![]() Nick Montfort and Zuzana Husárová have written about shuffle literature in more depth, including those works and several others. 1, a book in a box with unbound pages, to be read in any order BS Johnson’s The Unfortunates, with chapters the reader may reorder. Meanwhile, there are also aleatory traditions of literature to consider here: Marc Saporta’s Composition No. (It was available at Shut Up and Sit Down’s curated board game area at GDC, which was awesome, but I was there at the wrong time to get a try at it.) Perhaps a more successful and storyful version of the Dixit idea exists in Mysterium, which game reviewers Shut Up and Sit Down really liked, but I haven’t had a chance to play that yet. Then there’s Dixit, which provides image prompts and it’s up to the player to find some way to describe what is happening in the image. The narrative content is pretty light here, though, and I’ve found that usually we become more engaged with the wordplay of it - what is an interesting, slightly misleading way of characterizing this picture? - than with anything of narrative merit. ![]() The line between game and brainstorming device is pretty thin here, though, and I wouldn’t accuse either Once Upon a Time or Story Cubes of actually being or having a story already in any meaningful sense. Or there are Story Cubes, which are dice with trope-y images on them. Once Upon a Time is light in both writing and mechanics: it’s a sort of trope toolkit that the players can use to stick together stories, so that your card might just say “Brave” and leave it up to you how the concept of bravery applied to a character in the story will enhance what is already going on. And because Gloom is emulating a type of story in which one bad thing arbitrarily happens after another, there also is not much attempt to guarantee a well-paced story arc. There are also a few features in Gloom designed to encourage continuity, symbols on some event cards that determine whether later events can be played, but in general any chains of causality are invented by the players at game time, rather than baked into the rules or the behavior of the deck. Gloom has a number of expansions and spin-offs at this point, including a Cthulhu version and a fairytale recasting. ![]() Some players work harder on their narration than others. ![]() Gloom is a popular card game about Gorey-esque horrible events, in which you accumulate misfortunes for your characters until at last they die each event is named briefly on its card, like “attacked by ducks,” and it’s up to the player to describe how this fits into a larger sequence, if at all. I’ve covered a few narrative card games here before. In a previous post about narrative structuring, I promised a followup about stories based on card decks - not simply the card metaphor that Failbetter uses in StoryNexus, but actual physical decks, sometimes accompanied by rules. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |