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Sedition!

Posted:
Sat May 28, 2005 3:16 pm
by Carrie Bernstein
I swear I had no idea that someone else had already used hobos, or even hobo signs, when I wrote this. I've never tried to design a game before, and just to be silly, I tried to use _all_ the game chef ingredients. I tried to make the most collaborative, GM-less game I could given all the ingredients.
Here's a teaser:
Sedition!
required items: small paper bag, designer-created cards, 15 dice, social graces
time period = 1917-1919, in the United States.
politoscape:
As WWI begins, the U.S. government battles the free speech campaigns and unionization of the woman-accepting, miscegenating IWW (wobblies). Hobos drinking wine from paper bags, singing songs, and traveling the country by train are, by and large, union organizers trying to change American society with the government and company thugs fast on their heels.
Should I post the whole game here for discussion? I'm sure there's much in it that could be improved upon.
Re: Sedition!

Posted:
Sat May 28, 2005 3:20 pm
by monkeyking
Re: Sedition!

Posted:
Sat May 28, 2005 3:29 pm
by Carrie Bernstein
Re: Sedition!

Posted:
Sat May 28, 2005 4:19 pm
by Doug Ruff
Re: Sedition!

Posted:
Sat May 28, 2005 8:21 pm
by Carrie Bernstein
Thanks, Doug. I appreciate the postive feedback.
I added something and I changed something.
I changed the dice mechanic: there are now only five 10-sided dice in the whole game.
This is how dice work now: When play is initiated, they're still all rolled, and the color of the highest is still noted. If there's a toss-up for narration (i.e. no Orators in the game) each of the five contending roles (Accuser, Invincible, Morally Driven, Liberated and Outside Agitator) each roll only one 10-sided die for narration. This should prevent a bell curve problem, where middling results are the most likely. If there's a tie for the highest die, the first highroller going around to the left of the speech starter will narrate, using the color noted from the all-dice roll for an indication of what will happen.
Here's what I added:
antagonists: at any time a 1 or a 10 is rolled, an antagonist becomes part of the story (but it can be a recollection, warning, or premonition of an antagonist if the time is not right for a full-on conflict). Antagonists include judges, bosses, policemen, train engineers, Pinkertons, a man with a gun, Herbert Hoover, company goons, vigilantes, FBI guys. When an antagonist becomes a part of the story, one of the players takes the bag and puts it on their head, as their hat of authority while they’re acting the part of the antagonist. Anyone playing a mole must wear the bag if they reveal themselves. No one can take the bag off of anyone else’s head, but you can take it off your own head and offer others some ‘wine’.
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death: Should a character die, the player has the option to introduce a new character.
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Re: Sedition!

Posted:
Sat May 28, 2005 11:48 pm
by Carrie Bernstein
I put "fig. 2", the background paper on the IWW between 1917 and 1919 at:
Warning: paper has some seriously graphic quotes in it. Also it was written a while ago, before I became the frikin' _amazing_ writer I am today.

Posted:
Sun May 29, 2005 1:38 am
by Doug Ruff
More feedback: moving to a simpler die mechanic sounds better - it also makes it easier to tell which colour comes up highest. And I like the additional imaginative uses for the paper bag, and how putting the bag on your head has a mechanical effect on the game (it restricts who else can use the bag for other effects.)