Archive for the ‘Role-Playing Games’ Category
Stockholm Syndrome in Game Design
I’m loving Apocalypse World right now. I should just get that out of the way. I’ve played it a few times, sadly just as one-shots or really short games. I’ve run it once, as a con game. And I’m even now starting to make notes for a hack, where I marry AW’s play style with the sweet, sexy stylings of Unknown Armies.[1] (Forum post about it on Story-Games, in one of the sections that for some reason requires you to have an account to view. Easily enough done, though.)
I was talking about AW with folks at PAX this past weekend[2], and one thing that came up was how I don’t like how History is explained — in that it’s poorly explained and confusing as hell. Things made more sense when John Harper talked about how that was Vincent’s intent, how he sees frustrations a group has to overcome as a bonding experience. (Hopefully someone on the Internet can point me to an actual discussion, as while I totally hear what John’s saying, I’m curious to read Vincent’s own words about it. Thus, the rest of this post is about what John said rather than anything else. EDIT: See the first comment for actual text.) I flippantly replied with something like “Yeah, and Stockholm Syndrome is a great way to meet women.”
That decision to inject frustration there for the point of the experience sort of bothers the fuck out of me, and sort of doesn’t in the least. Yay for ambivalence. I wanted to take a moment to unpack my thoughts on that.
How it doesn’t:
- Shared experience is the heart and soul of RPGs, both in the direct sense (my group did this thing, and we can keep talking about it) and the indirect (my group did the same scenario your group did, and it’s neat to compare/contrast).
- We should admit that game design is mind control. There are tools and techniques at our disposal, and as game designers we play the role of amateur practical psychologists. We already do it with reward mechanics, so why should this feel different?
How it does:
- You can come off looking fucking incompetent — either as a designer or as a writer. Remember, those are different skills. And if you don’t communicate your intent to frustrate in even a roundabout way, well, it just looks like shitty text. I personally give Vincent credit in this arena, but if some designer I was completely unaware of pulled the same trick, I would throw the book across the room and use impolite terms to refer to his or her parentage. So one really only gets a pass if their readers know you enough to, well, give you a pass. (Edit: I should also note that I didn’t realize it was intentional until John said something.)
- It might not work. I’m frequently in unequal states of mastery at a table, and AW is no different. When I ran a con game last month, I walked them through Hx saying “Yeah, it’s confusing. Here’s what you do.” I overcame the frustration for them, because I didn’t have the time to deal with it nor the desire to make my players hostile against the game.
- I see little benefit in turning the players against me and questioning the confidence in my text. Especially as early as character creation. If they get past this frustration without realizing that was the point of the exercise, any later legitimate frustrations they’ll have will be colored by that earlier experience, and could lead to judgement calls that go against the game and break it.
I’m not trying to say that Vincent’s call is bad. Really.[3] It is fucking interesting. And as I always do, I applaud those who try interesting shit because it gives the community more data and more thinking points. Of course, AW is working for a shitton of people, including me and the folks I’m going to keep running it with. But contact with this idea makes me better understand where my own lines as a designer & writer are.[4]
And I’m not against frustration in games per se. Overcoming adversity, including in frustration, is the hallmark of adventure design. Keep on the Borderlands, man. Shoot, it’s a hallmark of much of computer gaming. So I’m not at all knocking that as an idea. But I better understand now why it’s a writing choice that’s alien to me.
Still, I’m glad Vincent did it. I learn more from people who present very different experiences and viewpoints than when I live in a damned echo chamber. And now I’m left wondering how to achieve that effect while minimizing those issues of mine mentioned above.
(Now let’s see how flamey the responses get as people assume the tone of voice I’m using is harsh. Yay for inflectionless text!)
- Ryan
[1] Those who know me know the highest praise I can give a game is “I think I want to use this to play Unknown Armies.”
[2] Doing posts of PAX recaps seem to be all the rage. Perhaps I will as well.
[3] Responses that don’t get this will be deleted. Fair warning.
[4] My lines as an editor are, funnily enough, somewhat different.
Emotional Resonance
I’ve been throwing around this term lately on Twitter, “emotional resonance.” To start the post off, here’s what I said:
Current hypothesis (and future blog post): pacing mechanics without a place to slot emotional resonance fall apart. Math alone cannot solve.
