The Forge Reference Project

 

Topic: A game played through text messages
Started by: hansel
Started on: 6/18/2010
Board: First Thoughts


On 6/18/2010 at 4:48am, hansel wrote:
A game played through text messages

Here's what I'm thinking:

-2 players
-2 characters, created by looking at the people around you and picking one or tweaking one to make her grabby--one or two adjectives, a word about a single standout element of looks/clothing, that's it.
-a single intriguing situation that will get resolved by the end.
-the first text is me introducing my character and throwing down the situation, the second is you introducing your character and hooking in to the situation.
-played through texting messages back and forth from our phones, maybe 10 messages each and that's it.
-No more than 3 sentences per messages.

I think the entire design would only need to consist of the above rules, plus a handful of situations, plus a mechanic for resolution (which is either hard or loose--something kicks in to trigger resolution because of something a player wrote, or "the game ends in 20 messages: play toward and resolve that ending between yourselves"). Plus, maybe something that's unique to the text message format that will inform/shape play somehow (other than the above constraints--here I'm thinking something about the inputting of text messages themselves, but I don't know what); I haven't thought about it too much yet.

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On 6/18/2010 at 11:02am, Vulpinoid wrote:
Re: A game played through text messages

That sounds a lot like some of the "Norwegian Style" games that are coming through at the moment.

I'd be interested to see how you'd set up a premise for the initial situation and maybe some ideas for plot development....but otherwise you're right, you wouldn't need much more to get a playable game.

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On 6/18/2010 at 3:58pm, Adam Dray wrote:
RE: Re: A game played through text messages

Take a look at Happy Birthday, Robot! for an example of a game that could be played this way -- though HBR does require some dice and coins.

In HBR, players take turns adding words to a sentence. Sentences join together to make a story. There is no conflict resolution mechanism. Each sentence is written in three parts: the Storyteller writes a bunch of words that may include the free word "Robot"; one of her neighbors adds a bunch of words and may include the free word "and"; the other neighbor adds a bunch of words and may include the free word "but." The BUT doesn't always get used; however, when it does, it often creates conflict. The dice are used to see how many words people get to add. Coins are used to track the progress of the story, to give other players extra words, and to force the Epilogue (end of the story).

There's a bit more to it than that, but this should supply some awesome-grist for your thought-mill.

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On 6/18/2010 at 9:41pm, hansel wrote:
RE: Re: A game played through text messages

cool, Adam, HBR has been on the periphery of my mind but hasn't come into the middle of the sea of games I'm swimming in. I'll go out and actually read how it works, now.

Currently I'm thinking that the game will have a general theme with various situations presented as options. Perhaps the theme will be, but I'm waffling: estranged friends meeting up again (seems kind of appropriate and ironic considering the long-distance medium of the game. Also, an old friend called me out of the blue to tell me her dad is dying today, while I was thinking about the game--so I'm sure that's had some impact on my thoughts).

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On 6/19/2010 at 4:45am, hansel wrote:
RE: Re: A game played through text messages

For the starting situation, which is basically a small Kicker, I think I'm going to steal a mechanic probably whole-cloth from Ben Robbins' game Microscope (which is still being worked on/in playtest as far as I know). Here's the text:

Microscope wrote:
2) State the Question

Current player states a Question that this Scene will answer. The Question is why we are watching the Scene in the first place, and the Scene isn't complete until we find the answer.

          Does the king betray his neighbor? Does the soldier
          choose love over loyalty to his country? Why did the rebels
          surrender?


A Question can be a simple yes/no or it can require a more detailed answer.

A Question can establish facts. If the Question is "who murders the king?" then it tells us the king is going to be murdered. There's no avoiding it. Careful crafting of the Question can shape the Scene. "Why did the king betray his country?" spawns a totally different scene than "Does the king betray his country?"


I don't think I'll call it the Question, but it will work basically the same. I looked at HBR a little and realized I read Daniel's original posts at Story-Games a while back about it. I don't know if some smaller, single-message-level mechanics will be helpful for this game yet, but I'm planning on reading HBR more in-depth to see if it offers any ideas.

another rule:

-everything is written in present tense.

Something I was realizing today is that, if player 1 introduces his character and the scene, he doesn't yet know how to have his character approach the other one, grammatically speaking. "The man in the black hat sets a bottle of moonshine in front of you" isn't appropriate, because it won't make sense to have us both address "you" when looking at the text log. Perhaps, after the question is chosen or created (I plan to have a bunch written up, but obviously it'll be easy to create your own), we both state whether our character is a man, boy, woman, girl, or something else, so for the first volley we know how to play it.

