MonkeyDome!

June 29th, 2009 by Jim Sullivan

 monkeydome_cover.jpg

Yes, that’s right.  MonkeyDome.  Didn’t get your free copy at Jiffycon?  Download it right here:

Monkeydome Screen PDF

MonkeyDome Printable PDF

MonkeyDome is the Imagination Sweatshop’s “Game in a Jiffy” for JiffyCon 2009.  Last year it was Trial and Terror.  This year it’s MonkeyDome.  This is becoming a bit of a habit for us.  It’s a “Game in a Jiffy” because it was created entirely from conception to publication during the week prior to the June 6th, 2009, JiffyCon where it was distributed for free.  We have since corrected some typos and added a chapter that was originally left out due to time constraints, and now you can download it via the links above!

What is MonkeyDome, you ask?

MonkeyDome is a schizophrenic game of shifting tones and harsh lessons in the cruel world of the future where life is ruled by Grim Violence or Zany Action, and either may strike at any moment. Sometimes you just got to swing that shovel to see if you can end a man with a sickening crunch, or knock him out with “Dong!”

Together you and your friends will be making Survivors who are pitted against the crème-de-la-crème of postapocalyptic horrors, cannibals, and marauding hordes for their space in this ravaged world. Survivors who’ve learned harsh lessons and seen the worst life has to offer. Survivors who do whatever it takes to stay alive. Survivors occasionally played by Brendan Fraser.

Still need convincing that MonkeyDome is awesome?  How about this cool flowchart?

monkeydome_chart.jpg

And it’s got these guys:

monkeydome_heads.jpg

Epidiah Ravachol, Jim Sullivan, Emily Care Boss, Jason Keeley, and John Stavropoulos designed, wrote and developed MonkyDome. Special Thanks to Michael Cooper who helped conceive of the game, Scott LeMien for his beautiful cover art, and Terry Hope Romero for her assistance with editing.

Jawin’ About Stormin’

June 12th, 2009 by Epidiah Ravachol

Recently, Rob Bohl of Misspent Youth and Independent Insurgency fame applied his advance interviewing techniques to me to ferret out some of the secrets to playstorming. Would it kill you to give it a listen?* It’s only 26 minutes out of your life.

* The Imagination Sweatshop and the Independent Insurgency are not responsible for any actual deaths that occur as the result of listening to this podcast.

Sign in Stranger

March 1st, 2009 by Emily Care

This is a looooong overdue post.  Back in January of 08, I had the pleasure of  playstorming my game Sign in Stranger with John, Jason, Jim and Eppy.  The session went well, and gave me a lot of suggestions that I’ve incorporated into playtests and version of the game I’ve worked on since then.  At Dreamation last week, I did two more playtests of the game using a set of mechanics that fixed a lot of the problems I still had. It made me realize how much I’d gained from my playstorm session, and just how darn long it’s taken to finish up this game! I think I’ve turned the last few corners of design, so this is both a playstorm report and a catch up on some fixes I’ve found to problems I was still dealing with last year.

In Sign in Stranger, you play humans starting small colonies alien planets never before visited by humankind.  Earth has come into contact with other species by accident, exposed to a horrendous plague whose only cure is an inoculation that means you can never return to Earth.  A one-way ticket into the unknown.

Truly alien

Part of the goal of this game is to get away from a common phenomen in science fiction: having all aliens you encounter speak English and resemble humans with strange ears or bumpy eye-ridges.  The world your human colonists choose to settle on is described by the players as they go along. You use a mad-libs-like mechanics to simulate experience of wierd and unknowable alien world.  The goal of the colonists is to explore the world and learn about it, and as you have your character investigate things like what to eat or what their host species’ religious practices are, you draw a random word that will be used to inspire the description. The game is meant for long-term play, coordinated by the investigations. These become story lines that may escalate into problems for colonists to deal with.

This was a late term playtest for the game. I was looking to tune mechanics rather than to come up with whole new systems.  The game requires a lot of set up. It’s a good investment for a long-term game, but can be daunting for a one-shot game.

You saw what?