{hours later}
Emotional resonance = people really (reliably) want to play the “talky” part of an RPG.
As I said yesterday, I needed to talk the idea out in order to figure out what I really meant, and it hooks back into my comments on Adventure Games & Story Games. To do the thing I really hate, I’m going to start my definition with a negative: Emotional Resonance is NOT just emo bullshit.
It’s the part of a game, any game (hell, any media), that make us want to talk about it after we’re done. I want to talk about how amazing Inception is — and it blew me away — because of the emotional resonance I felt for it. But I also love talking about Crank; not because it’s a deep movie with meaning or shit like that, but because the pacing of the movie and the insane action makes me want to geek on it. It’s the same with a game — we need a place to slot in our excitment, interest, nerditry, emo bullshit, whatever it is we’re looking to get out of the game.
I’ve been making games with scene-level pacing mechanics for a few years now, very few of them any good[1]. That’s because I was too focused on modeling an arc or creating cause-effect chains. There was a little bit when Mythender had this, and every time I playtested it I hated the game. I felt nothing.
Know Thyself’s scene setup involved, roughly:
- Play a card from your hand. (And the cards were fucking cool. For the cards, check out this link.)
- Frame a scene for the single PC (was a one-PC/multiple-GM game) using an element of that card. It doesn’t matter what, you’re in a fucking insane psychedelic dream.
- Uh, build to a conflict, please.
- Resolve this conflict by playing high-card.
- Wash, rinse, repeat
- Every three scenes, whichever side won more (PC or GMs) got to define a thing about the PC’s real life.
So, we were kinda interested in the PC’s real life, since the premise of the game was that they were going back in time and self-inducing amnesia in order to change their past. But no one really gave a fuck about the dream scenes, even though winning/losing those are what drove getting to define stuff about the PC. Not giving a fuck = no emotional resonance.
Today, I know I went wrong with the scene setup. The scene setup couldn’t just be random. Nor can it be 100% driven by mechanical choices. Early on in Gun n Fuck, which has a similarly adversarial one-PC/many-GMs setup, the math & random set pieces drove scene choices. As long as the PC had enough of his core stat, Adrenaline, he could keep doing action scenes. When it fell down, he needed to do a scene with his girlfriend. But because there was no reason to deviate from these choices, they didn’t inspire. The game felt bland. Yes, in the heat of the action scenes we were having fun, but I don’t think anyone really cared about the game later. I know I didn’t.
I also know why I went wrong, and that’s probably the most important lesson. See, when you’re playtesting a game with friends, they might cut you some slack on this front accidentally. They’re distracted by analyzing the game, rather than feeling anything about it, so emotional resonance doesn’t happen right away. Thus, their comments are more about structure than about whether it really works. Or, they’ll slot their emotional resonance onto you, as the friend they’re helping out, rather than on the game. So it still doesn’t work, but it looks like it does. That was my problem with Know Thyself, a problem I wasn’t able to recognize in time.
This is also why I think many older games from our tribe don’t work as well unless played via oral tradition. (Learned from the designer or from someone who played with the designer, etc.) They’re tightly-wound and don’t have an obvious place to slot in your excitement or interest that folks are used to.
When I playstormed Gun n Fuck last Tuesday night, I took a step back, explained the procedure, played one of the GMs, and watched the faces of people. We went through twice around the table (for six scenes), and while the scene-choosing mechanic was a little busted, I could tell that there was some excitement sparking when starting a scene off. I saw that being carried into the scene, making the game work.
The key, for this game, was to not base the choice of scene on math, or on whatever bullshit arc I was trying to force. The PC and whichever GM has that turn each made a silent, simultaneous choice:
The PC can: show a red die (this is going to be an action scene), white die (this is going to be a scene about chasing my obsession), or empty hand (this is going to be a moment when I’m going to just re-juice myself because I’m way, way low on adrenaline). And there’s a reason mechanically do to all those things, but…
The GM can: show a red die (this shit’s going to be hostile straight-away) or a white die (this is going to be cagey and defended). (The empty hand isn’t an option.) And the GM’s job is to show a different color die than the PC, or show a red die if they PC’s going to show nothing.
