Classroom Deathmatch hits the DrivethruRPG Top 20!

April 20, 2007

Classroom Deathmatch reached the number 17 position in DrivethruRPG.com’s Top100 Small press games after just three days on the site. Panty Explosion performed similarly well on Drivethru when it was released last Sept, and stayed in the top 20 for almost 3 months. I’ll be curious to see how Classroom Deathmatch compares over a similar amount of time. The book has also recieved a bit of attention on RPGNOW. Interestingly, sales of PantyExplosion have always been much lower on RPGNOW then on Drivethru, and it seems like that tradition is continuing with Classroom Deathmatch. Sales of Panty Explosion have been up as well on both sites since CDM’s release.

I had contacted new PDF download site Your Games Now awhile back about carrying Atarashi Games products. Your Games Now is run by it’s members and seems to offer more participant control, which makes it a preferable option to the RPGNOW/Drivethru “evil empire. I thought this would be the perfect outlet for my games, and I was very excited to join. Unfortunately, I was informed yesterday that the members of Your Games Now had decided that Panty Explosion and Classroom Deathmatch were not well suited to their site, given our products “slow production schedule” and “uncomfortable subject matter”. Why our production schedule would be a concern is beyond me. As far as “uncomfortable subject matter”, I find it hard to believe that people who publish games about murdering people would be squeamish about a PG rated game where players take the role of teenage girls to deal with ghosts, highschool and mean parents. But whatever. Maybe they never bothered to read the sample copy I sent them?

Classroom Deathmatch will soon be available from e23, Arima and IPR, and is currently available from DrivethruRPG, RPGNOW, Key20 and our own Atarashi Games store. Look for it in retail stores in late May!

-Jake


The Rooli interview

April 18, 2007

Awhile back Mikko Rautalahti of Roolipelaaja magazine interviewed Matt and I about Panty Explosion and Classroom Deathmatch. You can see the interview in Finnish here. I’ve included the full text in English below.

Thanks, Mikko!


Panty Explosion is obviously a genre game, but your choice of genre is somewhat unusual, particularly when compared to the range of games out there in general. What prompted you to design a game about Japanese high school girls? Do you have first-hand experience of the high school culture over there?

(Matt Schlotte) Mai the Psychic Girl. It was one of the first mangas I read as a young kid. It was about twenty years ago now. However there is necessary background to this answer. Jake and I were talking about how much we wanted a Playstation 3 when they came out while also knowing we were both not making enough money to buy one. So we decided we’d write a role-playing game so we could each buy one. (We do not advise writing role-playing games to earn money if you want any real amount of money) After having this not so brilliant idea we then bantered back and forth ideas of what the game could be about. I said “Mai the Psychic Girl” and that was the idea that stayed. Our giant rubber suiter monster dating sim is still brought up from time to time.

I personally don’t have any experience with Japanese high school culture. I have several friends from Japan and hosted a college age student. Mostly my information came from these friendships, from manga, anime and some live action movies.

(Jake Richmond) I don’t have any first hand experience with Japanese schools. We did a ton of research for the book though, and discovered all kinds of really fascinating stuff about the Japanese educational system. I’m also a huge fan of high school comedy Manga like Azu Manga Daioh. I don’t think the choice of genre is that unusual. Japanese schoolgirls are at least as mainstream as orcs and elves. It’s just a different audience. There are tons of games for people who like traditional fantasy, all kinds of sci-fi or super heroes. We wanted to do a game for people who were into other stuff…

(Matt Schlotte) And high school should be more recognizable then Greyhawk or Middle Earth.

Do you have a specific game design philosophy or credo that you adhere to?

(JR) Now? Sure. I didn’t at the time. Panty Explosion became a kind of education in game design for me. The game went through so many revisions and drastic changes; I had to develop a real work ethic and discipline for the project. It was very different from any project I worked on before. Now that we’ve moved on to new projects there definitely is, if not a design philosophy, then at least a desire to try new things. My goal now when I sit down work on a game is to try to create something completely unique. Panty Explosion was a first step in moving away from conventional games. Both it’s genre and play concepts are fairly different from anything else out there. For the games I’m working on now I’m looking for ways to push both genre and play even farther. I find that as both a player and a designer I want to try new stuff that is unlike what I’ve seen before.

(MS) Yeah. I’m not up on game theories or philosophies, so in the case of Panty Explosion and my new projects I am designing for a genre or a story I enjoy. Jake has really been taking on the mechanics used and has interesting concepts for setting. I’ve been struggling with designing a game that confronts something people often want to avoid and then how do you make that enjoyable.

And in the same vein, how did the design process on Panty Explosion work out in practice between the two of you? How did the division of labor go?

(MS) Well, the first two thirds of the design time was spent sporadically calling up each other and running to the others place to tell some new idea and would lead to three hour long conversations as we brain-stormed ideas. We went through so many different rule ideas, setting questions and information discoveries that it kept enthusiasm high and we had the other person to bounce ideas off of. It worked oddly very well.

