This was a lovely review, thanks! I appreciate you so clearly understanding and outlining what I'm going for. I'll admit you had me concerned at the beginning hahaha
Recent community posts
A4 should work for the pamphlet, it was designed with American 8.5×11 in mind but that's the closest size. The size of the journal is based on how you plan to pass it from player to player, as a large one would make it hard to mail. A5 sounds great to me!
Needing to change the game for accessibility reasons is always okay. A file on a USB drive sounds lovely, or you could even print out pages and staple them together. Maybe with a typewriter font haha
1. The machine definitely shares a lot of characteristics of musical instruments, but the machine could be a lot of things. If you decide not to make it a musical instrument that is AOK! What matters is that you build.
2. Diagrams are not required, but definitely on theme!!
It's okay. The debate on what is and isn't a game is a long one, but suffice it to say this is a game. Expand your definition of game. I'd encourage you to learn more about the lyric games and other experimental games movements which are very active here on itch.
yeah you are missing something. this game exists in a genre of other queer intimacy games, and is not a joke. This isn't a tabletop game about an adventure, and you don't play a character. Think of it like emotional tag. I want people to play this game, discuss their issues, get some validation, and maybe smooch at the end.
I've uh actually been working on an article/blog post about this. My main quick tips:
1. Players should start in a system of conflict. Like, one of the big things that set Firebrands games apart are that the characters are trying to/forced to/want to be together when they might otherwise not be doing that.
2. Every character is a protagonist. They are all interesting and should be encouraged to cary stories for themselves. The entire game should treat them as an ensemble, but the individual ones should treat them as stars.
3. Don't worry about time or linear storytelling. Embrace the vignettes. Let the games be narrow in scope.
4. Also, each game does not need to tell a complete story. The game itself does not need to tell a complete story. Heavily suggest at stories with your prompts and game titles, but the players should be filling in the gaps themselves.
5. You need to have a broad mix of conflict and intimacy to create messy entanglements, but generally keep the individual games to one tone. Let the players create those entanglements through play at their own pace.
Is your page published? When you create and submit your game page, make sure it's not still set on draft. You can confirm this on bottom of the first page when you are editing the game.
Perhaps put the game URL here so we could take a look and make sure you're all good?
Did you know that there is a Monopoly wiki? I didn't until one of the fabulous people in this jam told me about it!!!
The board page is a definite highlight
If you have any other Monopoly resources, feel free to share them here!