Booking Josh as a Speaker or Convention Guest

Josh T. Jordan is a game designer, high school ESL teacher, and game scholar (focusing on corpus linguistics, gender, and narrative theory.) He enjoys speaking about the intersections between game design, roleplaying, education, language learning, and narrative. To book Josh as a speaker or guest at your convention, email gingergoatpress@gmail.com. Josh has experience at both fan and academic conventions and has spoken in front of audiences large and small.

Josh is happy to travel to your event. His appearance fees are cheap but must exceed travel costs from Texas and lodging expense at your event.

Call for John Silence Adventure Pitches

Ginger Goat Press is currently accepting adventure pitches for our forthcoming rpg, John Silence, in which psychic American detectives of color search for invisible monsters from other planes! Find the demo by clicking on the title image below.

If you are interested in pitching an adventure for the game after you’ve skimmed the demo, please email gingergoatpress@gmail.com a one or two paragraph pitch for an adventure by Friday June 29th. The adventure should center on a psychic person of color in the 20th century USA, finding and banishing monsters from other planes. You are encouraged to get specific about your characters’ cultures and identity. You can be vague about their psychic powers.

 

Our game editor Aura Belle and I plan to accept at least 5 pitches as stretch goals for our forthcoming Kickstarter. Accepted writers will write 1500-4000 word adventures if we reach their stretch goal. You won’t need to write the adventure until after the Kickstarter. It would be due in October at the earliest. Accepted writers will be paid $.10/word upon completion of a revised draft that incorporates editorial feedback.

Call for Actual Play Streamers or Reviewers

Ginger Goat Press has a new game in development, and we are looking for podcasters, Twitch streamers, and Youtube vloggers to play the promo version of the game in May.

John Silence is a hybrid book, containing an original RPG and an anthology of short stories and poems in a shared universe. The John Silence universe focuses on 20th century people of color who are psychic detectives, saving Earth from planar creatures invisible to most humans. If this sounds like a game that you would like livestream actual play or review, email gingergoatpress@gmail.com.

Currently involved in the project are publisher Josh T. Jordan, game editor Caitlynn Belle, poetry and story editor Lev Mirov, and layout artist Thomas Novosel. Stay tuned for announcements about our May Kickstarter and our open call for poems and short fiction in summer 2018. If you would like to join the design team for John Silence, you can apply here.

The game is inspired by the mechanics of traditional dungeon crawls and various OSR games. However, attacks and combat have been replaced with rhetoric and conversation. You are not rolling to kill the monster. You’re rolling to convince or befriend them.

Again, email gingergoatpress@gmail.com with your questions about the game or to be added to our list of actual play livestreamers and reviewers. People on this list will receive a promo version of the game in May.

Podcasters, Twitch streamers, Youtube vloggers, and reviewers are all encouraged to contact us. To learn more about the universe of John Silence, check out the Notebook of John Silence, PI zine series available from Thomas Novosel Press. This universe is also loosely inspired by Algernon Blackwood’s 1908 novel, John Silence, Physician Extraordinary.

John Silence RPG Call for Designers

Ginger Goat Press is looking for game designers for our newest book. John Silence is a hybrid book, containing an original RPG and an anthology of short stories and poems in a shared universe. The John Silence universe focuses on people of color who are psychic detectives, saving Earth from planar creatures invisible to most humans.

The game is inspired by the mechanics of D&D 3.5 and various OSR games. However, attacks and combat have been replaced with rhetoric and conversation. You are not rolling to kill the monster. You’re rolling to convince or befriend them.

Right now, we are looking for two freelance game designers to help develop mechanics of the game. We are especially interested in working with black, indigenous, and/or people of color for this game, though other folks are welcome to apply.

We need one person to help develop classes and skills. We need another person to develop Natures (fka races) and spells. These things have all been named and listed in the book, but we need you to help write the description and sort out how they work in game.

This job pays $40 upon completion plus either a % of the game’s royalties or a set dollar amount upon publication. We plan to Kickstart the game this summer. If you are interested, email gingergoatpress@gmail.com with subject line either “Classes and Skills” or “Natures and Spells.”

In the body of your email include a one paragraph description of one of the following:

  • Engineer class (This class can build psychic devices, but there are currently no rules for this.)
  • Lesser Eureka (This is a level 1 Devotion spell with the subtype Mind. It has Range: Self Only. Otherwise there are currently no rules for this spell. )

Currently involved in the project are publisher Josh T. Jordan, game editor Caitlynn Belle, poetry and story editor Lev Mirov, and layout artist Thomas Novosel. Stay tuned for announcements about our Kickstarter and our open call for poems and short fiction in summer 2018.

