Tina Trillitzsch has translated LiToS into German! You can see the whole thing here. And it’s looking great!
Tina Trillitzsch has translated LiToS into German! You can see the whole thing here. And it’s looking great!
I Like You!
A nano-larp for a group of people of different genders
0. What you need
If you can, get a bunch of little paper hearts. Have everyone write their name on 5 hearts. Have more hearts available, in case someone needs more during the game.
Divide the group into two factions, based on real-life experience, with this question:
«Hands up those who have experienced unwanted emotional or sexual attention during the past week».
If less than half have their hands up, ask about the past two weeks. Continue expanding the time window until about half have their hands up.
The people with their hands up will play the faction of the Undesirables. The others will play the Desirables. To make them easy to tell apart, let the desirables put a heart on their chest, for instance.
2. General rules
Nobody is allowed to initiate contact with an undesirable, not even those who are undesirable. (Desirables can contact other desirables to talk.)
Everyone needs to team up with another player from the opposite faction before the game ends. Those who don’t, lose the game.
There are no actual characters in this game. Everyone plays themselves. If you’re asked to tell anything about yourself, that means you, the player.
3. Phase one, 5 minutes
Undesirables lay their hearts on the line!
To initiate contact with a desirable, the undesirables need to give them a heart and tell them a truth about themselves. This must be something that leaves them vulnerable.
During this phase, desirables must consider the different undesirables in order to find out who they might want to team up with.
Desirables: You don’t have much time to find your ideal mates here. Remember, you have to wait for them to contact you! Don’t waste time if you’re talking to someone who’s not what you’re looking for.
4. Phase two, 1 minute
Desirables reciprocate to potential mates!
Desirables are now allowed to give away hearts as well – paired with a truth about themselves. Remember, desirables have to wait for the undesirables to contact them!
Undesirables should continue to initiate contact and spread their hearts as in phase one. Make sure to approach those you believe might reciprocate!
Desirables: Time is really running out now! Don’t waste time on those you don’t want to team up with!
5. Phase three
Desirables make their final choice!
Desirables, stand in a row.
Undesirables, if you have received a heart from one or more desirables, walk up to one of them and stand face to face. If you haven’t, sit the fuck down.
Some desirables may now be facing multiple undesirables. Desirables, if you have several undesirables in front of you, push them away until only one remains.
If you get pushed away, sit the fuck down.
6. Winners and losers
Anyone who’s still standing – that is, teamed up heart to heart with someone from the opposite faction – wins. Hold hands and smile while other winners applaud you.
Everybody else loses.
DEFINITELY debrief after this game. For some, it will be a fun experience. Others might be pissed off. Others again might feel hurt. Sit in a circle, tell each other how you’re feeling, discuss the game.
A 200 Word RPG Challenge contribution: Supplement.
You have characters, setting and system. You’re running a game tomorrow. What do you do?
Pick two (or roll 1d8):
1. Skim character and campaign notes. Note ideas.
2. True dilemmas: sketch situations the characters must react to.
3. Outline 3-5 NPCs. Names and keywords only. Link some to characters or plot (adversaries, helpers, obstacles).
4. Countdowns: events that will unfold unless the characters intervene.
5. Keywords about scenes/locales, groups (with agendas), special items.
6. Extrapolate ideas from specific character agendas/abilities/backgrounds.
7. Organize some of this info on a mind-map. Keywords will suffice.
8. Detail one element you really dig. Delve into it.
If more time:
* List(s) of names. People, places, items.
* Random-tables: monsters, events, weather, locations, etc.
(May be recycled in later sessions).
_GM Principles (during the game)_
Practice two each session (pick or roll 1d8):
1. Ask questions, build on the answers.
2. Accept, and add (go with player ideas).
3. Decline, but offer.
4. Reincorporate elements.
5. Be obvious (say what comes to mind).
6. Discrete scene-framing and cutting.
7. Throw curveballs.
8. Sometimes delegate responsibilities (like NPC control).
* Take breaks.
Sources: Imagonem, Old Friends, AW, Sorcerer, Håken, Play With Intent.
Thanks: You guys, David Schirduan.
“I have, with no exaggeration, lost track of Archipelago. There are now hacks and translations that I only find out about by chance, and I don’t remember all the stuff that’s been done with it.
All is as it should be. The game is officially out of my hands. Who would have thought it.”
– Matthijs Holter
Archipelago is a story/role-playing game where each player controls a major character. Players take turns directing and playing out a part of their character’s story, leading them towards their selected point of destiny, while other players interact with and influence that story. The latest edition also utilizes fate and resolution cards, as well as the ritual phrases.