And I think I'm dropping the theme of long-lost friends. I just don't care about it enough. The game may not have a particular theme, just a bunch of provocative questions that can be interpreted and defined further through play. Taking the "why did the king betray his country" one from above, we can come up with any number of milieus or genres or time periods. That may be too complicated to work out over the constraint of 20 text messages, but probably not. I'm confident in the power of a few words to communicate large concepts and images.

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On 6/21/2010 at 4:04am, hansel wrote:
RE: Re: A game played through text messages

Okay, we are ready for playtest, folks. I still haven't read HBR, but I like where this is going, so I'm going with it, and if I hit any snags during playtest maybe it'll help me out (still planning on reading it in the next couple days).

So, the rules:

-The game is played through texting messages back-and-forth.
-2 players: this is you & friend.
-2 characters: this is your playing piece in the game, whom you create with words.
-No more than 10 messages each, though if the game finishes before that it's fine.
-No more than 3 sentences per text.
-Player 1 chooses the situation, Player 2 chooses the setting. The situation is the point of play: what is the answer to the question? We don't know, and we find out by playing. Once the question is answered, the game is over. Don't rush toward the answer. You have 10 turns, and it's an intimate setting. The point of play, is to play, and end when you reach the end condition. The setting is color for both of you to hook into, no more no less. Let it breathe.
-Once the situation and setting are chosen and communicated, each player creates a character. You do this by looking at the people around you and picking one or tweaking one to make her grabby--one or two adjectives, a word about a single standout element of looks/clothing, that's it. You don't need to write about your character before the game proper starts: introduce her in your first turn. Include a name, if you wish.
-You say what your character does and says, and not what the other character does and says. You can include other, new, spontaneously created characters, and both players get them as an additional playing piece, to do what they want with. Any other setting element also belongs to both players.
-The game starts with player 1 playing their first turn, and goes from there. If you're getting to your last message or three, begin to draw things to a close. Think of pulling a drawstring on a bag, slowly, steadily, definitively.
-There is no time limit. The nice thing about texting is that you can play this through the day, at work or wherever. I figure games will range from 30 minutes (for those doing nothing else) to a day or two. In any case, don't expect your playing partner to respond immediately. He'll do so when he can. Still, if it's been a half a day or so with no reply, maybe see what's going on.

some advice: Take what the other player says and build on it, like you're both making a lego tower. Don't knock it down! Let their turns inform yours, such that the answer to the situation, the ending of play, is something you've both created and had input into, even though it may be fully revealed in one player's turn.

the situations: player 1, choose one

1. Does the Jilted choose love over vengeance?
2. Why does the boy not speak?
3. Does the mother give in to her addiction?
4. What caused the man to finally show a real smile?
5. What is hidden in their father's secret laboratory?

the setting: player 2, choose one

1. An abandoned beach house, salt & sand in every crack.
2. A wet, black, night, under the single orange lamp of a streetlight.
3. In the dead husk of the sugar factory, the setting sun glinting off broken glass.
4. Just before dawn at the ballfield, with fog-horns in the distance.
5. In the wheat fields the day before harvest: a flaxen sea of silence.

commentary: So, yes, I just kind of brainstormed those situations & settings on a whim, though the settings at least seemed to take on a theme all their own. Basically, these are all for playtest purposes, to see what people make out of them, and what kind of packed little scenes they generate. The game doesn't have a title yet, but I've got at least one brewing.

Anyway, if you want to play this with me, send me a PM or email, and I'll give you my phone number. Or if you play it with someone else, come back and let me know how it goes. Thanks, folks. I hope this works, but who knows? I'm excited.

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On 6/21/2010 at 5:25am, hansel wrote:
RE: Re: A game played through text messages

Hans wrote:
-The game starts with player 1 playing their first turn, and goes from there.


This is perhaps not clear enough. What I mean is that we take turns, player 1 going, then player 2, until the game's over. No taking two turns in a row.

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On 6/23/2010 at 5:41am, hansel wrote:
RE: Re: A game played through text messages

Stuff will be posted in AP soon.

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On 7/11/2010 at 12:51am, hansel wrote:
RE: Re: A game played through text messages

So, to close this thread out, rather than just leave it hanging:

I played a couple games, and I just don't think there's much there. It was okay, but it's really just a simple exercise in collaborative micro-fiction through texting, which I found out I'm not really interested in, so I'm not going to work on this further. Thanks for making the effort to give me your thoughts, Adam & Vulpinoid!

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