:22pm, anonymouse wrote:
RE: New 24-Hour Games

I think the way we ran it last time was we set aside a weekend: at some point in that time, you declared your start-time and your end-time was 24 hours after that.

So.. how about 9th, 10th, and 11th as '24-Hour Game Weekend'?

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On 7/5/2004 at 5:22am, bigsimon wrote:
RE: New 24-Hour Games

That weekend wouldn't work for me, as it's the last weekend I have my kids for a month, and we have alot of family things planned.

The next weekend would be better... but that's just my vote.

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On 7/5/2004 at 8:15pm, Jonathan Walton wrote:
RE: New 24-Hour Games

philreed wrote: As of now, I have some big projects through July 15 or so. I'm thinking the weekend of the 17-18 may be good.


This is what Phil suggested earlier, which, since it's a fair ways off, sounds better to me. Better to reserve something in advance.

However, it's always been the case with 24-hour games that people are welcome to start whenever they like, before or after the general date, as their schedules demand. Just try to aim somewhere around there, so we can all enjoy the finished projects at around the same time. Just my 2 cents.

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On 7/6/2004 at 1:05pm, philreed wrote:
RE: New 24-Hour Games

Okay, let's kill this thread. There will be an announcement in the next week or so that gives complete details and a schedule (I'm looking at creating a two-week window of opportunity for this round of 24-hour games).

Thanks for the interest, guys! I hope a lot of you try this out.

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On 7/6/2004 at 9:32pm, Jeph wrote:
RE: New 24-Hour Games

Uh, oops. I started mine before I saw your post, Phil, and hey, inspiration struck when I had some free time, so I ran with it. Beginning on 4:00 PM one Tuesday, July 6th; ending at 4:00 PM on Wednesday, July 7th. Title: Once Upon a Time and Long Ago. A game with which the players look back at their childhoods through a darkly fantastical lense.

--Jeff

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On 7/7/2004 at 4:53pm, Jeph wrote:
RE: New 24-Hour Games

Hey guys,

Finished. 24 pages in 21 hours. Unfortunately...

It's 50 MB. Probably because of the way I put the background in, because I don't know shit about formatting. Is there any way to change the resolution of a .pdf file so that it isn't quite so... grotesquely huge?

Thanks,
--Jeff

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On 7/7/2004 at 6:18pm, Jeph wrote:
RE: New 24-Hour Games

Nevermind. Got it down to 1 MB. Pick it up here.

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On 7/7/2004 at 8:34pm, C. Edwards wrote:
RE: New 24-Hour Games

Hey Jeph,

Just a heads up. The link only works if you Save the document. It may just be me, but using Open results in a file not found error.

-Chris

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On 7/7/2004 at 8:55pm, bigsimon wrote:
RE: New 24-Hour Games

Both ways worked for me...

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On 7/10/2004 at 12:51am, bigsimon wrote:
RE: New 24-Hour Games

Okay... I've looked through Once Upon a Time and Far Away and have to say that you've done a good job, Jeph. I'm going to playtest it with my beautiful little princess and dashing princes and see where it goes. *grin*

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On 7/12/2004 at 4:42am, Andy Kitkowski wrote:
RE: New 24-Hour Games

While Phil is pulling together an announcement thread, I just wanted to post my little PR about the new 24 Hour RPG site:

---------------

Hey all, Thanks to a little inspiration, and some guidance from Phil Reed, I've gone ahead and developed a simple 24 Hour RPG site.

I'd like that site to be a storehouse for the 24 Hour RPG project, including being the "face" of the project (ie listing news items, future 24 hour RPG dates, etc), hosting the files created for the event, and listings for the various designers who participated.

In a few days I'll have a "Designer Listing" (like an "About the Author") for for the previous and current designers to fill out. In the meantime, I'm hunting for the following:

1) Permission to link to or post previous submissions. If so, please fill out the "Submit!" form at my site and either submit your game directly, else post the URL of the place where I can find it. All the people who submit their game will later (in a week or so) receive a form to fill out to be your "Designer Listing". I'll also be asking for a pic that I can use (size max 250 pixels on longest size- else submit anything and I'll resize it for you), so now's your chance to hunt for that One Pic that makes you look good (or feel free to submit anything as your profile pic).

2) Support, in the form of people with server space that wouldn't mind acting as mirrors to help me save bandwidth. I don't mind funding the site and domain name, but if bandwidth is going to be a killer, I'll be... disappointed... if I can't pull in enough Paypal donations or server mirrors to keep the project going.

That's about it. The site can be found at www.24hourrpg.com , and in a few days "vs Monsters" will be listed.

Thanks for your time!

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On 7/12/2004 at 2:28pm, timfire wrote:
RE: New 24-Hour Games

Is it neccessary to 'sign-up' before hand, or can we just submit a finished game at the designated time?

BTW, this is me saying I'll probably participate.

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On 7/12/2004 at 3:10pm, Andy Kitkowski wrote:
RE: New 24-Hour Games

timfire wrote: Is it neccessary to 'sign-up' before hand, or can we just submit a finished game at the designated time?

BTW, this is me saying I'll probably participate.


Phil's gonna set a date (or, as he indicated above, a "date range"). Feel free to just participate. No sign up. See Jeph, above.

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On 7/13/2004 at 3:26am, Crackerjacker wrote:
RE: New 24-Hour Games

Is our entry still eligible if it's not in pdf format?

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On 7/13/2004 at 3:36am, Andy Kitkowski wrote:
RE: New 24-Hour Games

Crackerjacker wrote: Is our entry still eligible if it's not in pdf format?


Yep. However, join the email list, I'm sure that you'll be able to find someone willing to take your DOC and convert it to PDF. For security reasons, I'd only like to post PDF at my site (instead of DOC). But a bundle of HTML would be acceptible, too, if a little unweildy..

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On 8/3/2004 at 7:23am, jdrakeh wrote:
Just under the wire...

I posted my 2004 entry on 08-02 at 11:52 PM PST. For some reason I can't post a message to the Yahoo group, though (!@#@#! Yahoo), so I'm posting here. The reason for the late submission is two-fold:

A. I'm lazy and like to procrastinate.
B. Corel makes a really shitty word processor that caused by whole PC to crash around 9:45 PM PST.

Conisdering B, I don't think that my submission (Roguelike) turned out all that bad (though when I was recovering the file from Corel Hell, I did lose two pieces of clipart). I'll upload the completely restored file to my site (Miscellaneous Debris) as soon as I finish rebuilding it.

On the plus side I've learned that Corel isn't built for procrastination.

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