(The majority of the games and downloadable documents linked below are for free download, as usual here on Nørwegian Style):
It’s hard to know with these things.
Put together, the Archipelago II and III main landing pages have gotten 19.650 page views since 2009. Dropbox doesn’t provide download statistics, which would be even more “proof of the pudding”. Many sites link directly to the Dropbox documents, so we just have no way of knowing the exact # of downloads over the past seven years.
If we missed your favorite hack, adaption or translation, please let us know in comments.
Cover photo: Høgåsen, Hidra/Hanne Feyling/Visit Sørlandet (CC BY-ND 2.0).
Still, a part of him; one might say the child, believed firmly in the virtues:
1. Fidelity to the large and the small family. Even when the decisions of the concubines or the Emperor seemed enigmatic.
2. Friendliness and good will towards strangers.
3 . Ritualized blasphemy by the altars along the roads, at night.
4. That you will reap as you sow.
Now he was standing by one of the altars, on the road to the Imperial City. The sunset painted the sky in shades of gold, pink, violet and orange. But not red, that color had been forbidden by the Emperor.
Soon the star-song would begin.
The altar was a scrawny, ancient spike of stone. The little roof that was supposed to protect the sacrificial gifts; fire, incense, beautiful stones, blood, flowers and perfume, against wind and weather would probably break down completely in a few hundred years.
He left a small, twelve-sided die for the enjoyment of the altar-eaters. Said a silent prayer to The Guardian of the Road that the ghosts he didn’t believe in would leave him alone this night.
On the long way home.
Shrine Master is about building those wayside shrines. It uses the Soft System.
Relations (max 3)
Twists/ story seeds/ complications/ intrigue magnets
Skill/ability check results
On a modified roll of 1d12:
12. Critical hit
11. Yes, and
10. Yes, and
9. Yes, but
8. Yes, but
7. Yes, but
6. No, but
5. No, but
4. No, but
3. No, and
2. No, and
1. Conflict escalates
With a table you can add modifications to die roll results. E.g: you have a relevant ability = +1, bigger chance of yes-roll. Very difficult task = -1, etc.
The results are interpreted by another player (one who’s character is not attempting the action. Everyone can make suggestions.)
At the beginning of each session, the players get one Whimsy card each (draw two cards, keep your favorite). They can be played at any time during the game, the player interprets the result. Inspiration can be used to buy more whimsy cards, at the rate of 1 Inspiration point = 1 card.
Original whimsy cards: http://www.darkshire.net/jhkim/rpg/systemdesign/cards/whimsycards.html
Any player or the GM may award one (1) inspiration points to another player during a session. These can be spent [in interesting ways] to hack the narrative, setting or outcome of die rolls.
They are awarded when:
– A player does or says something unspeakably cool.
– A player acts in accordance with Goal or Problem.
– A player complicates matters in interesting ways.
The inspiration points are awarded immediately.
Inspiration points are dialed back to zero at the start of every new session.
Can be used to make small additions to the GM’s descriptions, add detail to the setting (the GM forgot to mention), auto success, introduce (useful) NPCs, buy a new whimsy card, etc.
Give others a chance to speak. Hear what they say. See how you can build or act on the information they impart to the story.
Accept, and add
If something is stated or established in the fiction, it’s probably true. Characters and ghosts may lie, and you may forget details. But try to stay with what has been said. Add your own details as they come to you. Don’t try too hard. Say the first thing you think of. Reincorporate elements that have come up previously.
Decline, but offer
It’s perfectly fine for your character to refuse a suggestion, but try to come up with a counteroffer. Don’t block or stall the game. If you get stuck in discussion-paralysis; act. Make up something, like an accusation. Do something stupid.
Just pause. And breathe.
Before you add a new element, consider: what has already been established? Can I re-introduce it into play? Will it create contrast, or shed new light this time around?
Be willing to discard your plan, or even better; don’t plan for a certain outcome. Pick up on the creative “balls” others throw out for you to play with. Go along with ideas. This is key to having fun in this game.
Let the story emerge
There are no true secrets here. There isn’t a prewritten plot to discover. This story will emerge during play, and you will see the totality in the end. Relax. Give your character and the ghosts time to play their hand, say their piece. Watch what the others do. Listen.
You don’t have to be funny or smart. Let the words come to you at their own pace.
Your little village needs a new wayside Shrine, the last one was torn down by the forces of nature. You play the Shrine Master and her henchmen. They will gather holy materials for the shrine, and build it where the last one stood.