Finally in the last two months we decided we should actually write a polished form of the game to be out barely in time for GenCon. I can’t draw so Jake had to do all the art and he did an amazing job. We split out sections of the book and worked on them. Jake did information on high schools and the mechanics while I did psychic and fluff, for instance. We never stepped on the others toes, instead it was very positive and we were both happy to see the others work because it was an aspect of this game we had been working on for a year. It helps Jake and I are both very laid back.

(JR) The whole book came together over about 9 months. We spent the first few months just hashing out ideas and determining what we wanted to see in the book and what we thought could be left out (like the option to play male characters). During this time we were both doing a lot of research for the game, and we had a lot of late night 5-hour phone calls where we would throw ideas at each other. Most of the core ideas for the game, like using the Junishi, Godai and Blood Types for stats and Traits and using Friendship to resolve conflicts and determine what type of dice players use, came from those conversations.

Bullying and the anxiety and alienation it causes are a pervasive social element throughout Panty Explosion — indeed, the game strongly encourages players to not only play those scenarios but also deals with consequences in unflinching detail. Is this a deliberate social commentary on your part, or was it merely an element that makes for an interesting game play dynamic?

(JR) Back before we started working on the game Matt had come across this statistic showing that Japan is the only country where bullying is more prevalent among girls then boys. When we started working on Panty Explosion we decided that this was going to be a big part of the game. Panty Explosion is all about role-playing the relationships between a group of Japanese high school girls. The psychic stuff is just the flavor. Bullying, peer pressure, alienation and stress are all a big part of that.  Japanese high schools are really tough places, and the pressure to succeed, to get into a good college, is overpowering and leads many students to suicide, self-mutilation or other forms of abuse. The more we researched it the more really fascinating stuff we discovered, and we did our best to put that all into the game. The idea was to provide a unique role-playing experience full of challenges and consequences that would force the players to make tough decisions. For me that’s what a good RPG does.

(MS) PE (Panty Explosion) is a game about high school for us. It happens to have psychics, demons, government agents and such. High school simply by being an aspect of education that most people go through will be culturally and personally relevant to the players. As the players infuse their knowledge, which will probably not be of a Japanese high school experience, into their games the experience of the game will say probably more about high school and what it means to the players and Superintendent then we could have. So, I wouldn’t say we were making a social commentary, we were just hoping to open the door for everyone who plays it to make social commentary.

Do you think that Panty Explosion is a game that would work well in a long-term campaign game, or do you think it’s better suited for short one-shot games?

(JR) When we were working on the game I kept thinking of it as a short or single session game. I couldn’t imagine it being played for more then maybe 5 sessions in a row. Now that the game is out people seem to be playing it as an ongoing game. Which I think is really cool. I find that Panty Explosion works really well in “seasons”. Play a 3-6 game season, take a break for a while, and then come back for season 2.

(MS) Everyone kept commenting that Panty Explosion was a one-shot game back in the critique and play test phase and I kept thinking they weren’t getting it. Panty Explosion has always been a 3-6 episode game. It can work as a one-shot though and as a campaign. We have nascent campaign rules even, which never made the book due to time and lack of play testing.

You have a sequel called Classroom Deathmatch coming up, and it’s clearly inspired by the excellent Battle Royale. What’s the premise, how does it relate to Panty Explosion and do you think it offers a significantly different game play experience?

(MS) Well you got the premise, its basically Battle Royale. It has similar mechanics and stats to Panty Explosion but lacks psychics and other aspects. Classroom Deathmatch is quite different then Panty Explosion. There’s no character generation. There are 50 pre-made students that you pick from because chances are your character or at least some other person in the game’s character will die. When that happens you just get another one of the remaining students, which comes with new randomly generated weapon. Also your dice pools only refresh through “flash back” scenes.

It will be familiar enough to people who have played PE but provides a new style of play. More killing by average students. It will probably be more popular then Panty Explosion.

(JR) One of the big complaints about Panty Explosion is that it doesn’t have enough killing. People complain that there’s no combat system. They also complain that you can’t play boys. So Classroom Deathmatch is the answer to all that. Both Matt and I are really, really big fans of Battle Royale, but Classroom Deathmatch also draws inspiration from manga like Drifting Classroom, Line, Ikki Tousen and film like Volcano High and  Heathers.

The goal with Classroom Deathmatch is to offer a really visceral role-playing experience that is similar but still very different from what you get in Panty Explosion. Abducted by their government and forced into a life or death struggle where only one student will survive, players are forced to make really nasty decisions. Can they betray their friends? Can they kill their fellow students? Do they have the personal strength to refuse to fight? Forcing players to make really difficult choices gives you a platform for some really excellent role-playing. Classroom Deathmatch focuses much more on player versus player conflict then Panty Explosion. In a game of Classroom Deathmatch only one character survives. The game certainly rewards characters for working together, but it also demands that players work against each other as well.

