Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Hardcore Narrativist

5
Posts
4
Followers
2
Following
A member registered 99 days ago · View creator page →

Creator of

Recent community posts

I do have a two-player game, but it doesn't have an Itch page. I wonder if I should create Itch pages for my games (only two so far). Currently I host them in my own website. What's the advantage of having an Itch page? Visibility? Something else? They are both free and will stay that way...

(1 edit)

The poison of suspicion
A game about life and forgiveness for 2 players (poisoner and victim).

http://hardcorenarrativist.org/items/poison-suspicion

This is a semi-competitive game for two players. One of them plays someone who is poisoned and is probably going to die. The other plays the person who poisoned them. The game is a series of alternating scenes: the victim's player creates vignettes showing why their life was worth living (to earn hope points), while the poisoner's player creates situations showing the bad sides of the victim and why it was just to kill them (to earn righteousness points). At the end of the game it will be revealed whether the victim will survive, and whether the poisoner will find forgiveness (either in themselves, or in the victim). The character sheet comes with prompts to help inspire the players.

Aah, I know of The Quiet Year, but have never read it (I'm a big fan of Ribbon Drive, though, by the same author). I guess I should get it sometime :-D

Thanks for the reply!

I was thinking once about games about social change (initially based on the climate change struggle, I believe) and I had this idea about actions not being resolved when you take them (eg. you wouldn't roll dice at the same moment). The idea was to simulate that you cannot know what the effect is until later.

For example, imagine an activist group, or maybe a government, that is trying to fight climate change. Every time they do something (raise certain taxes, run certain campaigns to change the citizen's minds about something), it would be a while until you could see and measure the effects, and you would have to keep on acting and doing things without the certainty of what the effect of your last action was. So, you would wait for several "turns" (or whatever) before you actually roll the dice to see the effect and change whatever stats you were trying to correct. I guess for that you would need a log of the actions that you have taken in the past, and when you have to resolve them. You could even play with different actions having a different "feedback" time (but possibly lesser effect).

Does that make sense? I thought it was a really neat idea, but I never really developed it into anything useful.

Deeds, not Words

A GM-less game about civil rights activism and the English suffragettes

http://hardcorenarrativist.org/deedsnotwords/

This is a very simple, narrative game for 2-3h one shots, for three players. It focus on the suffragettes--the radical, violent English group that fought for women's suffrage. They fought the police with jiu-jitsu and clubs, burned buildings, were beaten up and arrested, set bombs, destroyed public property, outsmarted the police using diversions and decoys, gave speeches, and more to achieve their goals.

This game celebrates their work and allows you to play out the lives and struggles of three suffragettes. It's very easy to play regardless of your knowledge of the history of the group (the resulting story doesn't have to be historical, either!). The chapters in the story will be a mix of slice-of-life scenes about their daily struggles, and action scenes about their clashes with the police, anti-suffrage activists, politicians, journalists, and anyone else who opposed the movement.