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.
Design a 2-3 player tabletop game that uses only elements like those in the picture.
Deadline: Christmas 2017
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 firstname.lastname@example.org
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?
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.
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.
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.
“Delve into a world rife with conspiracy and resistance and leave behind your illusions of safety.” —Jeremy Morgan, Editor
Our next book, The Imposters, is coming to Kickstarter tomorrow. Want to support seven game designers who struggle with Imposter Syndrome? Want to get your hands on seven new or revised larps and tabletop rpgs?
The Imposters is an anthology of seven tabletop and live-action roleplaying games from seven different designers. Some of these games are brand new; some are revised and updated versions of games that have won prestigious indie gaming awards like the ENnies, Golden Cobra, and the 200WordRPG contest. All seven games offer a play experience you’ve never had before.
For example, the anthology contains “They’re Onto Me” by Banana Chan, a game about paranoia and the possibility that your co-workers have been replaced by duplicates. You can watch two run throughs of “They’re Onto Me” on Youtube now.
Here is the short version of a “They’re Onto Me” run by my friend, Norwegian larp designer Ole Peder.
This second run of “They’re Onto Me” is by my friend, Filipino rpg designer Tobie Abad.
You can support get your hands on this game and six more like it by backing The Imposters on Kickstarter tomorrow. Information Day, 4/11. #RUready4theTruth?