Random story table (d12)
1. Another Shrine Master, searching for the same material as your group.
2. Sex in the City: your materials are located in a brothel in the Imperial City.
3. Sacrifice Emotion: you must recall and reenact a childhood memory to empower the Shrine.
4. An Infidel Demon tries to usurp your shrine. You must battle it with your wits.
5. Consumption: shrine building proves costly. You must get day jobs. It’s terrible after a life spent adventuring on the road.
6. Enabler: you meet a wrinkled old crone who offers to make shrine building easier if you make a sacrifice.
7. Tallest tower: an essential shrine component is located in the top of a near-inaccessible tower. It symbolizes our vain efforts.
8. Priestess: you must also recruit a priestess to cater to the shrinal needs. She must be a virgin, and very hideous.
9. A special kind of stone is required for the shrine. You must establish a quarry and safely transport the stone to your home village.
10. The Shrine Master’s concubines approach her for a favor, interrupting the quest.
11. Harmonious ritual: the group must create a ritual to empower the shrine.
12. Personal demons: the entourage have to confront and battle their personal, manifest demons in order to complete the shrine.
Because all new indie games must be AW hacks:
Thunderous roar: Give brief, short descriptions that relate to the setting. “The crystal shines like crimson terror. It’s cold and hard to the touch. Electric fragrance in the air.”
Address the characters, not the players.
Show, don’t tell.
Abrupt change: every time your attention strafes something you own: a secondary character, an object, organization or relationship: consider killing, destroying or altering it for good.
Name everything, make everything human: create a list of names before the game. Give the secondary characters simple, understandable, human motivations.
Ask questions, build on the answers: “when did you first understand you’d be building a shrine? Why do you want to build the shrine? What does the new location look like?”
Give them what they want, reveal the consequence.
Be a fan of the characters: give them what they fight for, let them build their shrine… but only at the very end.
To be used if there is inaction or you’re stuck. Choose something from this list that will fit what has already come to pass. Shake things up, good:
Take a prisoner.
Give them a dilemma/tough choice: you can save one friend, not both.
Announce future threat: a great, big column of black smoke on the horizon. A nasty noise in the bushes. A rumor spreading.
An eye for an eye: hit them the way they hit your secondary characters.
Reveal your hand: state what you plan to do, execute.
Take away their stuff (except what truly defines them)
Activate their flaws.
Explain possible consequences and ask if they still want to go through with the plan.
Offer an opportunity that comes with a price.
Always ask: “what do you do?”
Ask follow-up questions: «yeah, tell me; what does it look like on the road? What will the shrine look like in the end?”
Digression and detail, sometimes.
Go around the table, give everyone spotlight.
Take breaks. Take your time.
The game ends when the shrine components are assembled, and it’s erected by the road near the character’s home village.
Go around the table. Ask the players what their character added to the shrine, and how it looks in the end. Go in great detail, this was the goal after all.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Lauri Maijala made a cool playset for Archipelago. You can find it on the Guild Redemund blog along with other of his games & hacks!
La spada e gli amori (The Sword and The Love) is an Italian adaption of Archipelago III, designed to let the players emulate chivalric literature!
Un paio di settimane fa, sempre su questo blog, chiudevo l’annuncio dell’edizione italiana di Archipelago con queste parole:
P.S.: Dato che non riesco mai a far stare fermo il mio cervello, vi comunico che ho già qualche idea per “sfruttare” il sistema di gioco di Archipelago per un certo tipo di storie.
Ed ecco finalmente è giunta l’ora di spendere qualche parola in più su un gioco il cui nome in codice è attualmente La spada e gli amori.
La spada e gli amori nasce come hack di Archipelago, per raccontare storie tipiche della letteratura cavalleresca (in particolare del ciclo bretone, o arturiano). Il gioco, infatti, ha due illustri genitori: I romanzi cortesi di Chrétien de Troyes e Archipelago III di Matthijs Holter. L’atmosfera generale deve molto alle opere del primo, mentre le regole sono prese di peso dal gioco del…
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Insight Fantasy RPG is currently kickstarting. Made by fellow Nørwegian Even V. Røssland. A bit different to the fare we usually serve up at this blog, but who knows? Even writes:
“What the GM knows is not always the truth. Change the story as you play, and complete your quests in a way no one could have predicted.”
Guess that sounds like us, after all…
Reviewers say of the previous incarnation, The Insight RPG System:
Style: 5 (Excellent!)
Substance: 4 (Meaty)
“An interesting, simple universal RPG system that’s worth the intro price.”
GMSMagazine review video (YouTube)
“What I hope is gonna happen is somebody – please – approach the designer and have a Kickstarter campaign, to get it out. Because this is an absolutely brilliant RPG system, and it’s flexible enough that you’ll be able to use it for pretty much any game.”
Guess this is your lucky day, YouTube review person!