The Points Don’t Matter

The Points Don’t Matter

A performative/participative game inspired by Whose Line is it Anyway?

(This might already have been done, but I felt like writing it.)

You’ll need:

~30 minutes (~10 setup/takedown, ~20 play)
8-10 players
Up to 5 audience members
Paper and pencil/pen or typed as described
Random tokens (at least 10, not more than 25)
Props if you like them – anything appropriate to an office or holiday party

Before the game, take ten folded pieces of paper (small enough to hold in hand) and on the outside write a basic description of a normal person who would attend an office or holiday party (name, profession, hobby). On the inside of half of the papers, write a description of a ridiculous character (see examples). You’ll want to mix up, add, and remove some of these every time you play.

At the start of the game, tell everyone that they must play all of the characters they are given. The character on the outside is their regular character. The character inside the card is their secret identity, and they need to act it out as well. They can do this by physical movement, vocalizing, and other behaviors, but can’t explain who or what they are. For those without an identity, they play their outside characters as though they are completely normal, and their job is to keep a straight face.

Set a timer for around 20 minutes. During this time, the players will play their parts, starting out as though they’ve just arrived and settled in at an office party. The scene proceeds as improvised, including people playing one or both character parts.

The audience will be seated near the area where the party is going on. Each audience member needs at least 2 tokens. Tokens count as points. When an audience member particularly enjoys one of the player parts and how they’re acting as a part of it, they can go into the party in a role of waitstaff or family dropping off a beverage or snack by passing a token to the player they want to reward. They can give these awards at any time during the game, but the rule is that they do not interrupt play, and the players do not acknowledge them aside from accepting the token.

At the end of the 20 minutes, play ends, and the players reveal their secret identities, if they have them. There is a round of applause, and the game ends.

Normal Person Examples:

Bill, who works in accounting. He enjoys golf.

Jenna, a manager. She rock-climbs on the weekends.

Ashton, a programmer. They do cake decorating.

Ridiculous Character Examples:

A giraffe with too short of a neck.

Someone who has just eaten multiple ghost peppers.

Ten tall men put into a small sized suit.


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Behrend Bernhard, Esq. Version 1 – A Performative Party Game

Hello All!

It’s your friendly neighborhood Brie with a new game! This is, as with my previous games, a text-only version 1, so if I need to make edits I will do so and update the original file with a new version.

It’s a performative party game* where you get together friends and play out a court scene where one player gets to play a larger performative role as the title character, Behrend Bernhard, Esquire, one plays a court reporter who handles record taking, tallying records, and so on, and the rest of the players are witnesses providing testimony. All of the players have a small chance to roleplay, while Behrend’s character is the most active and asks questions of the witnesses. However, at the end, there’s a chance that any of the players could have a final dramatic scene. Yes, there is a twist, but it’s clearly detailed, and it is at the forefront that everyone is making up their stories. 🙂

I’ve been exploring player involvement and how much players want or need to participate in games, and at what level they’re most comfortable, as well as how to integrate different levels of power or authority in a game. I’ve also been looking at how we can make lies and secrets public while still playing within the fiction we’ve concocted.

Here it is!




*Some might consider this a live action roleplay game, and in some ways it is, but I think it’s a step away from that, personally, and you can argue about it if you want.


This post was supported by the community on patreon.com/briecs.

I love you and I adore you: A letter writing game

Hello all!

I wrote a game that I’m hoping you’ll enjoy! It’s a queer love letter writing game inspired by the love letters of Eleanor Roosevelt and Lenora Hickok, and it’s very simple and hopefully easy. It’s fully story based, but has some rules on communication. This is a Version 1 document so please excuse any flaws for now. 

I hope you like it! Feel free to play, and if you’d like to offer feedback, let me know.


This post was supported by the community on patreon.com/briecs.

Sweet Valley Hell – Principal’s Instructions

This is the game I’m working on during my pre-week of summer classes. This is the Principal’s instructions and I’ll soon be releasing the Monsters section. Enjoy!