The mad-libs nature of describing the world can make for some loopy juxtapositions. The game can range from knee-slapping silly to disturbing.  When I played with ISS, we had one of those scary/disturbing experiences due to the nature of the world. We chose to go to a world that had invasive, telepathic communication. And it turned out that this species had no secrets.  The form that took was memory boxes, scattered all over the living spaces. When you opened them you experienced someone else’s memory. Jason’s character opened one and was overwhelmed by witnessing the death of a planet.  We wanted to keep playing, I think just to try to put some reason into this experience. Why would a species organize their world this way? What did it mean? Was it a massive experiment to spread around good and bad memories to help people share and cope? Or to forget? Or were we just watching their equivalent of television?

The characters have flashbacks to their life on Earth during the game. Though, we didn’t do too many flashbacks this time, but I think I’m finding that just a few can set a nice tone. You have one whenever your character got overwhelmed and panicked due to the strangeness around them.  You may also choose to have one to set yourself up to have an advantage in an investigation or conflict. The real point is to create a narrative made up of the character’s past, which will slowly shed light on their present, just as their investigations lead them to learn more about the world around them. In this game, we slipped into a bit of a larp. We acted out a scene where Jason’s character got the news that his cancer was terminal, a fairly traumatic incident where he faced down his doctor who had been avoiding him, in a public restaurant. This was follow-up to Jason’s character finding the devastating memory in the box. John played the offending Doctor, who didn’t have time to break the news properly.  It was an explosive scene, and we ended the session on it, I believe.

New Mechanics

Some great changes we came up with at the Playstorm helped me figure out how to coordinate the shared nature of the game. There is no gm to ask what the world looks like so we took turn asking questions of someone else about world.  You asked about some aspect of the world, and said what your character did (maybe that order should be reversed, hmm..)  and then chose someone to describe what you saw. This has turned out to be an amazing feature of the game. It sets the tone for collaboration, and once you understand the flow, people get into the groove of asking one another and the world builds very organically.  Being very clear about what people can describe is a challenge in the game however–they are only saying what the colonists can see, hear, taste, touch etc.  And explanations are purely theoretical. You have to put the dice on the table and roll, risking injury sometimes, but also opening the way to become more a part of the world, or to make connections between the things that you see around you.

What dice do you put on the table? In the two playtests at Dreamation we used a set of dice mechanics inspired by Vincent Baker’s Otherkind dice and Chris Moore and Michael Ligner’s Psi-Run, which had some great adaptations of Vincent’s mechanic. To that I added elements of Epidiah Ravachol’s Time and Temp. So when you want to nail down what something your character has experienced, you put dice into various categories, which you get a base die for and bonus dice based on whether you have help, your skills and trainings apply to the investigation and so on.  I’ve been thinking for several years (!!) that this is the kind of mechanic I needed, but it was talking to Eppy about Time & Temp that finally put it into place.  He uses different die sizes as you negotiate about what the character does and how it affects the world. Using different die sizes based on the resources you call upon opened up depth and complexity into the die rolling–yet the few categories are clear and so the whole process is still fairly simple. Whew!

Final Fixes

A question I was left with after this Playstorm was how to deal with character assimilation into the new world.  This is an important part of the story, both as a cultural process of learning about the new world, but also as a physical change that occurs.  For the longest time, I couldn’t seem to get a grip on exactly when it should happen. When you get injured? When a plot point happens? When you choose to? Maybe a mix? When it happens will have a big effect on the type of story you get from the game. If it happens all the time, what does that do to the pacing of the game? It might turn it into a short story of humans going native. But if too long, does that slow the pace interminably? That has now been answered for me. Assimilation is another category you can roll on when you interact with the world. You may also change and assimilate due to injuries. Either way, you progress over time, slowly changing and becoming more a part of the world.

The final piece that fell into place was how to deal with story lines.  In a recent longer playtest, we worked through one group investigation about what humans could eat, over the course of two months.  The players didn’t have a clear enough understanding of how the investigations structured the game, though. I was still working on how to incorporate all of that information into log books the players had to record their character’s discoveries. At the Dreamation playtests, we just took notes on small sheets or pieces of paper. Everybody took turns, so it didn’t fall to one person. Then over time, we learned more about the things we’d seen, and use symbols to label what area (botany, zoology, etc) they fell into. These can later be downloaded into a notebook if desired.  Piece by piece, the world will be shaped and formed.

