Afterlives

The cover of meta-RPG 'Afterlives'I have published a new thing. Well, not exactly a new thing. AFTERLIVES is a reworking of a supplement that I wrote for John Kovalic’s comic Dork Tower almost ten years ago. Depending on your attitudes it’s either a systemless fantasy adventure or an RPG metagame, set in any fantasy game where the player-characters follow one or more patron deities. And it deals with what happens when they die. Not the deities, the characters.

See, there’s this gaping hole in the belief-structures in most games. You’ve got a patron deity, you can pray to them, they can grant boons and occasionally even manifest to save you. Their priests have actual miraculous power and it follows that most of their myths are empirically true. That would include all the stuff about celestial paradises, elysian fields, epic mead-halls, pits of fiery torment and all the other theories you’ve heard about the places souls may go when their vessels finally die. And yet what happens when a loved and long-standing PC dies? Their player rolls up a new one and the game continues.

There would seem to be a trick missing from that. A hole shaped like we-don’t-want-to-think-about-this-too-hard-it-might-get-uncomfortable.

So AFTERLIVES is a one-session adventure in which the soul of a deceased player-character finds themselves in a posthumous court where they are forced to stand trial and account for their deeds while alive. They must justify their most heinous acts and explain how they fit within the bounds of the religion that they supposedly followed. At their side, helping to make their case, are the rest of the adventuring party. At their disposal, they can all any witness who was present while these deeds were committed, whether they’re alive or dead now. Presiding over it all: an omnipotent Judge who may or may not be the patron deity him/her/it/themselves. And on the other side of the celestial court, facing them down as Officer for the Persecution, is the one person who is guaranteed to know all a character’s most devious secrets, most cunning plans, most backward back-stabs and treacherous treacheries… is the Games Master.

I’m not going to explain how that works here. Buy the book.

At the heart of it all is the idea of being allowed to grieve for a dead PC. PCs aren’t tools or avatars, they are simultaneously extensions of ourselves and friends as well. There are PCs from tabletop RPGs who I’ve known as virtual living personalities for decades. When one dies I don’t want to bundle them into a shallow grave and bicker over who gets their magic sword. I want to give them a hero’s send-off, including being able to help them find their way to a fitting afterlife. If that involves a couple of manly tears, so be it. Grief is good, and the emotional catharsis that games provide should not be constrained to taking down bosses. I hope you agree.

AFTERLIVES is a $3.95 download from DriveThruRPG and I’m in talks to turn it into a limited-edition chapbook as well.

GameCamp 4

After the storming success of GameCamp 2 last spring and BoardGameCamp last autumn, we’re doing it all over again. GameCamp 4 will be on 14th May 2011, at London South Bank University, which means (a) we can accommodate double the number of people that we had last time; and (b) it’s in Zone One, walking distance from Waterloo and London Bridge. It should be a splendid day.

As before it’s an Unconference so there are no scheduled talks, guests or keynote speakers, just a lot of people who are passionate about games and have ideas they want to communicate. Anyone can arrange a session, anyone can speak, anyone can interrupt. The last three GameCamps have been intense, invigorating and inspirational in equal measure. This one will be the same, but twice as much.

It is also very cheap: £12.50 or £15 for a whole-day conference including lunch.

More information here: http://gamecamp.org.uk/

Tickets here: http://gamecamp4.eventbrite.com/

The early-bird tranche of tickets is on sale as I write, with two more to follow. We also have an allocation set aside for students and staff at LSBU: contact me or Siobhan Thomas for more information.

Mugs game

I’m sure by now you’re seen a reference to the Royal Wedding mug on the Guandong Enterprises website. The company has had global news coverage for putting the wrong prince on it: Harry, not William. Not to mention a badly translated inscription: ‘The Fairytale Romantic Union of All the Centuries’. Oops, those wacky Chinese, eh?

Oops indeed. Guandong Enterprises is a company with only one product, which seems a bit odd. And they only offer it at a UK price. And as a very swift and free search on the Companies House website would have revealed, Guandong Enterprises is based not in Guangdong, but in north London. Finchley, to be precise. And the company was incorporated less than a month ago.

Someone’s making a lot of money off a lot of mugs.