PRINCIPAL’S INSTRUCTIONS (DRAFT)


So like, you’re in charge? Wow! You have a really good chance to make the players have loads of fun, so grab a seat and listen up.


Your first responsibility as the Principal is to like, set the scene. This is pretty cool. You get to decide who will be in the world and what the current events are. You can probably sum it up in a paragraph, and you can make a few predictions for the future. Keeping a handful of index cards or scrap paper with your notes would be a good idea, or even a notebook, and always have some blanks on hand to take down really important events and new non-player character names. Non-player characters are suuuuper important, so make up a few! You’ll need to assign them skills, too, so think about how tough and how clever these dudes are, and write down a die type for their Sosh and their Fight. Don’t stress about spending points on them, just be reasonable.


Setting
This game is set in the Valley in the year 1994, right after the Hellhole opened. Everyone knows about the Hellhole, but not everyone deals directly with it – most people, honestly, just try to keep it a secret from anyone outside of the Valley. The main players in town are Azazel, a demon with aspirations of mayorhood, and Laurel, the queen of vamps, who has tons of minions crawling around the town. The player characters are all seniors at the local high school.


Non-Player Characters (NPCs)
Coach Wilson – the coach of the Stallions, the football team of West Valley High. Stubborn, funny, and surprisingly caring, this guy knows the students better than anyone. He also supports the Fillies, the cheerleading squad. Fight: d8, Sosh: d6
Mayor Andersen – the town mayor. He’s prickly and like, really doesn’t like kids. His politics are pretty ace, though, so he’s not too bad to have in power. Unfortunately, he has little social klout. Fight: d6, Sosh: d6.
Lindsay Golden – the mayor’s right hand, and the power behind his words. Without her, the mayor has no chance of keeping his political position. Fight: d6, Sosh: d10.


(see the Monsters section to skill up Azazel and Laurel.)
Shelley Winters – a local reporter who knows way more about the Hellhole than anyone else, and no one is quite sure why. She is friendly and useful, but kind of creepy, really. Fight: d8, Sosh: d8.


There’s your starting setup. You can create more NPCs on the fly, just make sure you write them down so you can bring them in for later scenes.


Running the game should be pretty chill. What you want to do is try to encourage the players to have a good time, while like, not forgetting to make them feel like the bad guys are a real threat. Pull from media resources to get the feel just right if you want to, y’know, like TV shows and books. The players’ enjoyment comes first, so be okay with flexing your story a bit – don’t get too attached to the plot and forget about having fun.


In the player’s instructions you can find an example of play, and for what you are doing, things go about the same. FYI, fights are over when the baddies are knocked out (at zero hit points), or when they or the players retreat. What you need to know is how to build your dice pool for Fights and Sosh encounters. It’s easy!


The Principal gets an allowance just like the players do, based on how many players there are in the game. You start with two Pops and $100, and then for each player in the game, you get one Pop, and $200 in Daddy’s Money. You spend them just like the players do.


Remember, you’re representing like, bad guys, superiors, and people in power, for the most part (sometimes you’ll be other teens or whatever, too, but they should be pretty breezy for the players to deal with). You want to make it a challenge without ripping any hearts out… unless you’re representing something that like, rips hearts out.


Sweet Valley Hell doesn’t have like, totally strict scene framing. This is kind of cool, but makes things a little tougher when you’re in charge? You’ll want to try to keep players focused, and the best way to do that is by keeping it interesting. If an in-character conversation starts to die down, move on and come back to it later if you need to. If a fight seems futile or boring, call a retreat.


Retreats are simple: the baddie backs off and gets away. You’ll want to give the players a Pop for this to make up for it, but it’s just a good way to keep the villain active without like, totally boring everyone? So keep it in your pocket, just in case.


The Principal’s agenda is on-point, man. You want to:


Give the players a good time.
Creep people out.
Make the baddies feel real.
Encourage players to build the fiction.

Create a good story.

Sweet Valley Hell – A like, Hellhole in the Valley

This is the game I’m working on during my pre-week of summer classes. I’m hoping to write up the Principal’s instructions and the monster section over the next couple of weeks. Enjoy!

