So, Across the Endless Sea is finally finished, published,
and out in the world. I wrote a game! It’s still a surreal feeling, and more so
every time someone actually buys it or a game designer I respect helps to
spread the word.
(If you haven’t seen it yet, you can check the game out at
gamesfromthewildwood.itch.io/endlesssea).
With that project now done (pending expansions, etc),
though, I find myself looking for the next project.
And there’s another very specific mini-genre/set of literary
motifs dear to my heart that I’ve wanted to see a good game about for years.
I love stories about children travelling to fantasy
Otherworlds.
I always have. From the whimsy of Alice in Wonderland to the
poignant darkness of Pan’s Labyrinth, there’s something about that archetype of
crossing the threshold between the mundane and magical on a bildungsroman-style
journey that speaks to me.
Now, there are already games about that.
The main one I’m familiar with is Heroine (I watched it
played once, but didn’t get to play), but it’s more Labyrinth and Alice in
Wonderland than what I’m picturing.
Because the stories about these Otherworldly coming-of-age
journeys taken by children that I love are those that center on family. Stories
about children with a lost mother or father, or estranged parents, or some
other intimate familial trauma in their background.
Stories about children who find the members of their broken
family doubled by creatures and figures in the Otherworld, and through their
journey find some resolution of their troubles.
I’m thinking of Song of the Sea and Kubo and the Two Strings
as recent examples of this motif, though casting the net wider also draws in
works like Pan’s Labyrinth (the doubling isn’t explicit, but it’s there: Captain
Vidal and the Pale Man, for example).
So once again I have a desire for a game that is far too
specific to already exist, and thus no recourse but to design it myself.
So: Shattered Mirrors (name extremely placeholder, please
suggest something better).
I think this will be a smaller game than Across the Endless
Sea: more intimate, and for fewer players.
This time it absolutely is
a game about playing specific characters, and owning them and their secret
pains.
Once again I think I’m going to borrow the basic language of
playbooks and moves from Vincent Baker, as well as borrowing some of the ideas
about distributing narrative authority/responsibility from Polaris. I also feel
like this is going to be a very structured game: with a sequence of scenes framed
by the various playbooks in specific order, playing to find out how things
happen rather than necessarily what happens.
But those are thoughts for a future post. For now, like last
time, I want to talk about design intentions.
So, my goal is to create a game that captures the sense of
poignant longing for a family that is whole again that is core to the various
source texts. I want antagonism to come from all characters, for everyone save
the child to be culpable in the breakdown of the family, and for villains to be
people who are hurting in their own ways.
- I want forgiveness and empathy to be the way to resolve problems, not violence and not rage.
- I want it be GMless, so all the players equally own the messy family drama that unfolds (and so I can play).
- I want it to build messy and broken family units whose love and issues both feel real.
- I want it to evoke both how magical and threatening the world is as a child, and the reality of children’s complexity and capabilities.
- I want to make use of ritual phrases. I really enjoyed them in Polaris, and I think it’s a shame more games don’t use them.
- I want to do something interesting for a mechanic. Perhaps something like Endless Sea, perhaps something new. I haven’t yet decided.
- I want to playtest it sometime in August, and hopefully release it for first-stage playtesting on my Patreon by mid-September.
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