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    • CommentAuthorJ. Walton
    • CommentTimeAug 13th 2008 edited
     # 1
    The PDF of the new version is right here.

    Unfortunately, because I underestimated Kinkos' ability to print and overnight the hard copies in the same day, they'll be heading over to Indianapolis first thing in the morning, so they may not be at the Design Matters booth until Friday.

    Hopefully the fact that it's free will make up for any wait.

    Enjoy!
    • CommentAuthorMike Sands
    • CommentTimeAug 13th 2008
     # 2
    Woo!
    • CommentAuthorTulpa
    • CommentTimeAug 13th 2008
     # 3
    Hey awesome! This is a fairly good read so far. I think I'll try playing this weekend and post feedback if it happens.
  1.  # 4
    You are a true gentleman, Jonathan Walton.
    • CommentAuthorMike Sands
    • CommentTimeAug 13th 2008
     # 5
    I spotted a typo on your character sheet - it should be 'grisly demise'. A grizzly demise would only be appropriate when the menace is made of bears.
  2.  # 6

    Rock on, Johnathan! I'll see if my group can try this out next Thursday.

    • CommentAuthorJ. Walton
    • CommentTimeAug 14th 2008
     # 7
    Yeah, MikeRM kindly sent me a list of typos and I've found some others as well. The hazard of trying to finish the last few sections at the eleventh hour, I guess. I'm planning on fixing a bunch of them today and posting a slightly edited PDF and play sheet. Luckily, I think the rules and examples are pretty solid, looking back over them now that I've had more sleep. If some typos are the worst of my problems, that would be really great.

    Veles, Vasco: I hope it runs well for your groups in play. I'm excited to see what people end up doing with this version.

    Is it just me or is it a bit weird that only people with names starting in "M" or "V" have posted in this thread? I guess, if this were Sesame Street, this thread would be brought to you by those letters.
  3.  # 8
    Posted By: Mike SandsA grizzly demise would only be appropriate when the menace is made of bears.


    You do know that bears continue to be the greatest threat to our nation, right? :)

    Thanks, Jonathan, for sharing. Yay Geiger Counter!
    •  
      CommentAuthoramnesiack
    • CommentTimeAug 14th 2008
     # 9
    I do a happy dance.

    And now I'm off to play a game of GC in which the Menace is a giant mutant bear.
    • CommentAuthorJ. Walton
    • CommentTimeAug 14th 2008
     # 10
    Yeah, I imagine that there will be more than a few survival horror movies called "Grizzly" being played out over the next few months :) Perhaps I should run a little mini-contest to see who can develop the best style sheet for a killer bear movie, with the winners being hacked together to form an example style sheet in the final version of the game.
    •  
      CommentAuthormerb101
    • CommentTimeAug 14th 2008
     # 11
    Jonathan, this looks really interesting. I know at CharCon this year in Charleston, W.Va. they are having a horror theme and are looking for horror rpgs to run. This would fit perfectly.

    ME
    •  
      CommentAuthorjohnzo
    • CommentTimeAug 14th 2008
     # 12
    Thanks, Jonathan!

    Geiger Counter was designed to do two things: 1) emulate movies in which
    most of the main characters eventually die and 2) perform really well in
    single-session play, such as a pick-up or convention game.


    I've played Geiger twice now at cons and had lots of fun both times, so I think you've succeeded at this.

    I really like how its casual B-movie flavor lifts the typical pressure I feel to be profound and meaningful and to weave artful plot. Players can just crack one-liners, roll dice, describe bloody deaths, and have fun. It's like a beer-and-pretzels storygame.
    • CommentAuthorJ. Walton
    • CommentTimeAug 14th 2008 edited
     # 13
    The books are finally in the mail! Anybody silly enough to be reading SG while at GenCon, they should be there by 10:30 on Friday, which probably means they might be at the Design Matters booth by noon, I expect. Depends on when the DMs have a free hand to run back to the hotel and grab them from the concierge. Yay!

    Thanks for all the nice comments. I'm glad people dig it.

    Johnzo, one of the things I really like about Geiger is that sometimes, on a night where people are tired from work or just want an entertaining action movie, you can run something like Alien vs. Predator or Final Destination. But then, on another night, when people are more in the mood for being thoughtful, you can play out a movie more like Seven or Black Hawk Down. It's very much like Primetime Adventures in that sense, you get back what you put into it. Granted, I think it's a lot easier to make an Oscar-nominated film once you've made a SciFi Channel Original Movie or two, having gotten the chance to become familiar with how the game works.
    •  
      CommentAuthornemomeme
    • CommentTimeAug 14th 2008
     # 14
    This looks really fun. I tend to like games that have a design goal of performing well for pick-up play. Hope I can get it to a table sometime.
  4.  # 15
    Thanks Jonathan, downloading now. Any new horror game is always of interest to me.
    •  
      CommentAuthorrenatoram
    • CommentTimeAug 14th 2008
     # 16
    Jonathan, while reading I'm taking note of the typos... would you like me to send them to you, to doublecheck the ones spotted by other people?
    • CommentAuthorJ. Walton
    • CommentTimeAug 14th 2008
     # 17
    Renato, sure. Three sets of eyes are better than two. I've marked up my copy good and am going to enter them while I watch the olympics tonight. Whisper them to me here or email me (jaywalt at gmail).
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 14th 2008
     # 18
    Jonathan, would you be interested/willing to compare/contrast your game with some other horror games out there in another thread?
  5.  # 19
    Posted By: nemomemeHope I can get it to a table sometime.