That scene’s framing and advantage go toward the side that won the showdown, though the choices the PC and GM made are still true. The third or fourth round, Justin Smith, playing the PC, showed a red die when I showed white. He swore, and then grinned. Right then, I could tell he cared a tiny but about that moment. Right there, I had figured out an injection point for emotional resonance.
Primetime Adventures does it with the scene framing questions, especially when you frame that scene’s central question or conflict, getting others excited about either outcome. Fiasco does it when you decide whether you’re framing or resolving a scene, involving everyone else to do the other on your behalf. Excitement and interest are key. You cannot make a high-level pacing mechanic too tactical or too prescribed. This is why you need to weakly model narrative arcs in such story games — to give everyone room to express their excitement & interest. When you do that, other people at the table pick up on that and bring their own in.
That’s emotional resonance. It’ll vary from person to person, which is why not every story gamer like every story game[2]. But it’s utterly crucial, and at this point I’m pretty sure it has to exist at the point of scene-framing in such games.
- Ryan
[1] A rare few of you have Know Thyself, my ashcan from 2007, which is a shitty game. Three years later, I have a great understanding as to why it doesn’t work and how to make it. And maybe I will.
[2] blah blah blah target audience blah blah blah
Say Things Badly
There’s something I tell people often when they start to get tripped up in a thought — be it playing a game, or trying to articulate a design, whatever:
Say it badly now. Then we’ll work on saying it well.
This comes from my own experiences where trying to state an idea well right away caused me to hesitate, which made me feel like I was a fucking idiot, which in turn killed my confidence in myself and my ideas. I like to tell people that I could have been the person I am today years fucking earlier if I had learned that one lesson sooner.
(Of course, it took those years to learn the lesson concretely/emotionally/to-heart/however you like saying that, rather than just intellectually. So, even that’s bullshit.)
Then I started using this technique a lot as a GM to get players stumbling over an idea to slow down and feel comfortable about saying anything. Works fucking wonders. Only later did I realize the uses outside of the gaming table, and about using it for myself.
We all fear looking like an idiot, especially on the Internet with cockbites around every corner waiting to tear you down, or we’re looking to gain the respect of people we respect, stuff like that. I totally understand the impulse to craft a message well before saying it. Hell, it’s not like I don’t still try myself — we all do. We all should when we can. This rule applies to when we find we can’t.
As social creatures, we are brilliant when we’re feeding off of each other — many minds are better than one and all that jazz. If you have an idea you’re having trouble articulating or making work, get outside of your head. By saying whatever you can to someone else, they can to help you better figure it out. Last night, I was working on trying to explain what I mean by “emotional resonance” to one of my good friends, Justin Smith, and I started with “so, I’m going to talk some dumb shit here, bear with me.” He helped me understand what I was actually talking about, and now I get the concept itself better than I did by thinking about it silently.
Look at my last blog post, Reward Mechanics & Paying Attention. I poorly articulated some shit there that it took others to help me better understand. If I was afraid of looking like a moron on the Internet, I wouldn’t have posted that. I knew I was off on something, but couldn’t entirely figure out what. Now I know (or, at least know better than before).
So if you’re flustered or confused or just can’t quite articulate this thing in your head, stop trying to do it well. Do it poorly. (If you need a safety net, do it poorly with friends, and state up-front that you’re going to do so. Also, if people give you shit for it, I recommend the retort “Fuck off, cockbite.” They’re being the asshole, not you.)
Related: Be unafraid of being wrong, and of admitting that you’re wrong. I have formed and furthered relationships with people that have started by me being wrong in a conversation (not intentionally, of course). No one needs to be right all the damned time. Which is convenient, since no one is.
- Ryan
Reward Systems and Paying Attention
Last week, I was having a Twitter conversation with the bane of my existence[1] Clyde Rhoer, sparked by this comment:
I suggested that this was not particularly possible, and he asked me to unpack why. Now, I haven’t played in many American LARPs, but I have done enough to feel like I have a sense of those social dynamics. And something like Primetime Adventure’s Fan Mail system wouldn’t carry over.
See, in LARPs, you’re talking about 30 people, give or take, doing a lot of small-group interactions. Rarely (and it happens, but rarely) is the entire room paying attention to the same thing. So, any positive reinforcement mechanism will have to complete with the medium, rather than cooperate as it does with tabletop.
