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Posted By: Judson LesterI looked at a table full of new games, and I wasn't excited.
Posted By: Jonathan WaltonWelcome to the jaded adolescence of indie roleplaying. Let's hope we get through it fast so we can become twenty-somethings.

Posted By: JuddSounds like it is time for you to design a game, then.
Posted By: OgremarcoMy name is Ogre and I condone Judd's message.But... my game sucks. *sniff* You guys are jerks. :..(
Posted By: Andy
BTW, to that end, how about the rest of the con? Did THAT make you excited? I really want to know, honestly.
Posted By: JuddSounds like it is time for you to design a game, then.Absolutely.
...
Am I allowed to say that?
Posted By: JuddPosted By: Judson LesterI looked at a table full of new games, and I wasn't excited.
Sounds like it is time for you to design a game, then.
...
Am I allowed to say that?
Posted By: Ryan StoughtonI'd like to remind our viewers that the Surgeon General has issued a warning that the entire month of February SUCKS and a large part of the world gets terribly depressed during this time. So I completely sympathize with the OP but I'm hoping the feeling passes.
Posted By: RafaelI Looked at a Table Full of Games
by Johnny Cash
Posted By: John HarperThat said, it would beeven betterif those books where hitting you over the head with the awesome stick while you browsed them.
Posted By: Jonathan WaltonFor my money, Y is something like "rules light with conflict resolution, scene framing guidelines, relationship map, player-created setting bits, stakes setting (maybe), rotating player responsibilities (maybe), face-stabby, roll to overcome your grief."
Posted By: Josh Bonobo RobyAnd it's inconceivable that the latest crop of games just isn't as good as the last one? Every single response in this thread is dismissive. Why is no one even entertaining the possibility that there might be a problem?
Posted By: Judson LesterYou forgot the verse that starts "I cockpunched a man in Reno/ just to watch him cry"
Posted By: Rafael
You know, it seems like there haven't been any good movies lately, either. Or video games. Guess it's just the winter gloom. Reckon in a few weeks, it'll be like, what were we talking about? Look at all these cool games!
Posted By: John HarperNo good movies?! No good video games?! Man, thatmustbe February talking. Craziness.
Posted By: Judson LesterWhere've you been? Three of the five Oscar nominees are incredible - and I haven't seenAtonement.
Posted By: Judson LesterAnd um, Rock Band?
Posted By: nemomeme2007 was the best year for video games since '99 - across multiple platforms.
Posted By: Josh Bonobo RobyBen, the opening line ofIAWAis "Somebody pick an oracle." It doesn't explain what an oracle is or where to find it, just plows on through. Whether or not the game iswell-designed, that's crappy instructions. The whole thing reads, not like a book or instructions for a game, but like Vincent's notes on how the game is played.
Posted By: Josh Bonobo Roby
Ben, the opening line ofIAWAis "Somebody pick an oracle." It doesn't explain what an oracle is or where to find it, just plows on through. Whether or not the game iswell-designed, that's crappy instructions. The whole thing reads, not like a book or instructions for a game, but like Vincent's notes on how the game is played.
Posted By: John HarperI think this is a case where the book is one thing and the game itself is another. You don't get hit over the head with the awesome stick when you casually flip throughSteal Away Jordan, orWicked, orGray Ranks. It's not that they're bad books (I think they're pretty good), but the really great stuff emerges in play, not in reading or browsing.
That said, it would beeven betterif those books where hitting you over the head with the awesome stick while you browsed them.
Posted By: Ben LehmanSemi-functional text:
1) Pick up text. Read it. Get excited but confused.
2) Post to the forum of the designer. Have involved conversation about the game.
3) Find some friends. Get them excited.
4) Play. Be more confused.
5) More internet conversations with the designer.
6) Play again.
7) More internet conversations with the designer.
8) Play again. Have fun.
9) Write on the internet about how now you get it and man is it awesome. Maybe phrase it in a stuck up "difficult to learn games" way that looks down your nose at the people playing the first game.
Note that the reward, in terms of exposure, goes to the semi-coherent text.
