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March 23, 2007

OctagO

Designed in collaboration with Charles Pratt and JooYoun Paek
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Octago is a strategic generative board game. It combines the traditional Go game and octagon-shaped tiles. The objective of the game is for the user to destroy other player's 'branches' while preserving his or her own. Starting from a single tile, the game board grows generatively as the playing goes on. While the board grows, players can experience the beauty of the rule system.

Rule 1: One blank, 3 buds
- Each player selects a color and draws three tiles of the same color. These tiles are your ‘buds’.
- One blank tile is set in the center of the table.

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Rule 2: Draw random tiles by taking turns
- Moving clock-wise, players take turns drawing random tiles, and connecting them to the tiles already on the table.
-To connect tiles, they must be placed next to each other, with at least one side of each tile meeting evenly
-Tiles of one color can only connect to tiles of the same color.
- Blank tiles, those without color, may only connect to a color once.
- Players play tiles no matter what color, even if they are not their own.

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Rule 3: Encircle another player's branch
- Networks of tiles that are all the same color are called ‘branches’.
- If a ‘branch’ cannot grow, for instance if it has been encircled, it dies.
- If a ‘branch’ grows too large, if it reaches seven tiles, it dies.
- A dead ‘branch’ is left on the table, but cannot be expanded.
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Rule 4: Play buds to restart a branch
- When a player’s branch dies, that player must immediately play one of their ‘buds’.
- A player’s ‘bud’ can only be played when one of that player’s ‘branches’ dies.
- A ‘bud’ can connect to a tile of any color.
- After a bud has been played, the normal turn rotation is resumed.
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Rule 5: Player with lasting buds wins!
- If a player’s ‘branch’ dies and they have run out of ‘buds’, they are out of the game.
- Tiles of a player’s color who has lost may still be drawn and played by other players.
- If there are no other players, the remaining player is declared the ‘winner’.
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NOTES :
There are forty-eight tiles of each color, and twenty-four blank tiles.
To play a longer or larger game, increase the number of buds and size of branches.


March 22, 2007

Essay : Dungeons and Dragons

The dreamer’s art, the ability to cut loose from the restraints of reality and touch new shores and lives, is the essence and lure of D&D. It is the challenge of pitting one’s skills and common sense against a strange and sometimes hostile universe where death awaits with open arms.” – a player’s perspective from Dragon magazine

This quote from Twisty Little Passages: An Approach to Interactive Fiction, by Nick Montfort (p. 195), sums up the overwhelmingly imaginative and immersive world of Dungeons and Dragons, the best-known and best-selling role playing game of all time. I was first introduced to Dungeons and Dragons when I was 17 years old. My friend Matthew and I were at a book store talking about fantasy books when he mentioned he loved role playing. My immediate thought was of playing “make believe” as a child, but this was not the role playing he was referring to. He led me over to a massive book shelf filled with Dungeons and Dragons manuals – and I was shocked. Somehow, despite my love of all things related to fantasy and science fiction, I had completely missed out on the widely popular role playing game Dungeons and Dragons. I was also curious about how a collaborative world of make believe, typically a stomping ground for children, is successfully created for adults.

My curiosity for D&D continued to grow over the years primarily because of the collective consciousness I’ve observed many D&D gamers share with one another. Gamers speak of D&D with deep love, nostalgia, and some embarrassment. In my opinion, their embarrassment is part of the joy. Playing D&D is like being a member of an elite “nerd” club. D&D gamers are infamously depicted in pop culture as socially inept, detached losers. Although there are certainly good reasons for this stereotype, I also find that many gamers share many characteristics like high intelligence and creativity. Dungeons and Dragons is not a simple game -- it is a complex balance of performance, math, storytelling, and collaborative communication. Players memorize dense books filled with rules and sub-rules so they are able to collaborate in telling a story – a shared emergent narrative. This experience can be compared to performing in a jazz band: music is created through the improvisation of a skillful, shared language. A D&D game, like performing music, is only as good as the dynamics between the players playing it.

I never actually played D&D until this past month, at the age of 28. Five of my friends organized a campaign (game) under the tutelage of an experienced “Dungeon Master” (leading storyteller of the game). We started by spending several long hours one afternoon designing individual characters using a complex formula of numbers (determined by the random roll of dice), character manuals, and our imagination. Our character’s attributes of strengths, weaknesses, and abilities were logged on a “Character Record Sheet” for reference throughout our games. After the characters were developed, the DM started the game by introducing our characters to each other, much like the beginning of a story. We met at an inn and began our journey, rolling dice and talking along the way from one adventure, obstacle, or puzzle to the next.