Dash me! Almost forgot

In addition to the work-related malarkies I describe in the post below, I also did a few minutes on the stage at Interesting North a couple of weeks back, educating the locals about a minor genre of publishing I’ve been studying for a while: Works of Fiction with Stupid Titles or Covers Incorporating the National Socialist Government of Germany 1933-1945, which you can now watch on the internet video, thus:

James Wallis from Interesting North on Vimeo.

That time of year again?

Right, some updates:

Hyperlife, the first game from my new company Hypergame Ltd, is funded and in development. We’ve got a Facebook page for the company here. If you sign up to it, that pretty much puts you on the list of people we will invite to playtest the alpha. Hint hint.

Twelve thousand prototype copies of Flick Racer, my finalist in Cadbury Spots vs Stripes Pocket Game competition, have gone out with Matter Box in the last few days, and people are voting on whether they want it or Eggomatic to clinch the crown and become the official game of the event. They’ve done a lovely job on the production—the car-counters are made from recycled car tyres.

Meanwhile Magnum Opus Press has published its last Dragon Warriors book, In From The Cold, and will be officially surrendering the licence to a new publisher on 1st April next year. It’s been an interesting couple of years and I’m very proud of what we’ve done for the game and the products we’ve released for it, but I’m saddened that the prophecies I made about the future of the RPG industry when I left it in 2003 have, despite what friends told me, broadly come true and it’s not a place there there’s much money or fun to be had any more.

I did also push out a little why-not project, a PDF of a pamphlet from the late seventeenth century called The Flying Serpent, or Strange News Out of Essex, describing the appearance of a flying serpent near the village of Saffron Walden in 1669, and the reactions of the locals to it. Various friends have accused me of making this up, but I assure you it’s the real deal. I wish I had created it; it’s a lovely little thing and the writing is a delight. Nobody’s buying it but hey ho.

In a more upbeat and Christmassy vein I worked on the Board Game Remix Kit for my office-mates Hide & Seek. It’s a lovely collection of variant rules and mashups for the type of board games your relatives have lying around the house, and means you will never have to play off-the-peg Cluedo ever again. It’s been released as a book, a deck of outsize cards (gorgeously produced) and an iPhone app, and you should buy all of them.

And plugs for a couple of interesting projects. One of the games that was prototyped at the BoardGameCamp Gamehack event was a thing called Festive Fingers, basically Twister for your fingers, played on a small board. It was a neat idea but lacked something indefinable and lost out in the face of some terrifyingly strong competition. Lead designer Michael has now worked out what was wrong with the original design: it didn’t have an iPad in it. So he’s put that right, renamed it Fingerknots, and it’s on sale in the App Store right now. Check it out.

If you work in the industrial side of the games industry you’ll know the name Nicholas Lovell. The man behind Gamesbrief, he’s one of the big gurus of the scene: what he doesn’t know about gameflow, microtransactions and all the rest isn’t worth knowing. What you don’t know is that he’s an old-school gamer, and he’s just had a GURPS supplement published as a PDF, available right now at e23. And it’s about pirates. How can you possibly not be interested in that?

And finally I’m aware that this blog has been hacked again, in what is probably a modified form of the PHP hack I experienced last year. It’s affecting search-engine hits and some RSS readers. Apologies if this includes you. No idea how they’re getting in, and no time to fix it right now. I’ll get to it, in time.

Stories that I am working on a new RPG are not being denied, but does it sound to you like I have any free time for that kind of thing?

Mine, Yours and Everyone’s We Know

I’ve been thinking about Minecraft. A lot of people have been thinking about Minecraft, but in my case it’s not about how to make powered minecarts go where they ought or the best way to funnel lava. I’ve been thinking about why we play it.

Straight away I have to acknowledge Margaret Robertson’s brilliant Minecraft presentation at Playful, where she set the game against the encroaching hordes of gamification. No transcript has yet made it onto the web, but when it does take her manifesto as a jumping-off point. Now imagine you land with a splash in this essay that I posted here a couple of years ago, about comfort zones in games, places in games and virtual worlds where for whatever reason we like hanging about. Rockstar understands comfort zones and so does Blizzard: there are places in their spaces where it’s just nice to spend time. The Sega of the early 90s understood it too—a very different time for the games industry, where games weren’t meant to be about making your own fun, and yet some of them still managed it.

So here’s my question, in the form of the world’s second dullest solo adventure:

1. Do you play Minecraft? If yes, proceed to 2. If no, sit the rest of this one out.

2. Do you find the world a pleasant place to just chill out and enjoy the environment? If yes, goto 3. If not, join the refuseniks from (1).

