04.30.07
Sweet, Sad, Song :: Introduction
So I got challenged to a game creation duel by Justin Jacobson. The terms of the duel were set to be -
- Genre: Film Noir
- Theme: Travel
- Mechanics: Musical Scale
So, I have been doing a lot of thought on that issue of late (when I probably should have been busy revising ‘Threads’ instead) and what I have come up with the basis of a RPG that I have named “Sweet, Sad, Song”.
The core of the game is going to come from my (sadly) small knowledge of bebop, a form of jazz which plays as the background to many Noir movies. But why bebop?
Simple, ‘improvisation’. Jazz is, at its heart, about the collaborative muscial ’storytelling’ of a group of musicians without playing off of a set script. If this isn’t roleplaying then I don’t know what is. At the same time, even though it is freewheeling, as music it is also constrained by a set of pretty strong rules… which led me to my next design ‘thought’… the importance of harmony and discord. Let me explain:
So we have a musical scale that can hold any one of 8 notes. What if each of those 8 positions had a special type of storytelling significance, in line with our noir sensibilities say…
- Position 1: Crime/Money (and its inverse ‘Law’)
- Position 2: Sex (and its inverse ‘Loyalty’…. I realize that this is weak :p )
- Position 3: Violence (and its inverse ‘Honor’???)
- Position 4: Power (and its inverse ‘Alienation’)
- Position 5: Secrets (and its inverse ‘Exposure’?)
- Position 6: Enclosure (and its inverse ‘Freedom’)
- Position 7: Insanity/Addiction (and its inverse ‘Apathy’)
- Position 8: Cruel Fate (and its inverse ‘Random Chance’)
Now these aren’t quite “there” yet, but hopefully you can see where I am going with each category and how they relate to the whole Film-Noir ‘mythos’. But what do those positions have to do with anything?
So, lets say that the title Noir detective is currently interviewing a leggy blond. As the ‘leader’, I decide that I want to have a ganster crash in through the front door (introducing some elements of violence). In order to do this I would need to roll some dice to place a note in Position 3 (currently an E note) [the mechanics for being allowed to do this are not currently in place].
Simple enough, right? Well, here is where it gets weird: the other players have the opportunity to produce a ‘chord’ and contribute to the information that I have already established. They can either play in ’Harmony’ (elaborating on my idea) or in ‘Discord’ (by establishing an element that complicates the original intent).
Now to make things more complicated (to match music theory), there are only certain positions that produce harmony They can either place a note in a ‘harmonic’ position (either 3 [Enclosure, here]above the note or 5 [Cruel Fate] above the note played). Harmony is ‘mechanically’ easier to perform… but an entirely harmonious song is rather boring.
Discord notes, on the other hand are the way to introduce conflict into the equation. The ‘discord’ note can be any other note, although there is a reward for playing the 7th postion (because of the ‘Blues Note’). Here is the thing though… once discord/conflict has been introduced, you have to quickly resolve it (through a harmonious cord).
Mechanically speaking, discord is the way that one player tries to rest narrative control from another.
So there is a whole lot more involved in this system that I am looking at (including shifting keys, and chord progression – which means that for a series of notes you must include at least one note from the previous cord or break the note sequence, creating a new scene).
Any thoughts?
Threads :: The New Look
So, there has been a lot of talk recently on the Story Game forum about the presentation and writing of RPGs. There is a pretty sizeable contingent that holds that RPGs should be written according to adult learning principles (basically in the style of a text book; i.e. clear prose, lots of reminders, practice excercises, clear examples, building principles through repetition, etc). I tend to agree.
Since many of the comments I got on ‘Threads’ revolved around organization of the text and clarity of the presentation, I decided that this draft should be as ‘friendly’ as I could possibly make it.
Here are the Results:
Keep in mind, if you were frightened by the length of the original ‘Threads’ document (40 pages), this section is significantly shorter at 5 pages.
So if you have some time, here are the questions I have:
1. Do you like the new look?
2. Does it help you get through the dry rules material?
3. Is it clear? Does it improve the clarity of the document (versus the previous draft)?
Because, here is the thing, formatting the document in this way takes a TON of time (much more than I thought that it would) and I am trying to see whether or not it is worth the effort… or if I should head back to the drawing board.
I leave you with an alternate cover for Threads (which I ended up much preferring although the bottom text is too small)… I think I am obsessed with the red on black thing

–Adam
Threads:Introduction (and Status)
Hey guys,
Following the trend, I thought I would post a quick introduction to my Game Chef work, “Threads”:

Capsule:
“What are you willing to die for?”
Your Fate has already been woven.
Your loved ones are doomed.
You are a walking dead man.
Do you accept that Fate? Do you go quietly into the long night?
Or do you fight? Do you struggle to make your death mean something?
Threads is a game designed to emulate war movies and epic tragedies like “Braveheart”, “300″, or “The Seven Samurai” where the characters have some foreknowledge that they will not live through the upcoming conflict but choose to fight anyway. Rather than focus on dying though, the game is about the connections that bind your character to the world; those things that he would be willing to die for.”
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In case you have not already had the privledge of slogging through the 40 page work, here is your opportunity! I would very much like any critiques or feedback that you can give (as I am currently factoring in a series of changes for a new version).
For those that have already read through the text, this version is unfortunately not substantively different than the Game Chef Version… I prettied it up a little bit (putting it in a two column layout), added page numbers, fixed a few grammatical errors, and generally fixed the most obvious and easy to correct mistakes. The new revision should actually address the more “troublesome” problems concerning organization and clarity.
Threads — Main Document
Threads — Ugly Character Sheet
As an added bonus, here is a newer version of the character sheet (one that is MUCH better looking). I would appreciate comments from all you graphic designer types (Shreyas, I am looking in your general direction!).
New and Improved Character Sheet
My next post will deal with some of the changes that I am working on as well as some questions that I have for you guys. In addition, I have been challenged to a Game Creation Duel (see Story Games if you are curious) so I will probably post a bit about my process for developing a Noir RPG (hey Chris… it looks like we are in the same boat!).

–Adam Rappold