This jam is now over. It ran from 2022-11-19 05:00:00 to 2023-01-01 05:00:00. View 4 entries
Cledonomancy: Divination through interpreting random remarks, statements or events.
The premise of this jam is simple—rather than using more "pure" randomizers (dice, cards, etc.) or fully deterministic mechanics, create a game which uses real-life external "random" events (eavesdropping, license plates, weather patterns, passages from poetry books, objects found on the sidewalk, etc.) to determine some primary element of the game (action success or failure, character statistics, random encounters, equipment, reflection prompts, etc.)—a game in which you and the world become the randomizer.
I've made a few games in this vein—Creature's dream mechanic includes a few instances where the outcome of a dream depends on specific external conditions or player actions, and Fugitive Names is all about using random signs and overheard conversations to construct a magical repertoire. Outside of my work, physical games like Field Notes 23 and You Can't Make An Omelette, and even computer games like CentoQuest and non-RPGs like TikTok's Draw Your Monster Challenge, make use of similar design elements in a number of interesting ways.
Cledonistic game design opens up a lot of interesting questions—How can you prevent players from (or encourage them to try) gaming the system? What possibilities are available when a game's oracle has no rigid structure? How could a structure be imposed, and when should it be? How are games shaped by player interaction with the world outside the "magic circle"? How is that outside world shaped by it?—and it's those questions (and more, of course!) that I invite y'all to explore with this jam.
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