Now to work on a final playtest draft. Thanks so much for setting me on the right path, ISS!

Sex, Death, and Turkey

November 18th, 2008 by Jason Keeley

As most of you know, Eppy, Jim, and I are part of the nerdnyc.com community. A couple of times a year, we nerdnycers rent out a big space and have ourselves a  little mini gaming convention. Sure, a lot of us game together outside of these events, but it’s always fun to fill up a room and maybe play new games with people you don’t hang out with too often.

This weekend was Thanksnerding, our pre-turkey day occasion, and I ran an impromptu game of Trial & Terror for two members of the community, including fabulous contributing artist John C. Although John has run the game before, I think this was his first time playing it. And it marked the first time I’ve seen the players *lose* a case!

The plot revolved around prostitutes being sacrificed by a cult that worshiped the demon queen of the succubi. It got a little prime-time unfriendly when the rookie detective went undercover to try to infiltrate the cult in a little Eyes Wide Shut-esque scene. Luckily, his “Purity” trait allowed him to resist the temptations of the flesh. They eventually rounded up the main cultists, but due to some unlucky dice for the players and some lucky dice for me during Jury Deliberation, they all got off scot-free.

Such a loss presents a perfect opportunity for a follow-up case if were playing a campaign, but I don’t know if we’ll ever see the return of these particular characters…

Deadlines & Douche Bags

November 1st, 2008 by Epidiah Ravachol

The end result of a playstorm is not always a complete game. Occasionally, all that survives is little more than an idea, a lone mechanic. A month or so ago, we had a tough playstorm that didn’t seem to find it’s feet until just before we wrapped up the session. Jim was game-bearer, and although things picked up a bit at the end, ultimately he decided he was dissatisfied with the project. He told me this and I, not without a bit a glee, asked him if I could swipe one of the mechanics we ended the session with.

Read the rest of this entry »

Viva La Revolucion!

October 30th, 2008 by Jason Keeley

Despite not blogging much, we *are* doing things over here at ISS. Eppy has piled another game idea onto his plate–something we have dubbed “Passionate Losers,” although I think that name may have changed by now. Basically, the game is about normal everyday folks who have to deal with their life crumbling around them. The latest playstorm Jim ran for us was an exciting Silver Age-style superhero game with a lot of freedom to improvise. And me? I’m trying to bolt the Solar System mechanics (the core rules from Shadow of Yesterday) onto the Hellspace setting.

But the big, big news is our appearance on the latest Voice of the Revolution podcast! Our good friend Brennan Taylor (of IPR) interviewed us about playstorming. Go and take a listen–there’s even some interesting bits in there that aren’t about us!

People talkin’ ’bout Playstorming

July 16th, 2008 by Jason Keeley

I always find it quite interesting when people talk about the things in which I am involved, be it praise or damnation. Which is why I listened with rapt attention to the latest episode of the Independent Insurgency, especially the part where host Robert Bohl brings up the idea of playstorming to designer Ben Lehman.

SPOILER ALERT! Basically, Ben says that the playstormosophy “isn’t for him.” Well, good for him. A man who knows what he wants and likes. Can’t fault him for that, of course.

And that probably would have been the end of it, except for the fact that it prompted the good people over at the story-games forum to ask some questions. Thanks to John and Eppy and Emily for answering those questions. You people are the true heroes.

I’ve got no judgments about what people are saying about playstorming, I’m just excited that people are talking about it at all. Because, in the end, that’s all we’ve got.

Also, a quick Trial & Terror: SVU update. We’ve had our first observed blind playtest of the game and it’s definitely clear where the game needs some spit and polish. But I’m happy to report that the game does work and is fun to play. Phew!

Shout outs to John C. (who probably did the first blind playtest, even though we didn’t get to see it) and to Saif for running the “observed” game. Also, thanks to Donna and Rob (stop drifting my game, dammit!) for playing.

