The Friendship Game V2, an Old New Game!

Posted: June 16, 2010 by Guy Shalev in Business, Complete?, Design
Tags: ,

So, after transferring data from my old LJ design blog over here, I went over this blog’s content again, and came across The Friendship Game again, which I am growing to appreciate more and more.

The Friendship Game (PDF link) is a small engine, yet quite potent, which deals with creating a story focused on the interactions of characters. It provides a somewhat positive reward cycle and also drives play by the use of “Secrets” which come up during the game, make things more difficult, and then end in catharsis.

What I think is more interesting is that one could take this game, almost without any changes, and plug it into a system they have which lacks a powerful social system. In fact, if I were to work on a Juiced Rider, Memory Mecha hack that takes the game into the realm of an anime high school monster summoning setting, it’d be nearly mandatory to add something of the sort. Read later, because the engine is available for you to use in your own games.

After dusting it off, and talking to Per Fischer and Paul Czege about it, and my old discussion with Adam Dray as well, I decided to add some stuff to it.
What was there, is still there, the new content begins at the 4th page, the sentence above “Lacunas” and onwards. Much of it clarifies some situations, gives advice, and is a summary of the game’s rules.

Additionally, there’s a contract! Basically, this game, and the text in it, are quasi-Creative Commons. People will need to email me to ask for my permission, which should be granted in all but the most extreme cases, and they could use the game. All they’d have to do is make it clear in the text of their game which section is mine, and that it is in fact mine. Think of it like licensing art-work for use in your games!

If you play the game, tell me what you think. If you read the game, tell me what you think. If this idea intrigues you, you know the drill, tell me what you think!

Finally, I already have some thoughts on the game, but mostly to make it more welcoming to non-story gamers, stuff most story-gamers will take par the course; such as always have at least one Goal per character, and if you resolve your last one, start a new one (as well as begin play with one). The game’s tone could also be changed by modifying the default target number, and changing how much each invoked Secret adds to the TN, for instance. But that’s for later, if at all.

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