SWEET VALLEY HELL (DRAFT)

PLAYER’S INSTRUCTIONS


“Oh. My. God. Did you see the dagger that Azazel was carrying last week? Did you know it like, devours souls?”


“No way!”


Yes way. It was totally rad!”



So like, in this game, you play valley gals and guys in this totally sweet alternate universe where a portal to Hell has opened up in the Valley. There are like, really rad monsters, demons, and dead-walkers roaming the ‘burbs and like, magic is a thing. It’s bitchen.


Most of the time, you’ll be hitting up the mall and hanging with your friends, so sosh skills are like way important? But, you’re gonna find out how dangerous it really is living on the edge of Hell, too, so whether you’re into football or cheerleading, rock those abs.


In the game, you’ll see demons – some are friendly, others are, like complete jerks? I mean, what is their problem? Then, there are the monsters – you know, dudes and chicks who are like, not human and stuff, and they range from vamps to werecritters to like, other creepy stuff. Last are the dead-walkers. They’re like zombies or whatever, but most of the time they’re totally grody and used to be like, murderers, so you gotta watch out.


When you start the game, you get like, anywhere from 4 to 8 points to build your character’s skills, depending on how hard the Principal (the like, person running the game?) wants the game to be, or how long after the Hellhole opens they want it to be. You have two skills: Sosh and Fight. Life is simple in the Valley, so don’t bum anybody out by making it complicated. Your skills buy you die sizes in your skills. The first point in a skill buys you a four-sided die. This is like, sooo lower than average. So you can spend another two points to buy up to a six-sided die. Each die up costs two points, so if you wanted to start the game with a six-sided die in Sosh and an eight-sided die in Fight, you’d spend 3 points in Sosh and 5 points (3 for six-sided and 2 to move up to eight-sided) in Fight. This makes you a little tough for fighting and pretty average in social situations.


Your hit points are on your character sheet. There are both Body and Mind hit points. You only get 5 of each unless you get a magic boost. 

Each player (like, you guys) starts with these things called Popularity Points (We’ll call them Pops, because yeeah) and duuuh, some of Daddy’s Money! Pops are really cool because you can spend them to increase the size of your dice when you are rolling against the baddies. Daddy’s Money buys you more dice to roll! The dice you buy are equal to the die size that your base die is or to the size that is bought with Pops, so like, if you buy your base die up to a ten-sided die, all of your dice you buy with Daddy’s Money would be ten-sided. Sweet!


Each session of the game, you get a bit of each of these – kind of like, an allowance or something. Along with setting the difficulty of the game with the skill points, the Principal will decide how many Pops and how much of Daddy’s Money you get. Typically you’ll start with two Pops and, since Daddy’s Money only comes in hundreds, like, $400? Each die you add with Daddy’s Money will cost you $100. Cha-ching! If it’s going to be an extremely long game or the Hellhole is going to bite you hard, the Principal might up it a bit. You can always gain more Pops by doing sweet things in game, like risking your life for another player or a bystander, or maybe like, doing something epic. Daddy’s money, though, only comes once a sesh.


Fighting demons, monsters, and dead-walkers is pretty rad. You like, run up to them, or try to trick them, or something like that, and then you grab a die from the table – a like, six-sided one sometimes, or bigger. You can change the size of it and totally add more dice.


You’ll roll the die and the Principal (the like, person running the game?) will roll a die or a couple of dice to represent the monster (find more on that later), and you compare them to see who has the highest numbers, and how many of them. The roller who has the highest number on a die wins, and the loser takes hits equal to how many dice show a number higher than their highest.


So like, if you’re rolling against a vamp, and the Principal lays out like, four dice – all six-sided – based on the vamp’s powers? You put out the same number of dice, using your base die (In this case, for your Fight skill), which you buy up to an eight-sided die, and then some added ones. You both roll. You get a 6, 8, 3, and another 3. The vamp’s results are 4, 5, 3, and 2. You win because you have the highest number – 8. They take 2 hits because you have two dice (6 and 8) higher than their highest number (5). Bam, bam! You kick ass.


