Pretentious? Vague? OK?

In the introduction to my game, I’ve been trying to describe the setting.

The setting of the game is a fantasy world, similar to the setting of games such as Dungeons & Dragons, but less bound to the conventions which have grown up around the fantasy genre in both fiction and gaming.

The game is set in a fantasy world. Players take the role of members of a group of wandering vagabonds, who have lost their place in society due to some misfortune. They are seeking to re-establish themselves, either through gathering enough wealth to start a new life, or by finding their true love.

The game is cooperative rather than competitive. That is, players are working together to try to ‘beat the game’, rather than working against each other with only one winner. Either all the players will win, or all the players will lose.

How would you feel if you read this?

Roughly 30,000 words of game done.

November is, of course, nearly over.

I’ve been doing 1,000 words a day, making 30,000 once I do tonight’s instalment.

30,000 words sounds like a lot for a game. But remember that this game uses ‘choose your own adventure’ style paragraphs. The vast majority of the text is those paragraphs: what, in an RPG, would be ‘the adventure’ rather than ‘the rules’.

The next step will be to do an online version, so people can playtest it. This will be a bit more complicated than Age of Fable, because this game has a map, which is generated as you go and therefore different each time, but persistent (if you leave a forest hex with a friendly village in it and come back, for example, it’s still a forest hex with a friendly village in it).


From Invisible Cities

The city of Sophronia is made up of two half-cities. In one there is the great roller coaster with its steep humps, the carousel with its chain spokes, the Ferris wheel of spinning cages, the death-ride with crouching motorcyclists, the big top with the clump of trapezes hanging in the middle. The other half-city is of stone and marble and cement, with the bank, the factories, the palaces, the slaughterhouse, the school and all the rest. One of the half-cities is permanent, the other is temporary, and when the period of its sojourn is over, they uproot it, dismantle it, and it off, transplanting it to the vacant lots of another half-city.

And so every year the day comes when the workmen remove the marble pediments, lower the stone walls, the cement pylons, take down the Ministry, the monument, the docks, the petroleum refinery, the hospital, load them on trailers, to follow from stand to stand their annual itinerary. Here remains the half-Sophronia of the shooting-galleries and the carousels, the shout suspended from the cart of the headlong roller coaster, and it begins to count the months, the days it must wait before the caravan returns and a complete life can begin again.

Italo Calvino.