Posted By: Moreno R.(I don't know if you remember my thread from last year about Carry, for example,Yes, I had problems with this book as well, and posted a thread of my own, but got a bit tired out trying to find answers.
Posted By: Ben Lehman
I've noticed this with Bliss Stage. Despite serious, serious editing errors (like a discrepancy about Bliss from broken relationships, and a missing rule about starting age), the game text teaches you in exhaustive and slow detail about how to play the game. Thus: zero posting about it.
But if you're designing not for profit, but for social cred on Story Games? Oh, man, a semi-coherent text is the way to go. And I'd give that advice to anyone.
Posted By: RemiRyan,
Be the change you want. Honest self-appraisal starts with you. Speak the power, brother! Start tearing apart texts to the designer's faces instead of just another interview!
Posted By: Jonathan WaltonI mean, yeah, spending more time on playtesting, development, and writing sounds like a great idea, but how do we encourage people to do that or create an environment where that is the norm without picking on projects that people have put their work and soul into? I just worry that once the mud starts flying, it'll be impossible to stop it. This is, after all, the internet.
Posted By: noclueCertainly not like DitV which made me want to start gaming againYou see, IAWA got me gaming again. The text, while not perfect, really got me to think about my gaming, and the design solved things that I'd been trying to fix on my own for years. I love the game, and if that's caused me to say "I love this book" a few times and made myself untrustworthy, well that's too bad.
Posted By: Moreno R.
Sorry, Ben. I let you down. I had a list of questions two page long that I wanted to ask you, from the one time we tried to play the game and we were so confused by the rules that we weren't even able to establish a long-term coherent SIS, but real-life problem kept me from doing so for so much time that I lost the list and now I remember almost nothing (the only thing that I remember is that we tried a lot of different way to "talk" for the anchor without finding a way that made sense to all of us)
Posted By: ptevisHonestly, I think that's why I haven't talked about this before. I haven't had a good answer to that question.
Posted By: Josh Bonobo RobyWhen everybody keeps nodding their head in unison like a cult, you start to wonder if they're all cult members.
Posted By: WillowI'll say what John Harper wouldn't. The book is bad. Bad bad bad.
Posted By: WillHAs it turns out even with having the game explained I still missed some critical points on conflicts. I’m not sure if that was my fault or if the GM didn’t understand and or convey them well. I’ll need to talk with him about it again.
Posted By: lumpleyLook, criticize my writing, my layout, my approach, my book, sure. But my plan is for you to have fun playing my game.
Posted By: Ben LehmanLet me be clear: I'm not painting Vincent's motives.
Posted By: ValamirWhat's wrong with a book that is extremely sketchy and bare bones in terms of its how to play text when its married to an internet presence that's extremely helpful and available to teach how to play.
Posted By: ValamirWhy isn't Brief Book + Online Support just as valid a publishing model as Extensive Book?
Posted By: ValamirWhy isn't Brief Book + Online Support just as valid a publishing model as Extensive Book?
Posted By: John Harper
Some people like stuff you don't like. Some people think stuff is beautiful and well done and you think it isn't. This doesn't make them simpering yes-men cultists with no critical eye...
Look, if someone's game sucks, I tell them so. If someone else asks me if it sucks, I say yes. What I don't do is run to Story Games and start a thread about how game X sucks. Instead, I praise the games I love. I think this is true of a lot of people 'round these parts.
Posted By: DainXB(All of which you already sussed, since you identified the type as people you had played PTA with. :) ) And I don't doubt that you were able to play successfully with a group like that -- becauseyouwere there to teach the rulesand the mindset.
Posted By: Justin D. JacobsonApropos of Andy's point, I started my own thread to, among other things, solicit honest criticism aboutPassages. I got it in spades--like 200 posts worth. (Very helpful stuff; "Annotations" will be out shortly along with my revamped marketing effort.)
Posted By: jenskotRalph, I don't have a problem with the Brief Book + Online Support model for an RPG as long as:
- the physical product (on the front or back cover) and retailers clearly state that this is the model
- it is a conscious choice (rather than a patch)
- clearly states that there is online support, why it may be needed, and where to find it
- online support includes an updated FAQ and print ready errata sheet