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Posted By: Jason Morningstarso I can count them
It's probably a punctuation thing - try putting "can't can't can't can't can't" at the end and see if one count rises by 10 and the other by 5.
Posted By: joepub*excluding the idea of world peace, but that one's even harder to implement than polarpunk.
SNOWY-ARSE GEEK ZOMBIES
A Game To Play In The Snow
by Graham Walmsley
1. THE IMPLAUSIBLE BACKSTORY
In 1943, the US invaded the Aleutian islands, to recapture them from the Japanese.
During the invasion, a gunshot triggered an avalanche, which trapped a team of crack Japanese engineers. They would have starved to death, were it not for some mystical thing*. Instead of dying, they became zombies.
For years, they remained trapped, with only their radio to pass the time. From the BBC World Service, they learnt of modern software and Information Technology.
Now, they have escaped, due to some disaster*. They dream of two things: recapturing the islands from the American occupiers and talking to everyone about software engineering.
In Chugach State Park, Alaska, it's time for the final showdown. Are you ready to face the UNDEAD SOFTWARE ENGINEERS?
2. THE FUN BIT
First, find a snowy field. Half of you play the UNDEAD SOFTWARE ENGINEERS. Half of you play the AMERICANS.
The UNDEAD SOFTWARE ENGINEERS advance towards the AMERICANS slowly, arms outstretched.
If an UNDEAD SOFTWARE ENGINEER touches an AMERICAN, the AMERICAN must stop. The UNDEAD SOFTWARE ENGINEER will talk Geek Speak** to him for 15 seconds. After that, the AMERICAN becomes an UNDEAD SOFTWARE ENGINEER.
The AMERICANS must try to escape the UNDEAD SOFTWARE ENGINEERS.
They have one advantage: if an AMERICAN throws a snowball at an UNDEAD SOFTWARE ENGINEER, and hits him on the arse, the UNDEAD SOFTWARE ENGINEER must stay still for 15 seconds. Also, any AMERICANS they are talking Geek Speak to are released.
Carry on until everyone is an UNDEAD SOFTWARE ENGINEER or too cold to continue.
* Decide for yourself.
** e.g. "JavaScript was only called JAVA-script as a marketing exercise. It has little or nothing to do with the actual implementation of Java. David Tennant? Please. Patrick Troughton without the talent. And that bit where he fought the Illiamna was completely non-canonical. Qunsha deljek!"
Bryan Hansel Presents
in search of Iliamna's monster
Iliamna Unknown
Having launched Undead, a successful game, the software engineers take vacation in Alaska. They travel up the Kvichak River in winter to Lake Iliamna. On the lake, they set up camp and search for the Iliamna monster, nessy of the north. Unknown to the engineers, the code in Undead has opened a tunnel to the spirit world. There is no going back.
Set-Up
Gather ten to twenty counters (chicken bones, sticks, same colored stones). More equals a longer game. Split each player's counters between the player and the center of the table. Give one extra counter of a different color to each player. Counters represent the power an item has. More equals more power.
Put a pad of sticky-notes in the center of the table. Players take one note and write one item from the Dinchin-du? (below) onto it. Place the note between the center pile and the player. Place one counter from the player's pile onto the sticky-note.
To the center add sticky-notes, k'eyiga, that say: Iliamna monster (place a counter from each player on this), htashtch'ul (it is bright, clear after a storm), and ts'itsat (anciently, very long ago) (add one counter from the center of the table to each of the last two).
The eldest player goes first.
Playing
This game is played in four different chapters. Each chapter consists of turns continuing until a condition is met. Play proceeds around the table clockwise. During a turn, a player can: 1. Add a sticky-note with a new thing, 2. Add power to an existing sticky-note, 3. Grab power from a sticky-note or other player, or 4. Add power to the center.
Chapters
One: Trekking - Add things occurring during the trip up the Kvichak River to sticky-notes. The chapter ends when the number of counters in the center of the table is reduced to half of its original number.
Two: Making Camp - Add things to sticky-notes occurring during the setting up of the camp. The chapter ends when there are no counters in the center.
Three: Drilling Hole - Spirits distort things that have occurred in the first to chapters. This continues until everything is distorted.
Four: Into the Spirit World - The players consume things and each other until there is only one left. K'eyiga also get a turn.
Characters
Players are software engineers questing to catch the Iliamna monster. On a player's turn, she describes what her character is doing and affects the power on the table (see Things).
Things
Things are something written on a sticky-note and powered with counters. These are items, actions, or events that happen or are there because a player's actions. When players add or change a sticky-note, they role-play what happened with the opposing player.