The point of positive reinforcement is two-fold:
- Reward the person for good behavior (whatever that is)
- Demonstrate to others the benefits of said behavior
In a LARP, the first can happen provided those with the ability to grant rewards are paying attention to you. Good luck with that. But the second? Hell no. There’s too much going on. Five people can sit around a game and throw Fan Mail around when people are being, well, whatever we want to reward. (Eric Boyd got Fan Mail for being particularly evil in several scenes of my first attempt at Blockbuster Adventures, the PTA-for-movies hack. Which made me realize the power of Fan Mail to be use in more specific ways to different characters/players rather than general.) But 30 people have 10 different constantly-splitting-off conversations cannot do so with the same effectiveness.
“But Ryan, we could tell everyone why X Dude is totally awesome and deserves this bennie!”
Yes, yes you could. But that’s way, way diminished in value. There’s being demonstrated behavior and its reward in person, and there’s hearing about it. When you hear about it, some of the emotional resonance of that moment are lost. You’re retelling a story whose context was moment-dependent, and while people can intellectually understand why a X Dude got his bennie, there’s much less of a lesson to connect to, if at all.
Furthermore, we can also intellectually re-equate hearing someone else’s tale with something we did. If I hear “X Dude got the Good Roleplaying Award for being true to his character even when his secret of being a necromancer was out and he was beheaded” or whatever, rather than actually see the quality of that moment and the emotional resonance around it, I can re-equate it with “Fuck, man, I did that last week and I didn’t get shit for it.”
(Why, yes, I have worked in a large institution that has given out little certificates of achievement for years and seen how they depress morale in staff that gets little attention. How can you tell?)
This is why I responded to Clyde at the time with the following[2]:
There’s something I tell software people that I feel applies here: be wary of using technology to solve social problems.
Not “don’t” but “be wary of”
And I’m wondering if it’ll end up backfiring due to social dynamics.
Something that works well for five players constantly communicating might not for 30 split up.
Positive reinforcement is a different beast when everyone is able to pay attention to both the act and the reward.
I naysay not to discourage but to make sure you’re armed properly for the attempt I’d like to see.
![]()
We’re talking about a social issue that the innovation proposed might be ill-suited for. Granted, I’m all for someone trying. I hope someone proves me the fuck wrong.
- Ryan
[1] For the love of fuck, Internet, it’s a joke. I know, I have to say that upfront. Y’all are a touchy bunch.
[2] I was pretty mouthy that moment on Twitter. Clearly I was bored.
Adventure Games & Story Games
(Normally, I only allow myself one blog post per day at max. But seeing as the last one was just an announcement, I can bend the rules today.)
As a story game designer, I often wonder what the difference is for me between story games and adventure games[1]. Oddly, the difference hit me while watching Crank 2: High Voltage last year. In short:
- Adventure Games test competence
- Story Games manage page
See, here’s the thing. Crank and Crank 2 are classes in action beats. There’s little more to the film than that, by design, so you get an eye-full over and over again of what makes an action scene work. It’s all about beats — action, reaction, follow-up. And what we do with adventure games models only a piece of that, the initiative system and flow of turn order. But by testing competence and allowing for the sort of failure that blocks or fucks with the flow of the beat, we make games that look less like action movies and look more like, well, like a fight in real life.
Which brings me to another difference:
- Adventure Games model a fair, consensual reality (and often strongly)
- Story Games model a desire for an arc (and often weakly)
Not that I want to get into GNS theory here. Fuck no. (GNS is about play dynamics, I’m talking about design modeling.) But it’s the qualifiers that I want to get into. Adventure Games have a strong modeling, intentionally. Fairness, and thus the feeling of success or safety net against abuse, requires a strong modeling. Sometimes that modeling is rules-heavy, and in other cases rules-light, and they often fall back onto an arbiter of sorts (the GM), to manage the modeling, fairness, and people. But because of this focus, creating tools for an arc are a secondary thought, if that.
(Often, the tools are in the form of GM advice, which is a fine, fine tool for such a job. And I think we Story Gamers forget this from time to time.)