Happy Free RPG Day

June 21st, 2008 by Epidiah Ravachol

As promised, for those of you who can’t join us at JiffyCon, here’s your free copy of Trial & Terror: Supernatural Victims Unit.

As I’m writing this, I’m still suffering a bit from yesterday’s all night rush to the presses. It’s actually two something in the morning the Friday after, but if all goes well this post won’t show up until the very brink of Free RPG Day. So please forgive me if I seem a bit scatterbrained.

Just over a week ago, this game was not much more than a tentative title on a piece of scrap paper with 9 other game ideas vying for our attention. We winnowed out the candidates we thought we could actually finish in a week and then fate in the form of a d4 pointed its gnarled claw at Trial & Terror: SVU (whose original title escapes me at the moment).

The week has been tremendous fun for me. Exhausting, but a hell of a lot of fun. And I’m sure Jason and Jim had similar experiences. Right now, I’m just kind of dazed that it’s all over. Well, probably not exactly over. I think this one’s got legs and I’m very interested in seeing where this game takes us next. But for now, the experiment is a success and we couldn’t be prouder of our little Game in a Jiffy–rough spots and all.

We hope you enjoy it as well. If you have any questions about how to play, or any
tales of how it worked for you and your friends, we’d love to hear about it.

And a huge thank you to all our artists who exceeded expectations with an entirely unreasonable deadline. Thank you John Carimando, Scott LeMien, and Andrew DeFelice! You made us look far more professional than we are.

The victim is male, mid-30s, vampire…

June 17th, 2008 by Jim Sullivan


illustration by Scott LeMien

As you know if you read our previous post, last week we had the crazy idea to create a game in a jiffy for Jiffycon. So crazy it just might work!!

So we got together last Thursday, picked a premise and started playstorming. Then we got together again yesterday to test out what we had so far and playstorm some new ideas. Tonight was our third game, more of a playtest than a playstorm. Before us lies the task of writing up the rules and printing them before we head up to Massachusetts on Friday.

We’re having a blast! We love the mechanics we’ve come up with, but we also love the premise, conceived by our own Jason “herzwesten” Keeley. In a world where monsters and humans live side by side, you need special laws to keep the peace, and you need special detectives and lawyers to enforce those laws. You will play those detectives and lawyers in Trial & Terror: Supernatural Victims Unit! Perhaps a Vampire has been feeding on humans without a license. Perhaps a werewolf was a victim of a hate crime. Perhaps a ghost has taken the law into his own hands in the case of his own murder. You will have to investigate the crime, find the suspect, make the arrest, and convict them in a court of law.

Here are some highlights from tonight’s game:

  • The detectives met with a mummy real estate tycoon whose son had just been murdered
  • The detectives took a trip to Little Transylvania (a neighborhood of Manhattan) to meet a vampire contact
  • The prosecutors introduced the recent telephone records of an ancient undead monster as evidence
  • Though the prosecutors failed to get the conviction for the charge of “unlawful summoning and binding”, the suspect received the maximum penalty for first degree murder!

Teaser

June 13th, 2008 by Jason Keeley

Time to air out the ol’ sweatshop as it’s pretty stuffy in here. We kind of lost the keys to the front door while we were on our jetsetting vacation to Europe with smart and ultrarich supermodels. But now we’re back and…uh, we might need to get some new employees…

But first, the news! Next week is the inestimable Jiffycon and the ISS is making a grand appearance! Jim had the brilliant and crazy idea to whip a game for the con “in a jiffy” that we could hand out. You know, as proof of this whole playstorming thing.

And that’s exactly what we’re going to do! Last night, we playstormed a brand-new game. By next week we should have a the rules in physical paper form to give away at the con. Of course, if you can’t make it to the con, we’ll be posting the rules here on this site the week after.

Finally, here’s a little taste of what’s to come:

Within the organizations of criminal justice, all people, be they living or undead, are represented by two separate yet equally vital groups: the detectives who investigate supernatural offenses, and the district attorneys who prosecute the offenders. These are their stories.