Stone Story RPG uses text-based animation

Stone Story is an RPG with clever text-based ascii animations, combining old-school visual style with current-day gameplay.

From the developer:

Stone Story is an RPG set in a dark and vile world. The game’s fluid ASCII art is painstakingly animated in plain text by a single insane game developer. Currently in closed alpha, the game features 6 locations to explore, 4 boss fights, mind-blowing ASCII cutscenes and plenty of loot to discover. Much more content is planned once the project reaches beta.

The casual play contrasts with the retro visuals, providing a unique experience that blends nostalgia with modern design principles. One of the game’s defining mechanics is that you have no direct control of the player character. You choose what items to equip and which locations to visit, while an artificial intelligence does all the exploring, combat and looting. An expansive item crafting system allows you to combine otherwise disposable items–rewarding experimentation and making full use of all the gathered loot.

Via Boing Boing: New role playing game has clever text-based ascii animation.

Stone Story: whirlwind wand

Synergon, the BLARP From Hell

Synergon: “Where dreams come to die”

Synergon was conceived as a satire of office culture and corporate-speak, but expressed in the language of a D&D-style role playing game. What originally started as a joke among employees quickly expanded to include basic rules and longer lists of abilities and skills. Pretty soon it became apparent that it could be made into a fully playable table-top RPG.

Synergon is supposed to simulate BLARPing. LARPers (or Live Action Role Players) are a group of people who get together to act out roles, usually in a vaguely medieval or fantasy setting. You may know them as those-guys-that-hit-each-other-with-foam-swords. BLARPers, on the other hand, are Business Live Action Role Players, and they play make believe every day in the office.

The comparison between LARPers and business people quickly becomes apparent when considering how many people in the business world are just making things up as they go along.

Via BoingBoing.

I believe it’s time for the obligatory Dilbert reference. Let’s see … yes, this will do nicely:

Dilbert: You Stupid Coffee Cup!

Guild Wars 2 Design Manifesto

ArenaNet recently posted a design manifesto for Guild Wars 2, their massive multiplayer online role playing game.

Here’s an excerpt concerning a subject near and dear to my heart: the social dynamics of gaming …

MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I’m out hunting and another player walks by, shouldn’t I welcome his help, rather than worrying that he’s going to steal my kills or consume all the mobs I wanted to kill? Or if I want to play with someone, shouldn’t we naturally have the same goals and objectives, rather than discovering that we’re in the same area but working on a different set of quests?
Guild Wars 2
We think of GW2 as the first MMO that actually has a cooperative PvE experience. When I’m out hunting and suddenly there’s a huge explosion over the next hill — the ground is shaking and smoke is pouring into the sky — I’m going to want to investigate, and most other players in the area will too. Or if the sky darkens on a sunny day, and I look up and see a dragon circling overhead preparing to attack, I know I’d better fight or flee, and everyone around me knows that too.

With traditional MMOs you can choose to solo or you can find a good guild or party to play with. With GW2 there’s a third option too: you can just naturally play with all the people around you. I personally spend a big chunk of my time in traditional MMOs soloing, but when I play GW2 I always find myself naturally working with everyone around me to accomplish world objectives, and before long we find ourselves saying, “Hey, there’s a bunch of us here; let’s see if we can take down the swamp boss together,” without ever having bothered to form a party.

Of course GW2 has great support for parties, but they just don’t feel as necessary as they do in other MMOs, because your interests are always aligned with all other nearby players anyway. When someone kills a monster, not just that player’s party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world –- when the bandits are terrorizing a village -– everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.


Via Slashdot


This sounds interesting: a role-playing game inspired by Inuit mythology:

When people ask me what my game Ganakagok is about, I say, “It’s a fantasy.” I tell them that it’s about a people called the Nitu, who live on a starlit island of ice in a world where the sun has never risen. They live in darkness, revering the Stars, honoring their Ancestors, and marveling at the handiwork of the Forgotten Ones, who long ago wrought Ganakagok into its current form.

I had been thinking for a long time about how to use a tarot-style “oracle” in a role-playing game, because I was fascinated with the way that divination methods like tarot and the I Ching provided powerfully suggestive grist for the interpretive mill. In other words, divination methods seem to work by providing an ambiguous image of which one makes sense in the context of the current situation or problem. Because our minds are designed to see patterns, make connections, and find order, the appropriateness of the divination seems uncanny.

To make the Ganakagok tarot, I essentially “reskinned” a normal 52-card playing card deck, changing the names of the suits and the court cards to make them seem more icily primitive—Tears rather than Spades, Stars rather than Diamonds, and Ancient, Man, Woman, and Child in place of Ace, King, Queen, and Jack. Then I went back to the divinatory meanings associated with the corresponding card in a tarot deck, coming up with two “motifs” for each one, a noun phrase that I called the card’s “image” and a verb phrase that was its “meaning.” So, for example, the Ace of Spades became the Ancient of Tears, or “Polar Bear,” with the meaning “to master or overcome.” And the Two of Clubs became the Two of Storms, or “Depths of the Sea,” with the meaning, “to be troubled by the unknowable.”

Bill White @ Flames Rising

Ganakagok @ Indie Press Revolution

Wisher, Theurgist, Fatalist

Wisher, Theurgist, Fatalist is an interesting (and free!) new storytelling RPG from Jenna Moran …

Fatalists are those who know the secrets of the world. They are scholars. They are prophets. They are experts — founts of knowledge and confidence.

The role of the fatalist on this journey is cruel. It is something of a purpose that they must educate the wishers, warn them, and share with them the secret truths of the dreaming kingdom. But this is not why they seek the Jewel.

To win an unambiguous victory in this game, you need one fatalist to survive and agree to become the firmament of the world; and more, the wisher must willingly sacrifice that fatalist in the world’s creation. The person who becomes the firmament of the world is torn apart, unraveled, laid bare down to the bones of their soul and made into the structure of all reality. It is their lore and their knowledge and the order with which they approach their lives that become the order and basis for the world itself.

Any character can become this structure; it’s not limited to fatalists. But it is the fatalists’ belief that only someone such as a fatalist can do it well. And if it is not done, and done well, then the world shall remain in some part fantasy; in some part dream; in some part lie — as the doomful sages of the world suggest it is already.
Wisher, Theurgist, Fatalist: a game by Jenna Moran

Wisher, Theurgist, Fatalist (PDF)

Home: Hitherby Dragons

Via Nick Novitski @ That Bright Instrument