Hourly Game Day (Joel Shempert) Game #2 Jonathan Sleep and Mr Norrrrrzzzzzkxzzzzz

Game 2: Jonathan Sleep and Mr Norrrrrzzzzzkxzzzzz

A game for one player with a sensible spouse

Setup: close laptop and stumble to bed.

Objective: read to the end of the penultimate chapter of utterly engrossing Susanna Clarke novel before drifting to sleep, using cellphone light so as not to wake sleeping spouse.

2nd place Objective: At least read to a good stopping place and close book with bookmark firmly in place, rather than letting book drop limply in mid-sentence.

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Hourly Game Day (Joel Shempert) #5 Talking about World on the Edge with Mike Sugarbaker

Game 5: discussing game design over lunch with +Mike Sugarbaker.

Results:

1) Will form playtest group for my Smallville Gundam variant soon. (when my Sorcer Game concludes, most likely).

2) Will form G+ group for Go Play PDX.

3) Have possibly designed the first Move for World on the Edge:

Central Trait: _____________ (fill in a broad, mundane skillset)_

When you try do a Basic Move in a way that calls on your Mundane Skillset, Roll+[?]

On a 10+ you succeed wildly, demonstrating the value of tackling a problem in rational ways these crazy locals wouldn’t even think of. (as 10+ result for Basic Move in question)

On a 7-9, You do it, sure, but get yourself in over your head or embarrass yourself with a show of cluelessness or faux pas.

Sugarbaker-inspired alt version:

Central Trait: _____________ (fill in a broad, mundane skillset)_

When you call on your Mundane Skillset, do a Basic Move, and add + [?]

On a 12+, pick one:

You manifest your so-called mundane skills in bizarre and surreal ways, acting more like a native and momentarily forsaking the logic you thought you believed in. Take +1 Weird. If this causes Weird to tick over to +1, Mark XP and redefine your Central Trait to something appropriately stranger.

You assert your plain, common-sense competence, demonstrating the supremecy of clear thinking and rational problem-solving to these crazy locals. Take -1 Weird and Mark XP.

Hourly Game Day (Joel Shempert) Game #6 Happiness

Game 6: Happiness, AKA a simulation of my life

A game for one or more players.

Materials: A deck of Playing Cards for each player, plus one extra. A bunch of glass beads.

Place one deck in the center of the play space. This is the Day Deck. Each player uses one deck. This is their Effort Deck.

Decide if you will play a Week, or a Month. After shuffling the Day Deck, count off that many cards (without looking at them) and set the rest aside.

Deal three cards from the Day Deck and place them in a row, 2 face up and the third face down. These represent Today, Tomorrow, and the Day After Tomorrow.

The suit in each Day Card is the weather for that day:

HEART: Glorious, sunny day.
DIAMOND: Dry, overcast day.
SPADE: Drizzly day.
CLUB: Downpour.

Each player deals three cards from their Effort deck, face up, turned sideways. These cards represent Chores. Keep them in the left side of your personal playspace,

Each player deals two more cards from their Effort Deck, face up, turned sideways. These cards represent Projects. Keep them in the right side of your personal playspace, clearly separate from your Chore cards.

At the start of your turn, draw your hand up to 5 cards from your Effort Deck.

Cards in your hand represent:

HEART: Leisure (activity done for pure enjoyment, which brings you Happiness)
DIAMOND: Distraction (activity done to pass time, which brings you nothing in particular)
SPADE: Craft (activity done out of a creative impulse or passion, which completes Projects)
CLUB: Drudgery (activity done out of obligation or basic maintenance, which completes Chores)
Play three cards from your hand, as follows:

Drudgery cards count their value toward Chores (J-A = 11-14). If the Drudgery Cards stacked on a Chore card are equal or greater than the Chore value, the Chore is completed. Extra Drudgery points don’t count for anything.

Craft cards count their value toward Projects (J-A = 11-14). If the Craft Cards stacked on a Project card are equal or greater than the Project value, the Project is completed. Extra Drudgery points don’t count for anything.

Leisure cards are placed in the discard pile (sideways, below your deck), and score you Happiness points (light colored glass beads) equal to their value.

Distraction cards are placed in the discard pile (sideways, below your deck), and score nothing.

At the end of your turn, Move all cards from your Completed Pile, beside your deck, to the discard pile. Move newly completed Chores and Projects to your Completed pile. Turn over 2 cards from your Effort Deck, and place the first in your Chore area, and the second in your Project area.

After every player has taken a turn, discard Today, replace it with Tomorrow, turn over the Day after Tomorrow Card, and deal a new Day After Tomorrow Card from the Day Deck, face down.

Special Rules

Each uncompleted Chore subtracts 1 from the value of a Craft card played that turn (track with dark colored beads), and from the Happiness score of a Leisure Card played that turn.

Each Chore in the Completed pile adds 1 to the value of a Craft card played that turn (track with light colored beads), and to the Happiness score of a Leisure Card played that turn.

Each Project in the Completed pile adds 2 to the Happiness score of a Leisure Card played that turn.

Today’s Weather adjusts the value of cards played as follows:

HEART: -2 to Drudgery, -1 to Craft, +2 to Leisure
DIAMOND: -1 to Drudgery, +1 to Leisure
SPADE: +1 to Drudgery, +1 to Leisure
CLUB: +2 to Drudgery, +1 to Craft, -2 to Leisure

At the end of the week or month, compare happiness scores!

Hourly Game Day (Joel Shempert) Game #9 Relationship

Game 9: Relationship, a roleplaying poem for 2 people.

You are a couple having a contentious discussion about day to day matters. One of you is the Initiator, the other the Responder. Decide which, between you.

Initiator, choose one of these at random; do not reveal what it is:

I cannot…

…admit I’m wrong
…say I’m sorry
…let a matter drop undecided
…reveal WHY I want what I want

Responder, choose one of these at random; do not reveal what it is:

I cannot…

…advocate my own interests
…say when my feelings are hurt
…make a firm decision
…correct a factual error

Initiator, decide what the discussion is about, and start the conversation in your own words:

What to cherished item to cut from the monthly budget
What activity to do on date night
Who should handle a necessary chore
A point of dissatisfaction in sex or affection

Initiator, have a firm opinion on the subject when you begin.

Conversation continues until one party says “OK, fine,” AND the other party responds, “OK, fine.”

Hourly Game Day (Joel Shempert) Game #10 Jedi x Sith

Game 10: Jedi X sith with Jake Richmond and friends! I was the wise but suspicious Jedi Takamichi, who was saddled with the Wookiee Jedi Momoko as a tagalong on his mission to infiltrate a Hutt crime den in the bowels of Coruscant. Just because he got a bit scary with his Mind Trick, and force choked a lackey in the Hutt Crimelord’s palace as a show of strength in delicate negotiations, Momoko suspected I was a Sith infiltrator! After I crashed our getaway speeder in the selfless act of preventing our pursuers from colliding with a busload of Padawans, we were unable to reach the Temple with our evidence before the Hutt operation cleared out, but at least I allayed suspicion somewhat.

It turned out the real Infiltrator was the devil-may-care Twi’Lek Risa, whose callous disregard for Tusken life on a sensitive apprehension mission on Tatooine gave her sympathies away. Momoko apprehended her after a daring aerial chase and brought her, alive, to the Jedi Council for justice!