Now, Story Games often model weakly, also by design. Yes, we have games that have strict sense of timing, with our love of pacing mechanics, but they don’t strongly model arcs the way that adventure game strongly model fairness. Again, by design. These games are tapping into the shared sense of media, of story, as a way to fill in gaps and allow us flexibility in how we interpret that pacing.
If you look at a lot of freshmen indie games, they try to too strongly model an arc. The very complaint you get in a lot of poorly-designed adventure games — of rule loopholes and soft points and weakness — are what you need in order to make a story game work. Make a story game too tight, and you risk making a game that’s about parlor narration, one that you feel you’re along the ride for rather than an architect of.
Which brings me to…
- In an Adventure Game, strongly-modeled rulesets allow for the players to contact the world
- In a Story Game, strongly-modeled rulesets disengage players from the world
So, when we’re testing for competence, we need strongly-modeled tools. Otherwise, we’re not really being competent if we’re not in the face of fairness. (Even dramatic fairness, like using a Hero Point to reroll or the like. There is room for some movie logic here, just not overly.)
But when we’re modeling for narrative arcs, we need weakly-modeled tools. We need to be able to project our own ideas in the game.[2] That’s how we come into contact with a story game, not by attempting to do something by by attempting to express something.
And that’s why, as I’m writing up a bit on a little game I’m tinkering with, Gun ‘n Fuck, I find I’m making a story game about action beats and not an adventure game about a dude on a rampage. I don’t want to challenge the main character’s competence constantly. For this specific purpose, that would be boring as fuck. (As one playtest proved.) That means I have to figure out what I am doing, and that’s where pacing and timing are the key.
Nothing more for now, just a few thoughts on keyboard. Oh, I should leave with this:
- At no point am I saying this is what makes an Adventure or Story Game good or bad. Just observing games I’ve played over the past few years.
- Ryan
[1] I do not condone the use of “traditional” or “trad” to describe these games. That’s a useless term, sometimes used derogatorily, and makes use folks in the story game scene look like pretentious hipster fucks. Just sayin’.
[2] Why, yes, this post was partly inspired by Inception.
The result of the ICONS contest
Hey! So, yeah, I took my sweet time here with my ICONS contest from late May. (I’ve had a bit of an insane few weeks, with moving, conventions,job changes and all that — apologies to those waiting for this!)
Per my rules, I had two entrants: Josh Rensch & Chris Czerniak. (I did discount Steve & Eddy, because of their ties to ICONS. No offence guys; I wanted some fans to win this one.)
So, Josh & Chris, here’s the deal:
You both win.
I haven’t had a chance to play ICONS yet, but I still think the character creation ideas will provide for a lot of fun just on their own. (I was hoping to get some time to play it in the last couple months, but it isn’t meant to be at the moment.)
I’ll be contacting you individually about your prize. Thanks for playing!
- Ryan
The Past Two Years of my Life: Mythender
I’ve been working on Mythender since late 2007. People have asked me a lot of questions about it, especially recently as folks are starting to know me from stuff I’m involved with (like Dresden or IPR) but haven’t heard me talk about my pet love over the last couple years.
So, I thought I would share with you the intro text to Mythender. Thank you to the couple dozen people who helped me workshop this, and my editor, Amanda Valentine, for being totally awesome. (I’m sure it’ll continue getting tweaked in further revisions, but not much more so.) Hopefully this gives you a taste of the thing I’ve devoted myself to for some time now. I’m still working on the text, and have a number of people slated to playtest the game from the text alone (in addition to the 70 people that have playtested it at home and cons via me running it).
Maybe tomorrow or later this week I’ll post about my philosophy of game text openers. But for now, I hope you enjoy.
Mythender – Epic Metal Opera
Far north, there is a place of legend, a land of gods and monsters. It is the home of cruelty and oppression, a domain of ice and peril. It takes its strength from the worship its gods demand of mortals, from the terror its monsters inspire in them. With the full force of Eternal Winter, it crushes any who oppose its gods and monsters. To free all people from this fate, these gods must die. This is Mythic Norden, and you are the living weapon that will strike true into the heart of Winter.
Mythender is a game about the handful of mortals who steal power from this land and wage a war against it. This is an epic metal opera, filled with raging battle anthems and reflective power ballads. There will be passion and blood, consequence and tears.
