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About Alt+Games


Alt+Games is a blog about games by a couple of gamers. Role-playing games , computer and console games , board games etc. Focus on games that enable playing together , whether in the same room or over the net. We try to feature interesting stuff you don't hear from elsewhere.

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Little Kettle Boiling (L'il Game Chef Judges be warned!)
Written by Antti   
Monday, 23 March 2009

Warning to the Little Game Chef Judges: Don't read this entry. (This warning is probably pretty useless, I'd be surprised to hear that any of the judges frequented my blog)

 

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I guess I'm gonna have a pretty busy week. I had marked Little Game Chef on my calendar but I didn't actually think about competing - after all, I just got my fridays off from work to work on my dissertation so no reason to take up any more activities, right? Wrong. L'il Chef's theme, immersion, piqued my interest.

And by that I mean that it irritated me, got me out of my comfort zone, made me think. And I got this crazy idea I just had to follow through. See, the biggest obstacle of immersion is other players and their non-conformist ideas. So why don't I make a solo story game supporting immersion. Throw some Stanislavski into the mix to get your creative juices flowing and you should be good and ready. It'll be nothing you can imagine based on that description. Instead it will rock. You'll see.

Btw, the ingredients: blah. Sea, horse, midnight, burn. Are we supposed to write a rpg based on an Iron Maiden song? Well, I'll manage that. In fact, it's not a problem, but I have to wonder how these things are chosen. Yes, I know, restrictions are good. But we can still complain about their inadequacy, right?

I decided to try to take on the additional challenge as well. The Harper challenge for the layout fitting on two pages of A4. Just for the heck of it and maybe to learn something about layout design. I mean, if you have a full week to design a game, you might as well make it a finished product, too. Especially for a ground-breaking effort like this one. Or as some would say, for a un-playable hippie art piece such as this ;)

Last Updated ( Monday, 23 March 2009 )
 
Shell Shock AP Session 3 Pt. 2
Written by Antti   
Sunday, 08 March 2009

In this second part I will describe the second part of our third session of Shell Shock in Gaza. I will also address a couple of points that have occurred to me during this play test. These are the influence of writing Actual Play reports on our games as well as the discussion on how our game has infuenced our views on the situation in Gaza.

I had prepared the following course of action as the action-oriented part of our third session: When the bombing of the police station would start, both civilians and Hamas fighters would try to escape from the station towards the locations of the player characters' group. The action would have (again?) consisted of quick decisions that would have to be less than perfect. Who to fire at, who is a civilian and who's a Hamas gunman etc.

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Residents of Gaza inspecting the damage of an IAF air strike on a police station in Gaza. Photo by Amir Farshad Ebrahimi , Creative Commons - licensed (Attribution, Share Alike) 

The actions of the players changed this scenario. The more conservative line of Cpl. Spielberg which Sgt. Baruch also adopted resulted to the palyers' groups position to be revealed to the Hamas fighters and the police in the station before the air strike and the people tried to escape with more conviction and better planning that I had planned beforehand.

Last Updated ( Monday, 09 March 2009 )
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My Adventure Amongst the RPG Theory and anyway...
Written by Antti   
Friday, 06 March 2009

Yesterday I had quite a journey in teh interwebs and the archives of RPG theory miscellany. The highlights included me finally getting the concept of fruitful void and system as Vincent Baker describe it.

grape.jpg I started from an innocent-looking discussion on Story Games titled The Fruitless Structure. The main point of that discussion was that reward mechanics, in time, often make people blind to the actual virtue that is promoted but try to play the mechanics itself to maximum gain. Relating to RPGs it is not enough to follow the mechanics but to look and negotiate around them to find out where they are pointing towards. And also to have common goals and expectations related to the game at hand in your group. Seems pretty logical and many of my own early experiences with story games provide evidence of this effect.

From there I was directed to an anyway post about about The Fruitful Void (anyway is the blog of Vincent Baker of Dogs in the Vineyard and In a Wicked Age fame among other things). You'd best see for yourselves, the actual post isn't that long. I didn't get it at first. I mean I couldn't relate to it; my most recent experiences on playing RPGs was Shell Shock, and I couldn't pin-point the fruitful void(s) of that game even after a little thinking. It probably didn't help that the other game we are playing right now is PTA, which allows for a void but doesn't drive you towards a specific one.

The photo by Steven Fernandez (Creative Commons, attribution) 

Last Updated ( Friday, 06 March 2009 )
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