Turns
Turns rotate clockwise. On a player's turn, she takes an action (Playing above):
1. Write a new thing onto a sticky-note, role-play what the character does to bring this and add one of the center's counters to the sticky-note. Write the player's name on the note.
2. Add one of her counters to a note and role-play what the character does to bring this about.
3. Hand game. The player picks another player, either named on the note or of her choice if not named. This other player takes two counters, each a different color and secretly puts one in each of his hands. The in-turn player guesses what hand holds the colored counter. If correct, she role-plays what her character does to bring this about and she gets a counter from the sticky-note or other player - her choice.
4. Moves one counter from her pile to the table's center. Describe what she did to help the group.
Distorting
The spirit world echoes everything in distortion (Not K'eyiga, Dinchin-du?). By distorting things, players bring the action from the spirit world into the real world. Things get crazy and strange. Descriptions must be strange, but related to the current thing. Other players may veto descriptions that aren't strange enough. Resolve disagreements with the hand game.
To distort things, players must spend counters equal to those on the sticky-note. The hand game is played (see Turns). If she wins: the thing is distorted, she keeps the counters. If she loses: counters spent are added half to the thing, half to the center of the table. If needed, pool counters to front enough. Split winnings. Role-play results.
During this chapter, the players still can take other actions as outlined in playing.
Consuming
The Dinchin-du? consumes (Not K'eyiga). Spirits possess the players. Every action taken is colored by Dinchin-du? As in Distorting, a player must front counters equal to the thing she wants to consume. Play the hand game. If she wins, the split the counters between her pile and her Dinchin-du? Dinchin-du receives the higher of unequal splits. Move the note to her Dinchin-du and role-play what happened. If she loses, the thing gains half the counters and the rest go to the center. Describe how the player resists.
The k'eyiga also consume things starting from the least powerful. Select a player to be a k'eyiga and one to oppose. Play the hand game. If k'eyiga win, it consumes the power from the thing and the thing disappears. Describe what the k'eyiga did. If the k'eyiga loses, the thing stays.
Once everything is consumed and the center has no counters, the players attempt to consume each other and each other's Dinchin-du. Once only one remains, follow procedures under K'eyiga.
K'eyiga (shadow, reflection, spirit)
These are spirits tying to get into our world. The final player fights these. Have players that are out of the game, play the k'eyiga. Split the player's Dinchin-du between the player and the k'eyiga. Play the hand game, with the player fronting counters equal k'eyiga's power they are confronting. If a player wins, she gets the counters and describes what happened. If she looses or can't front enough counters, the k'eyiga wins. When a k'eyiga wins, the k'eyiga describes what happens based on its definition. Fight until out of counters.
Finally, answer: did the players bring home a big fish or a big fish story?
Dinchin-du?
The spirits are hungry for something from each player. This is represented by the word that the player writes on this sticky-note. As counters are added, the spirit's hold on the player grows.
idghalnen - 'it has melted'
un - 'come'
Nudech'ghela - 'lucky agate stone'
tak'elashen - 'priest'
egedu - 'ache'
tunelyu - 'I carried them back'
ghest'uts - 'I cut it (past)'
nuti - 'salt'
yidelq'un - 'I made a fire'
ch'ulqet' - 'we ate it up'
dghelggeyi - 'a white one'
niqatnulyesh - 'it is flying around'
dnelyah - 'it is growing'
ch'eghechagh - 'we cried'
k'tghilqat - 'you will eat something'
ihu teshyu - 'I hunt for'
vejegha - 'his ears'
k'eljesh - 'I'm dancing'
shgech'a - 'my gloves'
The Hunger:
Undead Alaskan Software Engineers.
The Inuit exiled once human creatures, the ween dagoh (lit. “for myself onlyâ€,) to the farthest island from the mainland: Attu island. These once-human beasts had been cursed to undeath for eating the flesh of their fellow tribesmen and were doomed to hunger, stalking the hunters that were once their tribesmen.
In 1943, the Japanese invaded Attu island, establishing a base on the barren and forlorn isle. The forty-three inhabitants were captured, interrogated and forced into labor camps. Soon after these new prisoners were brought on, others began to disappear. Many thought they had been taken for experementation by the Japanese war machine until one of the missing was found; his bones had been stripped clean and cracked for the marrow.
When the Allies liberated the Attu Island refugees, they were relocated all across Alaska. Many settled near the Chugach State Park and the suburbs of Anchorage. Every year hunters, hikers and tourists disappear. Most are never found, some reappear only as skeletonized remains.
