First, some news...

IT'S OFFICIAL: Widget Satchel is coming out on November 27th, 2019!
Until then, you can pre-purchase the game on the Nintendo eShop, and wishlist it on Steam!
https://www.nintendo.com/games/detail/widget-satchel-switch/
https://store.steampowered.com/app/890480/Widget_Satchel/
Now, on to the show notes!
This week, our boyfriend Dylan gave your nice hosts a prompt to create "a narrative game where the story is told backwards." This one is a slow burn but it really cooks by the end!

With Stephen still away, Dale LaCroix (she of Evil Games Club and your nice social media manager) re-enters in the clubhouse to help create this week's game.

But Dale didn't just join your nice hosts for this week's jam, she also took the resulting game and made improvements once the recording stopped! Not only that, but she's going to keep working on it. It will be at Glitch's December Play/Test event if you want to play the latest version!

Our original rules are presented below, and Dale's "first revised edition" is presented below that...

ORIGINAL Rules
STEP ONE: Start with the END Scenario

We randomly selected by rolling a six-sided die, for the six END SCENARIOS:

Death
Getting off a plane
A big hug / reunion
The end of a wedding
Getting on a plane
Falling off a cliff

Also pick a character card from the deck - draw and discard until you get one - or roll a 20 sided die and table in step 2

STEP TWO: Each Player picks a “card” and adds a detail about the card information that they picked.

The FIRST ROUND will be picked from a separate pile of END SCENARIO DETAILS:

Wine stain
Explosion
Sight bruise to the upper arm
Knife
Spilled Milk
Bloody nose
Broken Sunglasses
Frostbite
Somebody is wearing sweatpants
An orange

To mimic a card draw this use the following table:

(Roll a 6-sided die, then a 20-sided die)

A participant

Shopkeeper
Cleric
Magician
Bride
Captain
Peasant/Passenger/Guest
Bartender
Detective
Chef
Child
(for 11-20, duplicate 1-10)

A setting

Forest
Mall/ Market
Tavern
School
Meadow
Ship
Bridge
Office
Home
Castle
(for 11-20, duplicate 1-10)

An action or event

 Robbery
Fight
Crash
Bees!
Heart Attack
Lunchtime
Childish Insult
Ankle Sprain
Caught in Traffic
Overslept or Fall Asleep
(for 11-20, duplicate 1-10)

An item

 Pen
Cable
Knife
Oven
Communication Device (Letter, Phone)
Mushroom
Boot
Cat
Book
Sock
Flute
Arrow
(for 13 - 20, more cats, I guess?)

ROLL AGAIN
A participant (use list from 1)

STEP THREE: Together the group makes up a story about how each item goes together in this scene to lead up to the established story

STEP FOUR: Repeat for each previous “scene”. Each Scene will take place at some earlier point in time, it may be minutes, hours, days or months earlier. You decide what fits your story best.

STEP FIVE: The fifth round is your inciting incident, the event that kicked off your story.

SCORING: We haven’t figured this out, we discussed awarding points based on if random events happened during the story, such as:

Scoring Events:

Bloody Nose
Weather Event
Somebody Tripped
Somebody got dumped
Somebody cries
The Devil shows up
Someone left to go to the bathroom
There was kissing

Or awarding points with a judge or game master….

UPDATED Rules by Dale
"Re-ravel: A backwards storytelling game" (working title)

Introduction
Have you ever heard the phrase, a camel is a horse designed by a committee? It’s a proverb about the faults of having too many designers in a room, causing a final poor design. The goal to this game is to write a story with your friends, but to protect against the story trailing off, like so many comedy sketches, your editor came up with the perfect ending,

First, some news…


IT’S OFFICIAL: Widget Satchel is coming out on November 27th, 2019!
Until then, you can pre-purchase the game on the Nintendo eShop, and wishlist it on Steam!

https://www.nintendo.com/games/detail/widget-satchel-switch/

https://store.steampowered.com/app/890480/Widget_Satchel/


Now, on to the show notes!

This week, our boyfriend Dylan gave your nice hosts a prompt to create “a narrative game where the story is told backwards.” This one is a slow burn but it really cooks by the end!


With Stephen still away, Dale LaCroix (she of Evil Games Club and your nice social media manager) re-enters in the clubhouse to help create this week’s game.


But Dale didn’t just join your nice hosts for this week’s jam, she also took the resulting game and made improvements once the recording stopped! Not only that, but she’s going to keep working on it. It will be at Glitch’s December Play/Test event if you want to play the latest version!


Our original rules are presented below, and Dale’s “first revised edition” is presented below that…



ORIGINAL Rules

STEP ONE: Start with the END Scenario


We randomly selected by rolling a six-sided die, for the six END SCENARIOS:

Death
Getting off a plane
A big hug / reunion
The end of a wedding
Getting on a plane
Falling off a cliff

Also pick a character card from the deck – draw and discard until you get one – or roll a 20 sided die and table in step 2


STEP TWO: Each Player picks a “card” and adds a detail about the card information that they picked.