    That can be arranged :)
    • CommentAuthorJ. Walton
    • CommentTimeAug 15th 2008
     # 20
    Brian, I can do it in this thread. What other games would you like a comparison to? The ones it's closest to are probably Dead of Night and The Infected, perhaps, but it's still pretty different from both of those.
    • CommentAuthorJ. Walton
    • CommentTimeAug 15th 2008
     # 21
    Indy, the Geiger has landed!

    Just confirmed by phone with Nathan: Geiger Counter is now available at the Design Matters booth (free with the purchase of two other games or if you play it with someone else at the con). Get one while they last!
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 15th 2008
     # 22
    Well, what I was wondering about, Jonathan, was that I've heard about and read several games recently that seem to have similar concepts but approach them in very different ways. I've heard of Dead of Night but I don't know anything about it, and I've never even heard of The Infected.
    But both Geiger Counter (and I read an older pdf of it a little while ago . . . I definitely need to download the new one soon because the old version I read looked really cool) and Dread seek to emulate horror movie stories in which death is very possible and even likely for many characters, right? and to a certain extant doesn't Fred Hicks's game-in-production Escape or Die also shoot for that kind of concept/atmosphere?
    I'm just wondering, if you or others have experience with these games (all of which I think sound very cool, but none of which I've actually played yet, incidentally) if you could share any insight into their differing strengths for emulating the horror-movie genre.
    •  
      CommentAuthoramnesiack
    • CommentTimeAug 15th 2008
     # 23
    I can't really give a comparison of GC to the other games mentioned, but I can talk briefly about a few pieces of GC that emulate the survival horror genre well.

    * You create 12-14 characters at the beginning of the game, and at least half of them (generally, much much more) are guaranteed to be dead before the game ends if you're playing it as instructed in the text.

    * Within the realm of the style sheet you've come up with for the menace, anyone may come up with new features of the menace in play (there is no GM), so the menace can potentially be surprising and horrifying to everyone involved, with a slow reveal happening around what's really going on.

    * The arc of power for the menace (it starts at 0 dice, builds to 8, and then is slowly whittled back down) does a fantastic job of imitating the pacing of a typical horror flick and allows for good exploration of the characters before the menace hits its peak and really starts picking people off.

    * The rules for secret goals provide an incentive for characters to work at cross-purposes to other characters, which often turns into hardcore inter-character conflict that emulates the survival horror standard of "people are their own worst enemy".
    • CommentAuthorJ. Walton
    • CommentTimeAug 15th 2008
     # 24
    Brian, in addition to what Lukas said, Geiger learned a lot from games like Dread and Escape or Die.

    Dread (Eppy's version, not Rafael's, which is great, but a totally different kind of game) is all about pacing and escalating tension, in my mind. Whereas Eppy builds tension gradually by drawing Jenga blocks, with the understanding that the tower will eventually fall, Geiger does it by the menace gaining an additional die every time it appears on screen or is strongly alluded to, up to a max of 8 dice. Everybody knows that an 8-die menace is nearly unbeatable. The best you can often hope for is a mutually destructive result that injures/kills one or more characters and weakens the menace somewhat, allowing future conflicts to seem less impossible.

    Escape or Die (at least the version I played last year at GenCon) is all about panic and things happening fast, in real time, since you're playing against a timer. While Geiger doesn't always move at a breakneck pace, the scenes are supposed to happen really fast in comparison to many other games, lasting 10-15 minutes max and sometimes being less than 5 min. The whole game is intended to play out in between 2-3 hours, once the group gets used to the rules, including brainstorming setting and creating characters.

    Geiger's real strength, in comparison to other similar games, is its use of a map that is drawn over the course of play. In practice, I find that it feels much more like playing Betrayal at House on the Hill or (so I've heard) Last Night on Earth than it does playing Dread or Dead of Night or the like. There's even some stuff that feels strongly like Kill Doctor Lucky or Clue, in which Sgt. Mustard is in the underground laboratory with the access codes. Then, of course, Sgt. Mustard gets eaten by Experiment Designate #DX244 and you realize you're playing Geiger Counter :) But the hybrid boardgame-RPG aspects are fairly prominent in Geiger Counter.

