Monday, January 19, 2009

Drinking Game Playtest.


     The night passed quickly.  Drinking was had by all.  To ensure better pacing, I tweaked the game a bit.  The few friends who played it before didn't have much trouble acclimating to the new rules.  Even with the spaced pacing, much drinking was done.  The rules changed a good deal as we played.  The no-laughing rule became difficult when the next commissioner implemented the "kiss the person next to you" rule.  I tried not to watch, but there was moaning as well.  Everyone busted out laughing.  Everyone drank some more.  

       I consider the first real playtest a success.  Everything went well until the uber-strong Jell-o shooters came out.  After that, I don't know what the fuck happened.  One minute I'm playing Rock Band, ripping out my best drunken rendition of Casey Jones, and the next minute I'm stumbling and falling toward the ground.  Thankfully, we have carpeted floors.  Unfortunately, my delayed reaction time kept me from putting my hands out to catch myself.  

      I wanted to make a drinking game.  We drank.  We had fun.  

     I always thought game design would be a safer vocation than machining.  I guess everyone must shed a little blood for their passions, no matter what they are.  

Friday, January 16, 2009

Drinkng Game

So, we are hosting a housewarming party this weekend.  About a week ago, while sitting down playing LittleBigPlanet, Sarah asks me "what games should we have out?"  

The wheels in my mind turned for a split second.  The cartoon lightbulb over my head was almost visible to the naked eye.  I responded:  "Shit.  Why don't I make a drinking game?"  

I thought of a shot (or rather, a group of shots) I had taken on my 21st birthday and it went from there.  I also thought of a little skit by the Dead Alewives (roll the dice to see if I'm getting drunk).Sarah went to hang out with some friends for a movie night, and I hit the craft store to make my play-test copies.  2 hours later, I had my rough game.  We play-tested it two days later.  We got really loaded in about a half hour.  Taking the advice of my most trusted colleagues, Ben Reeves and Sarah Blossom, I sat down to tweak the pacing of the game.  

I work in a machine shop.  During long machine runs I am able to stare off into space or do whatever I please.  This week, I rolled dice.  I rolled dice so much I am now afflicted with minor carpel-tunnel syndrome.  And I want to say this:  I love dice.  I love games of chance.  I haven't played craps in 3 years and it kills me.  I love the clackity-clack-clack of chance.  I infused my love of dice, my love of people, and my love of interpersonal relationships into this game.  It kicks my ass.  I will be testing it out on a select few people tomorrow and I will pray to God tonight that it kicks their asses too. 

I will follow up with more information as it becomes available.  I am looking to place the game on the market within the next month.  For now, I will set up an Ebay store; I want the Sunday Gamer website to launch with 3 different games available at the same time, so the Ebay store will have to suffice for now. 

I am still working on my version of the "Jump to Conclusions Mat."  I will post as I move toward a working copy of that.