Home Artists Posts Import Register

Downloads

Content

This is a companion post to the AP entitled TOO FRIENDLIES. Attached you will find the text I used to run the game, cleaned up a bit from my usual chicken-scratch notes.

I got a bit too experimental with my inspirations on this one. I started with a different game entirely and wrote the DG-RPG operation based on the characters that resulted. There's almost no chance this thing is ever published. It's far too niche to be applicable to most games. 

As is my habit as an underperforming capitalist, I over-produced an unmarketable pick-up game for my friends to the tune of 24 unpublishable pages! But the monster at the core of the story is one of the nastier things I've ever imagined, and people usually ask me to see that kind of stuff. So here it is anyway.

If you want to pull concepts for your own games, here's the full text. I did my best to self-edit the copy. I also added some safety tools and advice to ensure no one drops this gaslighting nightmare on unsuspecting players without warning. 

Hope you like it. Happy Valentines Day!

-C.

Paz and Lammy begin to suspect the hostility shown by their 'prisoner' may not be real.

As the social contagion spreads, can the couple survive the obliteration of intent?

Comments

Anonymous

Question; how do you do research when writing these scenarios as a handler?

dgdc

Uh poorly? :-) I have motivated reasoning when I research for most scenarios, which is terrible research praxis. I want a certain type of place and vibe in the story. I have to stick to the confines of the game DG, so I look for places and things within those parameters. If something fits, I use it. Pretty much immediately. That’s why I get shit wrong all the time; I’m looking for the Google hit that gets me working again, not a rabbit hole that has me reading all day and producing nothing. If i can’t find something close enough, fast enough? I try to make it up or put the idea on the backburner. Real research requires no particular goal in mind outside learning. It requires double and triple checking information, even if it suits your needs perfectly. It requires acknowledging truths that might invalidate what I’m trying to do. I can do real research for academic contexts and stuff that’s going to see full blown publication, but I find it to be a form of productive procrastination in most instances. It’s rare for players to ever notice or care that’s there’s not really a subbasement in that particular government facility. Listeners call me out when I get shit wrong (rightfully so) but that gives me better terms to look up if I need to do a better job in a future draft. The fact of the matter is that writing doesn’t pay private jet money or research sabbatical money, and it takes too much time to allow for either, even if I could afford the time off. I’d say I play more fast and loose with the facts than the history minded folks that founded DG. But I got games to run, man. If it’s sensitive information, I’ll be careful, but if it’s a specific date or form or procedure or gun specification or whatever minutiae? I’m more scared of getting bogged down than I am of being wrong. I’m wrong all the time anyway, and productive only sometimes.