Most of the narrative of a D&D game is determined by the imagination of the DM and the choices the characters make (does my character want to fight this monster or spy on it?). The rest of the narrative is determined randomly by dice, the core mechanic of the game. Characters accomplish tasks by making skill checks, ability checks, or attack rolls using dice. For example, if a character wishes to attempt an action which he or she might fail at, that character must roll the famous d20 (20 sided dice) and after a quick series of calculations, the number rolled determines their success or failure. This basic rule system keeps the narrative moving with relative suspense and uncertainty as to what the outcome of decisions will be. When rolling the dice, not even the DM can know what fate will bring.

I had a lot of fun playing D&D, but what I enjoyed most was creating a story with friends. Our group was endlessly entertained by the ridiculousness of our narratives, and in many ways, our characters and stories continue to develop as we joke about our “adventures” outside of the actual game playing. Much of D&D’s appeal is embedded in its socially collaborative environment. Navigating the settings established by the DM, decisions made by characters, and random dice rolls, groups of friends are able to share individual imaginations through play. Says my high school friend Matthew via email, “The magic of D&D is that it you have just enough structure to frame your experience, so you are free to create any scenario because the rules are flexible enough to govern it. Basically, there are only rules for combat. The rest is completely open. I guess my favorite part was not the actual playing part when things were often reduced to math (OK guys, roll for initiative. OK guys, roll for your attack. OK, roll for hit points of damage, etc.). The best part was the creative enterprise of building the world.”

The ambition of “building the world” is a powerful, immersive concept behind the game. As players become engaged in developing an alternate reality world, characters may die, plot lines may change, and goals may be achieved, but the game as a story can go on forever. D&D does not have a set of winning conditions. In this respect, it could be debated whether it is really a game or rather more of an elaborative form of storytelling. I would argue that D&D, by its inherent nature of make believe, is the oldest and most fundamental style of game. Our earliest games in childhood were those of make believe. Children intuitively impose rules on their make believe games to structure the characters and stories of their imagination, whereas D&D captures these natural game playing actions using a formalized rule system of numbers. D&D may not be about a set of winning or losing conditions, but it is about the experience – it is a game condition dependent on the subtle balance of player interaction within this system.

One gamer told me that dice in D&D represent the randomness of life. Quickly after saying this, he asked me not to quote him. He felt like he was making D&D sound too special. However, I think he is absolutely right. Looking at games as metaphors for life, as systems of rules governing our play within a cultural context, D&D is a game of life. Sure, the characters are running around a Middle Earth environment fighting Bugbears and searching for magic swords, but they may as well be fighting their spouse and buying a new car. Characters in D&D, like people in real life, have to make decisions based on the imposed randomness. They have strengths and weaknesses. They interact with other characters to problem solve, build, and move forward. They gain experience. They make future decisions based on past experiences. And they laugh, they live, they play.

March 21, 2007

Gods, Pirates and Monsters

Created by Lesley Flanigan, Joo Youn Paek, James Daher, and Rolf Anderson (with additional consultation from Charles Pratt).

OVERVIEW:
Explorers race across the ocean discovering treasure, islands, sea monsters, storms, dolphin, pirates, whirlpools, and the ferocious god of the sea, Poseidon, along the way! A game of luck, strategy, and exploration in the spirit of Checkers combined with Sharks and Minnows.

Game Rules.pdf

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This game was developed by designing a core mechanic based on the concept of shared goals.


Review of Gods Pirates and Monsters by Frank Lantz:

"Wow! Great game!

There are some really original and interesting formal
structures here, especially the modular board that
gets revealed over time and the special Poseidon
player role.

The core mechanics work great. The dynamic board
creates a palpable sense of exploration and discovery.
One of the highlights of the game is the emergence of
multi-step, chain-reaction routes across the board
which leads to some nice suspense, and some surprising
and funny "Rube Goldberg" style moments.

There's no denying the amazing quality of the game
materials - they are lovely and very satisfying to
manipulate, and add a lot to the overall game
experience.

There was also plenty of interesting interaction
between the players, with some good opportunities for
strategic defensive maneuvers.

I playtested this game with some pretty serious gamers
and we all really loved it. Over the course of several
play-throughs the biggest shortcoming of the game
emerged. Mainly: the game has a tendency to run too
"fast". It is fairly common for multi-step routes to
emerge that allow for players to jump across the board
before Poseidon, or any other players, have any chance
at all to catch up. The games that are over too
quickly are very disappointing.

This problem could have easily been fixed through
additional playtesting and tuning. I think maybe the
dolphin should be +2 rather than +3 and there should
be fewer of the positive tiles in the mix. Because the
overall game is so strong it's a shame not to
fine-tune and polish the system.

This is a great game, and very impressive work. Nice job!"