The FIRST ROUND will be picked from a separate pile of END SCENARIO DETAILS:

Wine stain
Explosion
Sight bruise to the upper arm
Knife
Spilled Milk
Bloody nose
Broken Sunglasses
Frostbite
Somebody is wearing sweatpants
An orange

To mimic a card draw this use the following table:


(Roll a 6-sided die, then a 20-sided die)

A participant

Shopkeeper
Cleric
Magician
Bride
Captain
Peasant/Passenger/Guest
Bartender
Detective
Chef
Child
(for 11-20, duplicate 1-10)

A setting

Forest
Mall/ Market
Tavern
School
Meadow
Ship
Bridge
Office
Home
Castle
(for 11-20, duplicate 1-10)

An action or event

 Robbery
Fight
Crash
Bees!
Heart Attack
Lunchtime
Childish Insult
Ankle Sprain
Caught in Traffic
Overslept or Fall Asleep
(for 11-20, duplicate 1-10)

An item

 Pen
Cable
Knife
Oven
Communication Device (Letter, Phone)
Mushroom
Boot
Cat
Book
Sock
Flute
Arrow
(for 13 – 20, more cats, I guess?)

ROLL AGAIN
A participant (use list from 1)

STEP THREE: Together the group makes up a story about how each item goes together in this scene to lead up to the established story


STEP FOUR: Repeat for each previous “scene”. Each Scene will take place at some earlier point in time, it may be minutes, hours, days or months earlier. You decide what fits your story best.


STEP FIVE: The fifth round is your inciting incident, the event that kicked off your story.


SCORING: We haven’t figured this out, we discussed awarding points based on if random events happened during the story, such as:


Scoring Events:

Bloody Nose
Weather Event
Somebody Tripped
Somebody got dumped
Somebody cries
The Devil shows up
Someone left to go to the bathroom
There was kissing

Or awarding points with a judge or game master….



UPDATED Rules by Dale

“Re-ravel: A backwards storytelling game” (working title)


Introduction

Have you ever heard the phrase, a camel is a horse designed by a committee? It’s a proverb about the faults of having too many designers in a room, causing a final poor design. The goal to this game is to write a story with your friends, but to protect against the story trailing off, like so many comedy sketches, your editor came up with the perfect ending, start with the ending! And it turns out there are only so many endings in human playbook.


Contents

End Cards: 7 possible endings to your story
Setting Cards: Places the story could take place
Plot Cards: Events that might take place in your story
Main Deck: This is made up of several different types of cards:
Character Cards – Describes the occupation or description of people who will be in your story
Noun Cards – Describes items that will be in your story
Editor Notes – Special instructions from your editor, this might include directions such as this next scene takes place in a different setting, or that someone in your story is not who you think they are.

Each Game is made out of 5 Rounds or Acts, each moving backward in time.


Three cards from the main deck are selected as goal cards. These can be used in your story at any time. Using each card is worth 1 million points for the team. If an editor note card selected as a goal card, this should be discarded to the bottom of the main deck.


The last round, representing the first part of your story, will be the inciditng incident.


Goal

Create a coherent story while using each of the three elements from the goal cards with your writing commitee


Setup

Deal the following:

One ‘Setting’ card – Face Up (Place this on top of the Setting deck)
Three Main Deck Cards – Face Up – These will be the Goal Cards – if there are any ‘Editor Note’ cards  – place these at the bottom of the main deck and redeal so that there are three total main deck cards representing the ‘Goal Cards’
One ‘the End’ card – Face Up (Place this on top of the Setting deck)
Four ‘Plot’ Cards dealt face down. One will be revealed each round 2-5

Round 1: The End Round

Each Player draws a card. For this round only, if you get a Editor’s note, redraw


One at a time. each player reveals their card, and creates one detail or fact about the item or character that they drew, and places the card near the ‘End Card.’ This fact should not relate to anything already placed on the board. The order of players does not matter


Examples:

Character Card – the Cleric – the cleric has a fancy hat
Item Card – Wine Stain – the wine stain is on somebody’s white shirt
Item Card – An Orange – The orange is part of basket of fake fruit

Together the players craft a scene in which all the elements are used, and results in the ending within the setting. At any time the players may pul in the elements on the goal cards


Rounds 2-4: The Middle Rounds

Each Player draws a card.
Each player reveals their card
Adds a detail about thier card (as in round one) unless it is a ‘Editor’s Note’ Card
Places the card near the next face down Plot Card
If a Editor’s Note Card is drawn, follow the directions on the card.
When all the elements of the story, the Plot Card is then revealed.

The players then craft the scene. They must use all the elements that were revealed this round. They may use any elements that were revealed in the previous round (ie later in the story). They may use any of the elements from the goal cards at any time. The scene should connect and make story-scene with the other scenes that have been crafted.


Round 5: The Final Round, ie the beginning of the Story

Each Player draws a card.
Each player reveals their card
Adds a detail about thier card (as in round one) unless it is a ‘Editor’s Note’ Card
Places the card near the next face down Plot Card
If a Editor’s Note Card is drawn, follow the directions on the card – Unless it is a Epilouge card  or other card that places this out of order – please redraw
When all the elements of the story, the Plot Card is then revealed.

The players craft the first scene. They must use all the elements that were revealed this round. They may use any elements that were revealed in the previous round (ie later in the story). They may use any elements of the goal cards at any time. The scene should connect and make story-scene with the other scenes that have been crafted AND this should somehow start the story (the inciting incident) – How does this plot point kick off the rest of the story.


END of GAME:

Optional: Retell the story in the forwards direction


Award your Committee the following points:

1 million points for each goal element used in the story
100 points if your story made any sense.
500 bonus points if you had a really difficult element you had to fit into your story.