    I also think the Conditions + Buyoffs (the damage/situation system), which are stolen from / directly inspired by Vincent's draft of Afraid and Clinton's The Shadow of Yesterday, help create the kinds of crazy circumstances that you always find in survival horror movies, without requiring a GM to inflict those on players. Honestly, Conditions and the map do 75% of the work, as far as getting players to frame interesting and appropriate scenes. "Your character is 'Trapped' and 'Alone' at the bottom of a mine shaft? Okay, so you're lying under a pile of rubble, trying to pull your legs out and yelling for help, but nobody can hear you..."
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 15th 2008
     # 25
    Oh yeah! I remember the map now from when I read the earlier version of the game! How could I forget that part? It was the thing that made me most interested about it at the time.

    Okay, so I've got Dread (though I haven't played it). Time considerations aside since, while Dread is also intended to be played in a one shot, I believe it aims for a time period of about 4 hours, if I've got a group of people and we know we want to play a horror game, in what conditions do you think Dread or Geiger Counter is better than the other?
    Oh, I actually thought of one myself. :) It seems like Dread is probably best with a period of prep time for the GM between brainstorming/setting creation and the first session so that the GM can write up good questionaires and such. Geiger is probably better to play if the game hasn't been discussed at all before hand and you still want to bust something out right now?

    Here's a question I usually ask and forgot: what's the ideal number of players for Geiger? and what's the functional minimum?Oh yeah, and is there a GM?
    •  
      CommentAuthoramnesiack
    • CommentTimeAug 15th 2008 edited
     # 26
    GC is GMless. In my experience, Geiger works equally well with anywhere from 3-6 players. While you could play with 2 or 7+ if you really wanted to, I think it would be a bit strained.
    • CommentAuthorJ. Walton
    • CommentTimeAug 15th 2008
     # 27
    Yeah, no GM, and works equally well (but differently) with or without prep. I generally shoot for 5-7 players, counting myself. If you have just 3 players, I would suggest doubling up on main characters, allowing each player to play two. You might get one or two people to double up in a 4 player game as well.
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 15th 2008
     # 28
    Thanks a lot, Jonathan! This is sounding very interesting. I may have to try it out. Maybe I can bring it to Go Play Peoria, if nothing else. It sounds cool, especially the map.
    • CommentAuthorJ. Walton
    • CommentTimeAug 17th 2008
     # 29
    Just thoroughly updated the Geiger Counter page on Bleeding Play. It now features:

    - a slightly updated Beta text, proofed by myself, MikeRM, and Moreno, with (hopefully) 75% fewer typos
    - the new play sheet as a separate download, now with 100% fewer bears!
    - all the play reports from the Alpha playtesting, mostly by those crazy cats who run GoPlayNW

    I apologize for the typos in the edition I got out for GenCon. Apparently (and unsurprisingly) making last minute edits and additions directly into InDesign is fraught with danger. The new text is functionally the same, however. There are no content changes.
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 17th 2008
     # 30
    Posted By: Jonathan Waltonthe new play sheet as a separate download, now with 100% fewer bears!
    booo! but in honor of that awesome typo, if/when I play Geiger, I want the movie to be about bears. Hopefully robot bears! Or bear-sharks.
    • CommentAuthorJ. Walton
    • CommentTimeAug 17th 2008 edited
     # 31
    Thanks, Brian! I'm looking forward to a series of bear-filled play reports in the aftermath of GenCon.

    Also, while I was updating things, there's also a new page explaining what Bleeding Play is all about.
    • CommentAuthorJ. Walton
    • CommentTimeAug 18th 2008
     # 32
    Crap, I meant proofread by me, MikeRM, and Renato (not Moreno). Where is my brain recently?
    • CommentAuthorMoreno R.
    • CommentTimeAug 18th 2008
     # 33
    Eh, I was here trying to remember who was the other Moreno... :-)
  6.  # 34
    Cool Jonathan, it looked great at Design Matters. I'm not sure they had any left on Sunday.
    • CommentAuthorJ. Walton
    • CommentTimeAug 18th 2008
     # 35
    Yeah, apparently at 11 o'clock at night, all the Italians on the internet begin to blur together in my brain :)

    Sweet, Jason. Yeah, Shreyas called me late last night and said they'd been disappearing on the last day, which is great. Honestly, I'm really interested to see how the post-con buzz for my free game compares to commercial ones. I wonder if people will reach for the stuff they paid for first, to try to get their "money's worth," or if Geiger will show up in early play reports too. It's a bit harder to compare because I wasn't able to actually be at GenCon, running Geiger and getting people excited about it, so this will be testing a different distribution model in lots of ways.
  7.  # 36
    I didn't see it being run anywhere at GoD or after hours. It's such an embarrassment of riches you really need to be there if you want a new thing played, mostly. The excellent Darcy Burgess (who ran Perfect) aside.
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 18th 2008
     # 37
    It's a weird thing with free stuff. Theoretically, I'm always like "Oooh! Free! Neat! Free is good!" but then later I'm always like "Eh, it's just this free thing," and I toss it aside.