To learn more about the universe of John Silence, check out the Notebook of John Silence, PI zine series available from Thomas Novosel Press. This universe is also loosely inspired by Algernon Blackwood’s 1908 novel, John Silence, Physician Extraordinary.

John Silence

Ginger Goat Press has a new book in development. John Silence is a hybrid book containing both an original RPG and an anthology of short stories and poems, all in a shared universe. The John Silence universe focuses on people of color (POC) who are psychic detectives, saving their world from planar creatures invisible to most humans. This universe is loosely inspired by Algernon Blackwood’s 1908 novel, John Silence, Physician Extraordinary.

Currently involved in the project are publisher Josh T. Jordan, game editor Caitlynn Belle, poetry and story editor Lev Mirov, and layout artist Thomas Novosel. Stay tuned for announcements about our Kickstarter and our open call for poems and short fiction in summer 2018.

To learn more about the universe of John Silence, check out the Notebook of John Silence, PI zine series available from Thomas Novosel Press.

Frost Fantasy Mini-Wargame Design Challenge

Frost Fantasy Mini-Wargame Design Challenge

Design a 2-3 player tabletop game that uses only elements like those in the picture.
Deadline: Christmas 2017
Contest Rules
Your game may, of course, require people, rooms, light, air, etc. It may also require use of your rules document. But in terms of game components, you may only use items like those in the picture. (For example, you may substitute other minis, but use no more than 13. You may substitute dice, but use no more than 4.) This also means that your game cannot involve a pencil or pen during the game.
Clarification: Players with disabilities are encouraged to use whatever assistive technologies or accommodations they prefer in order to facilitate play. The design constraints in this contest are not a means to exclude players from your table.
How to Submit and Prizes
Submit your rules to gingergoatpress@gmail.com
 If more than four people submit rules by Christmas, I will declare a winner. That winner gets a free pdf of three of my games (your choice of which games.) If more than twenty people submit rules, I will declare two winners.
Tips About How the Games Will Be Judged
I will judge the games on a 1-10 scale
6 points:rules clarity and playability
1 point: whether the game is winter or ice or Christmas themed
1 point: including optional rules for solitary play or for playing with more than 3 players.
2 points: Is the game a spiritual sequel to Final Fantasy Tactics, the old turn-based Playstation wargame?
Final Fantasy Tactics

Who is the Judge?

I’m the game designer behind Ginger Goat Press. I’m the former Global Coordinator of Game Chef, the international analog game design competition. By day, I teach high school English and ESL at a public school in Texas.

Abstract

This is a copy of the abstract I submitted to the International PlayTrack 2017 Conference. If I manage to buy a plane ticket, this should give you an idea of the research I intend to present in Denmark at the Aarhus University conference which is funded by the Lego Foundation.

Update: You can contribute to my fundraiser to help buy a plane ticket here. Please do.


This poster will show the results of textual analysis on fifteen larps published during 2012-2017. Having selected fifteen live-action roleplaying games of a similar format, I intend to perform a comparative textual analysis to determine the game designers’ assumptions about play. I have selected five games each from three larp designers, Avery Alder, Caitlynn Belle, and Jackson Tegu. These designers publish 5-16 page American Freeform and experimental larp games through Patreon. Examining quantifiable features like word length, word frequency, sentence length, lexical density, and Gunning Fog Index readability, we can infer several things about play experience of these games.
Every game designer makes assumptions about play. By examining the complexity of the text, we can infer the assumed education level of the player. By cataloguing undefined game terms, we infer what prior game experience the designer assumes for a player. By textual analysis of gender, age, and sensory terms, we can even infer the demographic profile of assumed players.


In addition to assumptions about players, textual analysis also exposes designers’ assumptions about play experience. The explicit rules for play give a skeleton of the designer’s intent for play experience. Various textual features flesh out that play experience. The number of phases or scenes in the game, the number and length of instructional steps for those phases, the ratio of procedural text to diagetic text on each page—even the presence or absence of game art—are quantifiable textual features that reveal the author’s intended play experience.

I select these designers and these larps because of their similarity in publication format, year of publication, page length, and game genre. By analyzing the instructional text of a handful of games from Alder, Belle, and Tegu, this poster will visibly, quantifiably indicate similarities and differences in these designers’ intended play experiences.