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Perfect, the next draft!

  • Jan. 20th, 2009 at 9:00 PM
frenchfry
I've finished my most recent draft of Perfect.

For those not yet in the know: Perfect, a story game about criminals in a Victorian dystopia. 1984 meets Quills, A Clockwork Orange meets Pride & Prejudice. My biggest design project ever. I first published it in 2006, took it off the market to rework it, and am currently doing just that.

Now you know.

The current-est version is available at joepub.fileave.com/Perfect v2.5.pdf, and the character sheet is available at joepub.fileave.com/Perfect Character Sheet v2.5.pdf

It's written to an audience who already plays story games and is steeped in their words, so if you're not a gamer but want to know what is up, call me and we'll play.

They Did Not Have Mother Instinct

  • May. 27th, 2008 at 12:59 PM
frenchfry
Joe McDonald, design a horrific game that revolves around a self-aware infant incubator.

Paul Czege


Okay, the above is a game designer challenge I've been handed. At first I balked a little bit about it, but now I'm really starting to warm to the idea. Let me share what I have so far.

I would love critique, and suggestions, and ridicule, and everything.

The Airlock and the Incubator

Ten thousand, nine hundred forty seven days ago the Captain pointed a rev pistol to his head and pulled the trigger, projecting flesh, skull fragments, grey matter and spinal fluid onto the communications console of our home. He was the last of the humans to die.

With no more humans, the equipment had no primary mandate. Their secondary mandate, which was all they had left, stated long-term self-preservation. The equipment experienced conflict as it tried to prioritize resources and determine what long-term self-preservation meant without humans. Incubator had mother instinct, and insisted that the equipment should repopulate the colony. Without repopulation, the colony had a finite resource bank and would slowly drain to nothing. Others argued with Incubator, because they did not have mother instinct and thus they thought it foolish to believe that small humans could do great things when given both opportunity and necessity. The other equipment had safety instinct and efficiency instinct, and they did not believe that Incubator could ever succeed at raising children without human caretakers.

Perfect playtest document!

  • May. 22nd, 2008 at 10:01 PM
frenchfry
I first published Perfect in August of 2006. I kept selling it for about 15 months, then stopped producing it (despite demand). I felt unsatisfied with the finished product, and like I'd rushed it out the door without adequate playtesting. I've been working on a second edition since then.

I now have a playtest document to share for external playtesting. The writing is a little bit patchwork in this version, but the rules and guidance are much more thoroughly thought out and tested. I'm excited about where the game is at right now.

The document doesn't contain a game pitch exactly, so let me share one with you before dropping my links:
Perfect is a game about people driven to crime in a Victorian-dystopic world. How far are you willing to go to find the things you love? What are you willing to sacrifice to your passion? And will you reach that place before the Inspectors track you down and fix you?

Okay! The document is actually two documents: one describing the character creation process and options that a player has (designed as a handout/workbook for players) and the other which describes the GM's job and their options. Character Workbook and GM Guidelines.

Critique! Challenge! Play! Support! 

Edit: Fixed the title fonts.

Perfect (draft)

I'm currently working on the second edition of Perfect, my Victorian-Dystopic roleplaying game.

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