Social situations are simpler, because bystanders and non-player characters (like your BFF or your Dad or your Coach) mostly have skills equal or lower than yours. If you’re going up against them, this is normally a time you can be pretty chill, unless it like, means a lot. If you’re in a social situation with a demon or a monster, it rolls like the Fighting scenes, except you use your Sosh skill. Dead-walkers can’t be reasoned with – they’re raw and stupid, just filled with rage.

You’re ready to start the game. The next part of this is for the Principal’s eyes only – like, seriously, dudes, you don’t want to be totally uncool.

Discovery Playtest Video

Check it out!

Discovery is a project I’ve been working on since last year. Part of my requirements for it was that I could describe the game in less than 10 minutes, on a video, have no book, and use only a single character sheet. I think I succeeded!

Hi, I’m Brie Sheldon, and this is Discovery.

To play Discovery you need one six-sided die per player, six different-colored markers, up to six players, and a guide.

Discovery starts with an accident. It might be small, it might be big, but most of all, it’s important. This is the moment when lives are changed.

Players define the accident through discussion. It must affect all characters, and they need to give reason enough to the guide that this accident might have the desired effect: to give them all super powers.

Once the accident is defined, character creation begins.

The players will write the name of their character in the center of their sheet. They will conceive a character and physically describe their characters to other players.

The players define the six emotions available as a group. This helps set the tone for the game. Players will discuss which color marker or which pattern will represent each emotion for their character and mark it on their sheet. They will choose a six-sided die to be their own.

To begin play, the guide describes a situation where the characters can encounter challenges or have interesting interactions. Players interact by asking questions, taking actions, or experiencing emotion.

When players encounter a question they cannot answer or challenge that seems difficult without effort, they will choose an appropriate skill. There is no skill list because the skills are created as they are discovered. Skills can include simple things like talking, or complicated things like telekinesis. When the skill is named, the player will write it onto their sheet in one of the hexes with either a plus one, minus one, or zero.

Before proceeding, the guide will ask the player how their character feels. The player will respond with a description of their emotional state, and then draw a line from the center hex to the skill hex with the appropriately colored marker. When rolling with this skill hex, if this emotion is active in the character, a plus one is added to the roll.

The player will roll a six-sided die and add the number in their skill hex to the die roll. If the result is zero, the guide will describe a result that makes things worse. If it is one or two, the guide describes how they fail. If it is three to five, the action succeeds at a cost, defined by the guide. If it is a six, the guide describes how the character succeeds. If it is a seven or above, the action succeeds with dramatic results, as defined by the guide.

The story continues as led by the guide until at least one character has filled their grid with skills. Play may continue past this point. However, at that point, the characters have been discovered.

Monsters – Doppler


Doppler


One of the most frightening things for many people, next to public speaking, is to have their identity – their personhood – taken away and used for nefarious purposes. That’s what the Doppler is all about. They can duplicate any living being down to DNA with ease and accuracy.


Dopplers in their natural state are long-limbed, light grey creatures that are about 7 foot tall. They are emaciated. Each hand has three long claws, and each foot has two short claws with a third larger, curved claw. Their legs are shaped like a dogs leg, to enable them to leap higher and run on all-fours if they prefer. They are intelligent, but not very smart unless they are mimicking someone who is more intelligent. Their eyes are small slits in their face, and they have no nose. Their ears are shaped similar to bat ears, and they are nearly as large as the head of the Doppler.

The Doppler has found its pray, by Emily Vitori



Dopplers find their prey by using echolocation – above human hearing, but able to be heard by many other creatures. They do not need to touch their victims – they only need to get near enough to them to identify them with their screeching, and then they can easily replicate their form. Like Hanging Men, Dopplers rest in peripheral vision, normally undetected by humans. They often take the form of furniture or small animals to track people. Their goals with their mimicking are varied, from hired identity theft to personal desires for a human body.



Today’s art is by Emily Vitori. Thanks to Emily for her contribution to the project! 

Note: If you decide to use any of the monsters in a campaign, please let me know! I’d like to see how they work out.







THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

Monsters – Siren

Siren

On the coast of every ocean, there can be found one shore – it may be rocky, or sandy, or a moist clay, but one may always find a Siren. To the naked eye, the Siren is their viewer’s greatest desire – a chiseled, muscular man; a beautiful, voluptuous woman; a statuesque androgynous being. Whatever the beholder wishes, the Siren takes on their visage and draws their victim nearer.

The Siren has a distinctive call, a long, sad song they call out in a clear, haunting voice. They sing of loneliness and longing. The call has a strong effect on landlubbers and sailors alike, gripping at their heart and mind and pulling them ever closer into their arms.

A Siren viewing its true reflection, by Jason Cox.

However, like the myths say, it is a lie. Beneath their unearthly beauty lies a monstrous creature. Their body is like that of a human, but is dirty and covered with lichen and barnacles. Their face is where the horror lies – wide open and unblinking eyes that take up the sides of their face, and a vertical mouth lined with sharp teeth. When they capture their victim, pinning them, they devour them face first, drawing out the life energy and filling their bellies with raw flesh.



Note: If you decide to use any of the monsters in a campaign, please let me know! I’d like to see how they work out.

Today’s art is by Jason Cox. Thanks for contributing to the Monsters collection!




THOUGHTY LOGO © JOHN W. SHELDON 2013. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

Monsters – The Kid


The Kid


The Kid is five foot nothing, snotty nosed and petulant. The Kid is every bully in elementary school, and every kid who is bullied. He sneers and cringes all at once. He never meets your eyes, but can see into your soul. The son of the Flesh King never sleeps.

The Kid, by Susan Knowles.



The Kid is always around. He just finds a couch in every town and never seems to leave. He’s only one person, but he’s everywhere. Everyone knows The Kid. He eats everything in your fridge. He rubs his nose on his sleeve and spreads the common cold like a plague. When you’re feeling down in the dumps, The Kid knows just the right thing to say to make you blame yourself.


If you talk to The Kid, he will flinch away like you slapped him. If he talks to you, he’ll find any weakness you have – any feature you have that you are sensitive about – and exploit it. He’s the Kid who got beat up at recess. He’s the Kid that locked someone in a locker. An enigma wrapped in a bologna sandwich.





Note: If you decide to use any of the monsters in a campaign, please let me know! I’d like to see how they work out.


Today’s art is by Susan Knowles. Thanks, Susan, for your contribution to the project!

THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

Monsters – Ravener


Ravener


A Ravener (rah-ven-ur) is the result of a corruption of the blood that alters the physical and mental substance of a human until they are barely recognizable.


A Ravener is typically a person who has done something they regret, but that they don’t want to feel guilty for – they hunger for validation, or they are starved for other people’s approval. When they are affected, the person will begin to feel sick when they eat regular food and drink, and their stomach will gorge, and they will no longer digest the food but simply regurgitate it. They develop a taste for flesh, first raw red meats, but they hunger most for the flesh of humans and corpses.


Their skin starts to flake, stripping off to raw skin that eventually becomes rubbery, like lizard skin, with rough scales on the elbows. The Ravener’s teeth fall out, and their bones become brittle and thin. Along their throat, muscles develop that flex when the Ravener eats, pulling the food down whole. Their stomach distends and they regurgitate large masses of hair and bone mixed with bits of skin and bile after eating.

A Ravener after their transformation, by Emily Vitori


Eventually, the Ravener develops small spines on the palms of their hands that help them cling to their food and to other slick surfaces. These spines also cover their tongue, which grows three times in length. Their fingers and toes lengthen, although some may break off from the thinning bone. Their eyes will burst open, revealing many dark tendrils that reach out and act as additional sensory organs, sensing the heat of the living and near dead. Raveners, due to their unsavory appearance, often retreat to live in sewers, cemeteries, or near large bodies of water, becoming somewhat amphibious over time.

Note: If you decide to use any of the monsters in a campaign, please let me know! I’d like to see how they work out.
Today’s art is by Emily Vitori. Thanks to Emily for her contribution to the project!


THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.