Tribe Software, Inc. relocated to Anchorage in the summer of 2002. Harsh winters and long nights quickly began to take their toll on the left-coast natives in Software Engineering. To boost morale, CEO James Higgins hosted a wilderness survival camp at Eklunta Lake. This is where you died. Trapped in a freak snowstorm, you ate the flesh of your dead companions, but it provided no nourishment. At the end, there was no pulse, no warmth, only hunger.
In The Hunger, players assume the roles of software engineers trying to save the remnants of their humanity from the infinite appetite of what they have become. As the Hunger gives them power, it also consumes them.
Vada inan dit?
Each character has 5 Eshlan Traits, each corresponding to a die size. Each player is allowed 25 points to spend on traits, and at least one of each die must be purchased. When an Eshlan Trait is brought into a conflict, it brings the following elements into the narrative:
D4—Belonging. Using these dice brings in work relationships and memberships. 1 point.
D6—Belongings. These traits bring in physical possessions. 2 points.
D8—Self-Esteem. These dice bring in self-worth, self-confidence and competence. 3 points
D10—Family. These traits bring in relationships with family and close friends. 4 points.
D12—Safety. These traits bring in physical safety and the risk of permanent harm. 5 points.
The diet of souls
The ween dagoh can subsist only on souls, consumed from the living. Where humans might live on the souls of animals, the ween dagoh must consume souls of their Tribe. In the modern context, they may consume the souls of anyone in their community, but gain the most benefit from those with whom they are close. Every character starts with a Hunger of 1. Hunger increases by 1 every time a D10 or D12 is brought into a conflict. A player may increase their Hunger by 1 to automatically succeed in a conflict (with one success.)
Scenes and Chapters
Play is divided into chapters, each comprised of a number of scenes. Each scene has a challenge, and a method to resolve it. In each chapter, each character must have a turn as the active player in each of the following scenes, though not necessarily in this order:
Competency Scene: In which a player must accomplish a job goal. This scene is framed by “The Boss†(another player selected by the active player.) The player may roll any remaining D4s, D6s and D8s on this test, bringing any appropriate elements into the narrative. Any roll greater than 3 is a success. The number of successes determines the degree of success. Failure is not an option, if a character is unsuccessful, they must increment their Hunger to buy a success. Any player bringing a D4 into this test must be properly ridiculed for not being self-reliant.
Stalking Scene: In which a player must stalk, kill and eat a human soul. The active player nominates another player as “The Prey†who frames the scene. The player may roll a number of D12 equal to Hunger, and may throw in any D10 or D12 remaining, adding elements as appropriate. Any roll over 8 is a success, and a character’s hunger in increased by (Current Hunger- Successes.) Hunger never decreases.
Humanity Challenge: the active player frames this scene, in which he must face a personal challenge to remain human despite the beast. The active player nominates another player as “The Beast,†to represent the opposition. The conflict is resolved by rolling any Eshlan Traits the active player chooses. The Beast rolls D12 equal to the Hunger. The dice are compared, highest to highest, second-highest to second-highest and so on. If there are any unopposed Hunger dice (from rolling too few Eshlan Traits or from Doubling Up or Running—see below) increase Hunger by 1. If the Hunger die is higher than the Eshlan Trait die, that trait is lost: it is discarded and cannot be used again.
Doubling Up—if a player rolls the same value on two or more Eshlan Trait dice (regardless of die type,) that player may apply them to the same Hunger die, and it is automatically successful.
Running—if a player rolls three consecutive values on the Eshlan Trait dice (e.g. 3-4-5 or 6-7-8,) that player may elect to Run. Two of the three dice involved in the run are lost (active player’s choice,) but all other dice in the challenge are counted as higher than the Hunger dice. To run, the character must do just that.
When a character no longer has any Humanity traits, they retreat to the Eklunta glacier to gorge themselves on the flesh of anyone they might catch. They have no connection to what was their life and are no longer in the game.
ACT 1 ...Picture of Loveliness. ...en Francais. ...pleasantly surprised. ...where were we? ...the warmest welcome. | ACT 2 ...pickle jar. ...shine up. ...wild flowers. ...a spider! ...investigate. ...feeding time. ...freshen up. ...show emotion freely. | ACT 3 ...immortalization. ...serenade. ...hopes and dreams. ...checkmates. ...ten tired toes. ...be an active listener. ...dance. |
Posted By: Jason MorningstarENTRY: UNDEAD SOFTWARE ENGINEERS IN ALASKA
AUTHOR: FANG LANGFORD
DISQUALIFIED? YES!
1,201+ words? OK
3+ pages? OK
Not sent to email address listed as a text file? NOT SENT! DISQUALIFIED!
[...]
TOTAL = 20, had it qualified.
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