Foe Destroyer

Introduction

Somewhere, lurking in the deep reaches of space – a threat to the history. A threat to the birthrights. A threat to the past that was escaped from is coming. A small group of almost immortal warriors – the Pure Knights – guard the gateway to humanities history.

Playing

This game is played with, at least, three players, but more players are better. One of the players takes the roll of the Moderator. This Moderator will set-up the initial situation and then will move play towards a final resolution that is determined by the other players through play. The Moderator must keep the action moving quickly.

The rest of the players utilize playing pieces known as characters. These characters are Pure Knights, immortal woman warriors who pilot giant robotic warships. These women have protected a gateway to humanities past – Earth – for over 8000 years. They’ve created a race of servant robots to serve all their needs.

Over the 8000 years, they have changed from simple humans to something else, maybe Godlike. Maybe not. The players will utilize their characters relationships to other characters to address the situation created by the Moderator, or the players will utilize their characters relationships to other characters to extract revenge or overcome hatred. Or sacrifice and create love. The goal of the game is to build these relationships until they reach a breaking point, and as a gaming session closes, many relationships can be resolved with hatred or transformed into one of love or forgiveness.

Sometimes, the players will fail, but the characters will win. Sometimes, it won’t mater, because interesting stories will have been created.

This game is my entry into the Reverse Engineer Challenge hosted and dreamed up by Kevin Allen Jr.

Download: Foe Destroyer

Burning Monsters Now! with Stakes

A small village in the middle of nowhere is surrounded on one side by cold big mountains, the other side by a hot flat desert, the other side by a salty big sea, and the other side by a lush green impenetrable forest. The village has a town square, some farms, housing, a theater, and a medieval disco, and not to mention the House of Pain, and a big tower to watch for monsters.

Monsters live in all the areas that surround the town and they like to eat townsfolk and break things. They invade the town all the time, and it’s up to the townsfolk to rope the monsters down, tie them to stakes and burn them.

A board game for 2 to 4 players.

This is my entry for Vincent Baker’s Gamey Game Contest.

Download: Burning Monsters Now! with Stakes

The Book of Job

The Book of Job is a simple microgame based on Death Stakes. It is based on the story of Job in the Hebrew Bible, and it is most likely the oldest book in the Bible. The story’s origin can be traced back even further to other cultures. In the book, basically, God allows one of his good buddies, Satan, the adversary, to torment Job. Job is a righteous pious man who tries to live his life the best he can, helping others to do the same. He was blessed with seven sons and three daughters, and everyone thought he was a nice guy. Here’s a wikipedia article about the Book of Job, which is surprisingly good.

Set-Up: For the game, one player takes on the roll of Job. And Satan, being the slacker that he is, has divided up the responsibility of tormenting Job to his demon slacker friends. The rest of the players are these slackers.

Play Goes Like This: Job describes a rosy scene in which he is in and which, at least, one something important to him per player is involved. Like: “On a nice sunny day in my fertile farm fields, I walk among all my sheep. My sturdy herding stick is in my hand.”

Then Play Goes Like This: Each demon slacker picks one element from the scene and describes something terrible that happens to it. Job cannot personally be touched or hurt. Like: “As Job walks around smiling among his sheep, I use my powers to change the sunny day to a storm, and send lightning down to mote and burn and splinter Job’s sturdy herding stick.”

Then Job Goes: “The Lord gives, and the Lord takes away; blessed be the name of the Lord,” and he describes what Job does because of the terrible something. He then sets a new scene.

How Play Continues: If after awhile, the demons don’t win, they can petition to be able to do mean stuff to Job, and after they petition, they can. The only rule is that they cannot kill Job.

Ending Play Goes Like This: Just like Death Stakes, play ends in one of three ways.

A player narrates something lame and everyone knows it. Satan releases that player from the game. Players lose.
A player narrates something so evil that Job realizes that God wouldn’t do that to a pious person and repents his nonexistent sins and says, “I repent from my sins.” Players win.
Despite the evils inflicted on Job’s possessions, family, and self, he remains so pious that the players reward him with a visit from God. God restores his wealth, health, and family. Players describe happy happy God gift, and everyone wins.

Blackout On the Elevator

Elevator music pipes over the subtly masked speaker in the corner of the elevator. “What floor?” asks someone standing next to the call buttons. You say, “Umm, one.” And shuffle into the corner. The music is a poorly done David Bowie’s Strangers When We Meet (http://www.bowiewonderworld.com/sounds/strangers.mid). Your back is now against the wall and the elevator is moving silently from floor to floor, the flicker of floors pass on the display above the door. Someone in the other corner looks at you with a yearning in eye, “Nice day isn’t it.” You decide to ignore the comment and look ahead.