As a Mythender, you are a titan among men—the might of myth, bound within mortal flesh. Your rage boils rivers, sunders mountains, and brings the heavens crashing down upon the earth. The land quakes with each step you take. You rip out the still-beating hearts from the gods and destroy the mythic world. You are the walking incarnation of wrath, of death, of change.
Grand battles will scar the land. Screams will echo like thunder across the world. Rivers will run red with the blood of the fallen. Trolls, giants, witches, warriors long dead, valkyrie, and even Odin and his kin will all taste your blade and your hate. Only the gods themselves are peers to you, and you fill them with an alien sensation: fear.
Even that is not the limit of your power. With each god that you End, you deal another mighty blow against the land of myth itself. You carve away pieces of it and make room for mortals to live without fear of the night and cold. As you choke the life from a god, you rip the power away from Norden to reshape this newly mortal world with your own desires. You can End anything you wish—hunger, despair, illness, peace, love, death—striking it from the world and mortal memory.
Your power rivals that of the gods. But while many would aspire to apotheosis, for you it’s a fate worse than death. The moment you let it go to your head, the moment you give in to hubris, you become those you fight.
Your power—ripped bloody from the beating heart of Myth itself—will make you into the very thing you must destroy. A god. A champion of Norden. A myth.
That is your Fate, Mythender.
The only way to fight against this corruption is to bond with Norden’s people, the innocent victims of this terrifying world. You must struggle to gain their sympathy. But this will be your greatest challenge. You may be able to snap Thor’s neck, but no one will sit at your dinner table. They can no more relate to you than they can to a storm or the sea. As they fear the gods they rarely see, they fear you more. This is the curse of the power you steal from Norden. It is easier to rip away Fenris’ jaw than to put a smile on a child’s face.
But if that is the price of such power, so be it. You will not go quietly into that good night, Fate be damned! You will make Norden pay a dear price before it claims you. And when you fall, you know your comrades will continue ceaselessly with this quest. You trust that, when the time comes, they will End you. For you are the harbingers of destruction, the cleansing fire, the Spring that melts away Winter’s frost. You are a Mythender.
- Ryan
By way of crow: the ICONS Contest
Many of you saw the post from the other day about ICONS, and some of you might have stuck around to see that Gareth and I cleared the air. I said I would post up a public apology here, and I was thinking about what to say.
Then a friend and I were talking about this, and a good point was brought up: I say that ICONS deserved “better marketing” than that in my post…but doesn’t that mean it’s also mean it deserves better than some fuck on the Internet mouthing off? I thought about that overnight, and came to this idea as a way to show this mea culpa as well as put my money where my fat mouth is:
Welcome to the “Taunt Ryan Macklin with how awesome ICONS is” Unofficial ICONS Contest!
I did keep saying that I wish the best for Steve Kenson and ICONS, so here’s the deal. I said that I might not have an interest in ICONS when the PDF is actually available for purchase. But if I keep hearing about how awesome ICONS is, you bet your ass I’ll be grabbing it June 1st. So I’m going to do this contest. You comment on this blog post about the fun ICONS characters you’re making or playing, and one of you will win me buying you the next few ICONS supplements.
No joke. This isn’t something I’m doing with Adamant. It’s just me doing my own thing, because I can and I should.
RULES:
- You may submit one (1) comment to this post per day. Posting more often will decrease your chances. (I want to be flooded, but past experience shows that people who gunshot post just to post don’t post awesome ideas.) Otherwise, each post you enter gives you more chances to win.
- If you’re worried about whether my time zone will count two posts as being on the same day, keeping them18 hours apart is good enough for me.
- Said post must contain the random bits generated and the character idea that gave you.
- If you’re an asshole in your post, you’re disqualified and I’ll delete it. (I hate having to write this, but it is the Internet.)
- The contest ends June 1st, when I can order the PDF of ICONS. At that item, I’ll close comments on this post and post a follow-up.
- Important: The point of this contest is to continuously taunt me with how awesome ICONS is. If this post gets no comments in a 36 hour period, then the contest is closed with no winner.
- The Winner will be chosen at random from those entries that are valid per above.