3. Was the original 1991 Sonic the Hedgehog game an important part of your development as a gamer?

The first two levels of Sonic the Hedgehog are the Green Hill Zone and the Marble Zone. Green Hill Zone is an area of verdant, rolling hills dotted with trees. Everything is in bold colours. Waterfalls are visible, at first in the distance, and later up close. Clouds scroll across the blue sky. Beneath the grass, areas of brown earth are visible, sometimes with strange pits and indents. If you destroy the robots, animals are released—pigs and birds. Towards the end you begin to venture into natural caves.

Marble Zone starts off above-ground, in an area that looks a lot like the Green Hill Zone, but quickly moves into underground tunnels made of large square blocks. Sometimes narrow passages open into much wider caverns. There is lava here, and it will kill you unless you use blocks to protect yourself.

You see where I’m going with this.

I am not saying that Minecraft is either a homage or a ripoff of Sonic the Hedgehog. That would be ridiculous. Likewise I’m not claiming there’s any overlap in gameplay. But you can’t argue that it shares a lot of the same imagery, appearing in the same order, and this is going to create an unconscious resonance in the mind of someone who back in the day played a lot of Sonic the Hedgehog. The net effect is that it feels like a familiar environment. I found the world of Minecraft welcoming, almost as if I’d been there before. There was a sense that this was a space I’d already explored, procedural generation or no procedural generation. That, of course, makes the first time that night falls doubly terrifying.

What Minecraft does, intentionally or not, is to invoke a nostalgia for one of the great touchstones of video-gaming history. Many bad movies and sketch shows get a laugh by overtly referencing other movies and shows—”oh hey, she’s dressed like the sexy chick from that thing but she’s fat! hilarious!” but Minecraft is much more subtle. It’s a comfort space because it’s a space you feel that on some level you’ve explored before. And therefore you have a reason for being here, other than the punch-trees-make-pickaxe-find-coal-make-torch-build-shelter-before-night scramble that everyone becomes accustomed to. It doesn’t work if you never played Sonic back in the day but be honest, are you prepared to admit that you didn’t?

And you thought the big blocks and pixellated items were a design thing, huh?

OMGameHacks

Apologies to anyone also reading the GameCamp blog, as you’ll get this twice.

As you’ve probably gathered from my incessant pimping of the event, I am one of the people behind Gamecamp, and specifically BoardGameCamp which is happening in Richmond on 9th October. In particular I am running the GameHack stream, where teams have six hours to concept, design, build and playtest a complete new game, based on a brief we give them at the start of the day. Competitive game design. It’s a thing.

Today we can announce that Cadbury will be sponsoring GameHack, and is also providing the main prize. And as prizes go it’s incredible. I mean on the level of OMG WOW JAW ON FLOOR BRAGGING RIGHTS FOR A YEAR. It’s not your weight in chocolate, that would be cool but this is several orders of magnitude beyond cool.

I can’t tell you what it is because it’s tied closely to the brief we’ll be giving the teams on the day, but really this is an extraordinary thing. And of course it involves chocolate, but not in a way you’d imagine.

If you’re going to be at BoardGameCamp and have any interest at all in designing tabletop games then I urge you to register a team for GameHack by emailing me at the BGC address (james@gamecamp.org.uk). If you don’t have a ticket for BGC then you should fight for one. There’s a waiting list here and your name should be on it.

GameCamp presents BoardGameCamp

Mark your diaries: Saturday 9th October is BoardGameCamp, part of the London Games Festival, brought to you by the same people who were behind GameCamp back in April, in the same place. We’ll be playing games old and new, hosting discussion sessions and seminars on all types of tabletop games, and even running a competition for teams to concept, design, build and playtest a game in six hours… with some truly awesome prizes.

More to follow, but the first tranche of tickets will go on sale on Friday (£10 including lunch). Last time we accidentally put them all online at once and they still sold out in half an hour, so don’t hang around.

Counting down

Right. If you haven’t voted in the Cadbury Pocketgame stakes yet, you have five hours till the polls close. Head to http://www.pocketgamecompetition.co.uk/ and vote for Flick Racer please… and while you’re there spare a thought for the fine Choc-a-Block, languishing in third place and deserving of your love. Yes, you can vote for more than one game. Please do.