From above, a crash of glass breaking, an explosion, the elevator shakes. More explosions follow, and the elevator enters freefall. Lights blink on and off. You’re on the floor against someone who is grabbing you tightly. The elevator stops. A gust of heated air runs through the elevator. The lights flicker for one second and then go out. You pass out and when you awake, someone is stroking your hair and you hear, “I tried. It doesn’t work. Fuck!”

Game by Bryan Hansel for Troy Costisick’s Outage RPG contest. Images used are Public Domain. This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 2.5 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/2.5/ or send a letter to Creative Commons, 543 Howard Street, 5th Floor, San Francisco, California, 94105, USA. The following text qualifies as attribution of this work under the Creative Commons License 2.5: Blackout on the Elevator, by Bryan Hansel.

Download: Blackout On the Elevator

Iliamna Unknown

Having launched Undead, a successful game, the software engineers take vacation in Alaska. They travel up the Kvichak River in winter to Lake Iliamna. On the lake, they set up camp and search for the Iliamna monster, nessy of the north. Unknown to the engineers, the code in Undead has opened a tunnel to the spirit world. There is no going back.

This is my entry for Jason Morningstar’s Undead Software Engineers in Alaska Challenge.

Download: iliamna-unknown

Pinnacle Empty Quiver


This is another type of war, new in its intensity, ancient in its origins a war by guerrillas, subversives, insurgents, assassins seeking victory by eroding and exhausting the enemy instead of engaging him.
-U.S. President John F. Kennedy, 1962

Introduction: Mission Briefing

3.3.5. PINNACLE EMPTY QUIVER (OPREP-3PEQ) reports the seizure, theft, or loss of a nuclear weapon or nuclear component.

-From the Air Force Manual 10-206 which implements AFPD 10-2, Readiness.

Situation Pinnacle: A terror organization has infiltrated an overseas military base in an occupied country, secured a SADM (Special Atomic Demolition Munitions), a suitcase nuke, and has taken hostages. The military base is the home base of an elite anti-terror special force, which will be used in this engagement. If this nuclear device is detonated the local city will be destroyed, but all of the bases population has been evacuated except for the hostages. Evacuation of our citizens from the local city will be complete shortly. Failure of mission could result in the destabilization of the international community and the dissolving of the UN and all international laws. Situation is dire.

The Mission: After insertion, the team will infiltrate, subdue the enemy, defuse the weapon, and secure the compound.

Final Situation: The final outcome of this situation can resolve in one of three ways: 1. The suitcase bomb is detonated, but the hostages are rescued. Because of the rescue, there is not enough time to defuse the bomb. People die. 2. The anti-terror force meets a number of obstacles that prevents them from defusing the bomb or rescuing the hostages. People die and the hostages die. 3. The team defuses the bomb, but before they can save the hostages, the terrorist kill them.

Personal Situation: Each member (Operator) of the anti-terror special force has; at least, one loved one among the hostages. They have been informed that the hostages have been wired with explosives by the terrorists, and that they will likely die when the countdown is aborted. There is no way to save the hostages if the bomb is stopped. No loopholes. No work around. Period.

Rescue: Should a member of the team choose to ignore this mission, go rogue, and attempt to rescue a hostage, they will have five minutes to secure fast air transport and get into the air in order to escape the bombs blast radius. Multiple players wanting to rescue the hostages can team up.

Government Stance of Terrorism: It is the government’s policy not to negotiate with terrorists, and therefore the terrorist’s demands will not be met.

Who are the players? The players take on the roles of operators in an anti-terrorist special force specializing. They are highly trained, efficient, and quick moving. Each operator functions in a specific capacity that completes the core squad of the force. These soldiers are the best of the best of the best.

What do the players do? The players use limited resources to drive the action and plot towards resolution. They control their character’s movement as they infiltrate, have conflicts, rescue hostages or disarm the nuke. They also control the games direction through their actions and help describe scenes.

Who is the GM? One player takes on the role of the Game Moderator. The game moderator presents the initial situation, provides color, helps narrate scenes, controls pacing and adds conflict. The GM also presents events that happen at certain intervals.

Timer and Game Start (Optional): This game is timed, preferably with a timer that counts down and has a loud alarm at the end of the countdown. Set the timer for two hours. After the players create characters and build their team and learn the rules, they are ready for play. The GM should then read everything in the Introduction if he or she has not done so already, tell the players that they have exactly two hours from until the nuke detonates, and then say “Go.” Then start the timer. Play begins.

What the timer does: The time signifies a real world time constraint placed on the game. The game resolves itself in exactly two hours from its beginning regardless of the progress of the players. If the players are efficient then the situation may resolve before the timer runs out. The timer also triggers game events at predetermined times. The GM picks these times prior to game play or during character creation.

Additional Missions: The primary goal of PEQ is to provide a quick one shot game that explores one specific moral choice, but the game has been designed to accommodate additional missions. Some sample missions are included, and a simple system for creating more is outlined.

This is my entry for Game Chef 2006.

Download: Pinnacle Empty Quiver – Playtest Version Three