Thank you so much for saying that :') That's exactly the kind of feeling I wanted to evoke when I made the game. I hope you and some loved ones find time to make that magic at some point. Everyone deserves to make "special, bizarre, beautiful" things!
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This is beautiful. Thank you so much for sharing your words. I can't really encapsulate what's so compelling about your piece here; it's ephemeral, well-crafted, and vibrant. But even these adjectives are not enough. My favorite part: "Between all the bodies and the heat and the evaporation making watercolor of everything..."
Wow, thank you so much for your feedback! I'm elated to hear these thoughts -- especially that I got the Online vibe and the fact that Academic opens up some compelling possibilities for the world. Plus, thank goodness you approve of the way Insomniac functions! I've dealt with some insomnia before, but it's mostly my partner who struggles with it, so I'm glad the Label seems to do insomnia justice.
Defector is indeed supposed to garner the HC all three Label Perks; I figured starting with a Threat and a perpetual Condition (since only three Conditions means death) was a big enough nerf to offset the wealth of Perks. But perhaps not! Also, it's not at all too rude to point out the mechanical dissonance between what I've created and the intended function of Labels! I'm unsure how to address this -- maybe tweak the Perks? I don't want to throw the baby out with the bathwater, since I think the Servers I've made for each new "Label" work well.
Thank you again for sharing your thoughts! Makes me smile.
That's a good point about a shared victory and the possibility for a "neutral lack of success." I was referring to a win/lose in terms of someone wins and someone else loses, but you bring up something super valuable with this idea of risk within a liminal space. Plus, I absolutely agree that mistakes often offer more insight than success, especially (in my opinion) when it comes to collaborative improv. I will mention that a lot of Neo-Futurist plays have scripts, but many involve both a script and room for improv, and some are wholly improvised. Regardless of whether the text of the play is set beforehand, performance is itself a daring act enabled by that liminal space you're discussing. I think some researchers refer to it as "the magic circle?" Anyway, I think you've thought just deeply enough about this, because selfishly, I appreciate your thoughts :)
Thank you so much for these thoughts! I love that you're adding ideas to each submission. You're right in identifying that the "game" aspect is a bit lost in this manifesto; my primary goal was to put forth some ideas specifically for players, although I hope designers can find value here, too. I think you're also right about risk being the connective tissue between Neo-Futurism and the "game" part of TTRPGs. Hopefully it's not controversial to say that a game doesn't require a win/lose condition to function as a game. But roleplaying games, to me, always require risk, because simply playing as yourself or in a role necessitates vulnerability. "Lead with vulnerability / Make a fool of yourself."
If you're anywhere near Chicago, New York, or London, there are Neo-Futurist ensembles in each of those cities that you could go see. The London ensemble performs as "Degenerate Fox," if I recall correctly. I've been kicking around the idea of trying to form one (officially or unofficially) in Philly, too.
Melancholy Island is one of the most affecting pieces of media I've ever read. My partner feels the same way; he cried several times while reading. (I have his permission to say that.) I feel very lucky to have backed this project at the diary tier. Reading/playing with Wall's diary as context was a singular experience. I'm a writer, but the words I need to describe Melancholy Island aren't flowing. To me, that's a testament to the work you've done here. You've created something devastating and truthful through this semi-fictionalized collection.
When it came time to create my island, I hesitated. The book was asking something of me I didn't want to do. I think that's the point, so I went ahead and did it. There's this wonderful friction between what the book was doing... and I wanted for Wall as the writer and myself as a reader. This was heightened by knowing what becomes of Wall from the beginning. Now my copy is a potent object, something created in the space between writer and reader. I think that's a powerful way to physicalize a process which takes place in great writing: the creation of something new when the reader/player is introduced.
And of course, having read the physical version, I only just now found the link on "I'm sorry" in the digital version. This truly is an expansive project that only grows as I explore it.
"Well done" feels insufficient.
The way this piece plays with control and impossible instructions is so incredibly effective. I also particularly love the use of tautologies. Lends this sense of inevitability and dread to the whole thing. Seriously, I feel like I'm learning so much by reading this -- about how to use the language of TTRPGs to deliver gut punches, about characterization, about ambient worldbuilding. I can't accurately describe the emotion I felt when reaching the end, and that's really good.
Also, thank you for including a dyslexia friendly version! This prompted me to start doing that with my stuff from now on.
What a stellar submission to the jam.
We called it "Celebrity Fit Check" at the treatment place I went to post-psych ward. The secret word/words were always the name of a celebrity or historical figure, and each incorrect guess meant the person would draw one more part of celebrity's outfit. Imo, better game, more fun. I had no idea this was such a common experience for those who have been inpatient.
I will purchase this when I get paid in about eight days.
Hey! I'm working on a setting too, and there's something I'm getting stuck on. In her Songbirds style guide, snow mentions some suggested elements that make up a Songbirds setting. One of these is to have 10 Classes (for worldbuilding purposes), but try as I might, I cannot find what "Class" might refer to in the corebook. There's a mention of "class abilities" in a table somewhere, but no section detailing specific Classes or a description of what that term means in Songbirds.
Notably, Freelancers are distinct from Classes, since the style guide also mentions that you should have 10 Freelancers for a setting.
I wish I could afford Chevalier to reference right now lol. How are you interpreting that "10 Classes" suggestion? My current best guess is like, roles which songbirds can step into, specific the setting I'm building. I've got some stuff written out narratively -- ex: a class for pseudoscientific reverse-necromancy, a class for 'that guy everyone knows,' a class called 'The Vestigial Worker' -- but I have no idea how to approach making mechanics for each of these. Should I? Should they each have pre-chosen Skill proficiencies? Gifts and Curses? And what is this about "class abilities?"
Maybe the answer is 'whatever you want,' and I'm overthinking this.
Thank you! I'm not super familiar with the term "unfiction," and I'm excited to look into it. Feels apt. My original plan for this piece did actually include "screenshots" of Sitzprobe Assemblage, but I had to pivot and lean into that ambiguity in order to submit to the jam on time. Mr. Candle and his favorite forum are probably going to recur in my work, though, so maybe I'll end up making Sitzprobe screenshots sometime.
























