Midwest GameFest 2018, Pt. 5 (Untamed Suburbia)

This is an exciting one for me. I haven’t gone much beyond re-skinning a thing or working within someone else’s framework, be it Savage Worlds, Fate, or some horror one-shot, in some time. And while yet another Apocalypse World hack may feel like a re-skin, my goal for Untamed Suburbia is to design a game that does something new for me: take a core idea from conception to fruition intact. I’ve pondered a number of projects over the years (one about school kids as an Encyclopedia Brown meets Bruce Colville supernatural adventure series, or something that scales out a bit like Reign as has you playing both PCs at ground level and the major players in the setting working behind the scenes at the same time), but none of them quite landed. There are notes, but few of them got the nudge they needed.

When I started talking about Untamed Suburbia, folks were interested. The opportunity to play animals, not anthropomorphic or magical or talking animals, but animals: four feet, eat off the ground, sleep in a nest animals as PCs resonated with folks. I have wanted to do a card-based selection for character creation for a little while and this seemed like a good time to put it together. So notes became a short rulebook became cards became a session at Midwest Gamefest!

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KantCon 2018, Pt. 3 (Fate Accelerated)

The previous session of KantCon 2018 was covered here.

The only RPG session I ran all weekend was this one, a Fate Accelerated romp called “Forget It, Jake. It’s ToonTown,” a mashup of film noir tropes and Looney Tunes antics. It was Who Framed Roger Rabbit meets L.A. Confidential. A toon ingenue hires a human private investigator to look into threats made against her while filming a movie in Hollywood, with a fox toon journalist on their heels looking for dirt and the detective’s old partner from the ToonTown police force, a pig cop yearning to get back out there and solve crimes. Rounding out the team is the actress’s bodyguard, assigned by the studio to make sure she makes it through the production. These five will hunt through the back alleys of Hollywood and ToonTown, up against kidnappers and the toon Mafia, the White Glove. Each character also has a secret on a slip of paper which affects how the story unfolds. Familiarity with Roger Rabbit helps, but isn’t necessary.

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Writing Heist

I pushed through and wrote a new card game in about a week (ignoring years of pondering the idea and sketching out some earlier builds that are lost to time). Rulebook one day, and then about a third of the cards each over the next few days. It helps that I sit on this stuff for a while, because it means I’ve already sorted out the flow of the game in advance. This one, however, had some help that previous ones did not: It came to me in a dream.

Literally. I hadn’t pondered doing a faux-70s Ocean’s 11 heist card game until I woke up one morning and jotted down some notes from a vivid dream where I was in a friend’s garage and we were playtesting my new game. There was a card table covered in cards and a Twister-style vinyl playmat where we had just finished a getaway driver minigame after one of us completed a heist where other players were the pursuing cops and we had escaped successfully. We debated the merits of the getaway sequence, whether it added to the overall game or brought the pace down, how it interacted with the existing heat mechanic for drawing attention to your crew… It was very specific and my dream friends had a lot of good thoughts on what worked and what didn’t. By the end of the dream I was confirming my hunch that the getaway sequence was either a separate game or better served as an optional expansion or add-on than being integrated with the base experience of managing your criminal network.

I still fight a bit with myself as to where or how this game fits into my existing worlds, which doesn’t exactly feature a Batman: The Animated Series-meets-Archer sort of faux historical look at crime and the international masterminds who commit it. I considered moving it forward to fit with Cabal’s dystopian cyberpunkness, but it got real techy and didn’t fit well enough. I considered shifting it backward to competing steampunk air pirates in Steelheart Skies, but that felt even more forced. Ultimately, it seems to have settled somewhere in the orbit of my Captain Excelsior golden-era comic book setting (created for a murder mystery, complete with professional comic book art) and that works for me. We’ll see next week how it plays and if dream-logic translates to game logic. Who knows, there might even be an Incredibles-influenced supers vs. criminals playset next.