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Posted By: Mel WhiteI'd like to design a game--or a variant anyway: "Ganakagon" combining Ganakagok with Agon because the titles just go great together, I think John Harper could make a cool character sheet for it, and I could use my Inuit, penguin, and polar bear miniatures for it.
Posted By: Jonathan WaltonAgon would work surprisingly well for going whaling
Posted By: Elizabethhow can I make people understand what happens to soldiers when they come home?Saw "In the Valley of Elah" earlier this summer. A great movie on this theme.
Posted By: Ben LehmanSo, I'm seeing a lot of "cause I had a cool idea!" Of those people, I'm curious, how many of the "I had a cool idea!" games actually got done?
I wrote Under the Bed because I'd tried writing bigger, more complex games in the past and it wasn't working out. I wanted to write a fantasy game that had the conventions of the Wizard of Oz and Alice in Wonderland, rather than Tolkien or whoever. So I did, and it was fairly successful commercially and monumentally successful to me as an exercise. My impetus was technical.
I wrote Shock: because I'd wanted to play it since I first played Cyberpunk. I'd always wanted to play real science fiction, but for some reason, our science fiction games never came out that way. In retrospect, the reasons were obvious. But it took writing Under the Bed to make them obvious to me. I wanted to be able to do political speculative fiction. I wanted to talk about society inlarger-than-life terms. I rewrote Shock: because it wasn't communicating to a lot of people how it was to be used. My impetus was personal expression.
I published Beowulf because I've always wanted to do an edition of Beowulf, the poem (I love making books. That's a big part of all of this.), and I'd thought about how to make a Beowulf game be interesting and hadn't come up with anything. Then Vincent started telling me how he thought In a Wicked Age was going to work, and I started hopping up and down. My impetus was primarily aesthetic.
There are several games I've started but have been overgrown by other projects.
The Grim Game is a game about freaks, stage magicians, and escape artists who are secret agents. Believe it or not, it's based on Harry Houdini's real story. I played it with The Mountain Witch and my krewe and ... that was that! I didn't really need to do the game any more. I can't really say what my impetus was, which is probably why I didn't finish it.
Wings of White, Sea of Grey (which will probably get a new name if it ever starts to fly) is a game of sea combat with persistent characters and bargaining, so it has role-playing aspects, but it's fundamentally a game of naval pursuit in the 18th century. Think Master & Commander around Cape Cod. This one is a big baffler to me. I think it needs some playstorming. The idea is that there's Pursuit, Cannonade, and Melée. At each phase, you can win or lose, but the stakes get higher each time you come out at a draw. I need to read more about how sailing ships work and naval combat, in particular. My impetus is to get the charge I get when I watch Master and Commander.
Xenon: Alien Science Fiction Just had its first playstorm. It does what I want to do — pretty well, in fact — but it might be overly focused, which, ironically, makes it weaker. This one will probably be finished at some point, once I figure out some systems that liven up player/character identification without detracting from awe about the world you're in. The idea is for it to be like National Geographic, where Sign In Stranger is like the Peace Corps. My impetus is aesthetic: I want to make something like Wayne Barlowe's Expedition or Dougal Dixon's After Man.
Ralph there is replying to a series of whispers about Wings of White, Sea of Grey, by the way.
Kobayashi, those are totally legit reasons to design games. If you're not doing it for the reasons that satisfy you, personally, irrespective of how other people feel about them, then you either won't be able to maintain it, or you'll write crappy games.
Mostly because I like talking about magic seafaring Egyptians.
Posted By: Ben LehmanSo, I'm seeing a lot of "cause I had a cool idea!" Of those people, I'm curious, how many of the "I had a cool idea!" games actually got done?For me, all have gotten to playable test stages. Of my pyramid/Icehouse games, about half get finished--often the simpler ones which are easy to test multiple times in a single play session. Of my RPGs, so far none have been published to print, though one is just some playtesting away (A@H). GLASS (as I said) needs a LOT of long hours in battle kit, with more than a handful of folks and a LOT of sample scenario tests and pre-gens (to spread the test plan)--gonna take me really making it a part time job for a few months and being VERY persuasive amongst LARPers in my region (or being willing to travel a lot). For Mature Audiences prolly won't ever go beyond its Game Chef stage (plus some feedback-driven additions and explanation), mainly because I doubt anyone would really play it the way it's intended, outside of very close committed relationships. Lacking one of those currently....

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