- The Winner will receive me buying for them PDFs of future ICONS supplements (when available for purchase), to no more than $50 or until August 2011, whichever comes first. (Should there be no supplements for whatever reason, uh, we’ll figure something else out.)
- Should the Winner not already have a copy of ICONS, but submitted because he has a friend who got it and looked at his laptop and no one would never, ever pirate games because I mean come on, I’ll buy that PDF as well (counted against said limit above).
- I reserve the right to change these rules at any time. Probably to make them more awesome.
BRING THE HEAT! Taunt me (nicely, don’t be a dick) about the awesome that is ICONS!
- Ryan
Happy Birthday, Robot!
Man alive, I and 87 other people got a hell of a gift this morning. Daniel Solis released a preview PDF of his upcoming childrens’ game, Happy Birthday, Robot!
If you haven’t checked out this game, you owe it to yourself to watch this short movie (2m 6s):
(Holy damn, that Solis kid has himself some amazing design wizardry. I’ve seen this video a few times, and it never ceases to impress me.)
The PDF is gorgeous. I’m looking forward to sending this book to my sister in Colorado. She’s got three kids and another on the way, and I think they would just absolutely love HBR.
Good news for you is that you can still get the PDF now if you join the Kickstarter. Daniel’s doing a good job of building up buzz and getting people interested while its available. If this sort of thing is your bag, help him out! You can find out more at danielsolis.com/happybirthdayrobot.
(As an aside: I’m totally envious that Adam Dray landed this project.)
- Ryan
P.S. I’m not exactly unbiased here. I think the world of Daniel and his awesome talents. And he decided one of the stories we made playing HBR was good for the book, so my name’s on it (even if it a very minor capacity). You can see the story Justin Smith and I made over a lunch break by going go Daniel’s HBR site and looking at the third story.
I would like to spend money…
[EDIT: Scott Mathis pointed out in the comments that my intent for this post, to talk about how a particular marketing method doesn't work and use my experience as a case study, was only discussed well in the comments. Sorry about that, folks! I forgot about my own rule regarding using the specific alongside the abstract.]
…but I can’t. And that makes me a sad panda.
Specifically, I would like to spend money on the new superhero RPG by Steve Kenson, ICONS. I hear people already geeking about it now that they have their pre-order PDF copies, and that’s got me excited. Leonard Balsera was IMing me today about the characters he was making. That taunting bastard!
And if I could right now buy it, I would. But since I didn’t pre-order, it’s not available to me. From one of the posts on Adamant’s site:
The commercial PDF of ICONS will be available beginning June 1st, and the print edition of the game should be available to stores (and shipped to pre-order customers) by mid-June.
Well, fuck. I didn’t pre-order it even though I was genuinely interested, because I didn’t know where I was going to be living in mid-June. (And I still don’t, but hopefully I will in a couple weeks.) And I don’t have a lot of shelf space these days, so I don’t order as many books as I used to. Thus, I’m waiting on the PDF.
The PDF won’t be available for another 13 days.
That is a year in Internet time. That is a long time for me to lose interest in this “SQUEE WANNA BUY” state, enough time for something else to take up my impulse dollars, enough time to hear things about the game that would turn me off — not necessarily something that would make me not want to play the game, but something enough to cause me to stop being excited about it.
I like Kenson and his work, and if I had a PDF today, I might be able to get a pick-up game together at the Memorial Day con in L.A. — my vacation con that’s before June 1st. But since I didn’t pre-order, no dice. (Pun intended, baby. That’s how I roll.)
So while my friends are geeking on it, they’re doing so when that geeking can’t generate sales. And such excitement doesn’t last long. Hell, this blog post might even generate sales, since people click on shit (and I buy that “There’s no such thing as truly bad PR” philosophy). But by the time you can buy the PDF, this post will be old news. The only thing it’ll be good for is collecting spam.
(Now, maybe the PDF isn’t finished. But it’s not like the power to send purchasers an updated PDF doesn’t exist. That’s what Fred did with Dresden. And it worked pretty well, I think.)
But, yeah. Guys, on today, May 18th 2010, in response to the geekfest on my Twitter feed, I want to give you money. Might not have that interest on June 1st. And ICONS probably deserves better marketing treatment than this.
- Ryan