Panty Explosion has attracted some controversy, or so I gather — honestly, Google wasn’t all that willing to give me examples of that beyond comments along the lines of “I don’t like this Forge crap”. Some people also seem to find it annoying that the game isn’t more about the psychic powers. A lot of people also apparently decided that the game wasn’t for them based on the name alone. Do you think that people generally get the game? And if not, why not?

(MS) The gamers who would get the game, who are part of that core audience for, get it. However Panty Explosion as its written is definitely a small genre game with certain aspects written in that don’t make some gamers happy. Mostly the having to play a girl. Which by the way if you don’t want to play girls, don’t. There’s no special boy’s rules. If its okay with the group just play as boys or co-ed. No one is stopping you. Anyways, one thing we’ve been seeing is a number of people taking the mechanics and then using it for Ravenloft or other settings, so the mechanics seem to work outside of the setting we put them in.

If the setting had been generic fantasy or space adventure with our mechanics or if we simply had a combat system so you could kill more things it would probably have generated less controversy and who knows, maybe that would be more sales. I personally find it odd that playing male characters and being able to kill indiscriminately are what a good amount of people want.

There is one group of people we think our game isn’t getting to and that’s manga readers that enjoy the genres Panty Explosion lends itself to. However role-playing still carries a stigma that manga is losing. So how to get the game to those people who haven’t thought about role playing but enjoy reading Azu Manga Daioh, Kare Kano and 3×3 Eyes?

(JR) I think a lot of people get the game. My experience has been that anyone who takes the time to read the book comes away seeing the games inherent value. They don’t always want to play it (or even like it) but they recognize that the game itself is worthwhile. Most of the controversy comes from people who have only heard a bit about the game and have made snap judgments. There are people who find the name really offensive. There are people who don’t want to play a game where all the characters are teenage girls. There are people who don’t want to try the game because it doesn’t have a combat system or because it gives to much narrative freedom to the players. There are also plenty of people who don’t want to play it because it’s new. New ideas can be hard for people to assimilate. Especially people who have really committed themselves to one game or one system for several years. But that’s fine. We made Panty Explosion to appeal to a different audience. Panty Explosion is a game for people who want to try something different. For people who like Asian horror movies like Ringu or One Missed Call. For people who don’t care for orcs and elves but really dig Mai the Psychic Girl and Azu Manga Daioh. For people who want a social experience more then a dungeon crawl. For high school girls to play after class and for hardcore gamers to play after watching Battlestar Galactica. It’s certainly not a game for everyone. But if you like social drama, if you like creepy horror, of you like high school or if you like Japanese culture then Panty Explosion is the game for you.


Classroom Deathmatch Specials!

April 18, 2007

Classroom Deathmatch is now available for sale here at the Atarashi Games store, DrivethruRPG and Key20. Look for it soon from IPR, e23, RPGNOW, Arima and other stores!

In addition to selling the book and PDF separately we’re also offering both together in the Classroom Deathmatch Super Awesome Bonus Deal. Get the book and PDF for $25 (a big $5 savings)!

Also currently available is the Atarashi Games Double Feature. Get the hardcopy versions of both Panty Explosion and Classroom Deathmatch for just $35! That’s another big $5 savings!


New Classroom Deathmatch stuff!

April 17, 2007

Now available for download from the Atarashi Games Resources page:

Classroom Deathmatch Student Record PDF: This PDF file contains 50 premade Students for your Classroom Deathmatch games! These are the same Student Records found in the Classroom Deathmatch book, but in a larger format!

Classroom Deathmatch map pack: 3 Battleground maps in easy to print PDF format! These are the same maps included in the Classroom Deathmatch book.

Classroom Deathmatch Wallpapers : Thi pack includes four new wallpaper to awesome up your computer screen.

Remember, the preorder ends at midnight! Starting April 17th Classroom Deathmatch will be available for sale!

-Jake


LAST DAY TO PREORDER PART 2

April 16, 2007

By the way, I did finally get around to fixing the Japanese text on the cover of Classroom Deathmatch. I also killed a few spelling errors. You can see the new version of the cover here!

Still time to preorder! Jump to it!

-Jake


The LAST DAY TO PREOREDER CLASSROOM DEATHMATCH!

April 16, 2007

Welcome to the end of the road! It’s 3am on the morning of Monday the 16th, the final day that Classroom Deathmatch will be available for preorder! The book and PDf will be available for sale in less then 24 hours, but if you’d like to prorder the book now and get the PDf for free there’s still time! Order here!

Shot

Putting together this book has been a real bit of work. Matt, Nick and I spent a ton of time taking what we did in Panty Explosion and turning it into something completely new and different. I think we’ve been able to make a game that stands on it’s own as a unique thing while actually improving on many of the ideas we introduced in PE.

I want to say thanks to everyone who playtested and gave us feedback on the game, and to everyone who has taken the time to try it out and talk about it. Most especially I’d like to thank the people who have preordered the game. Without your preorders we wouldn’t have been able to afford to produce this game at all. I know it sounds crazy to say that, but having 20 people willing to take a chance on the game and preorder it meant we actually had enough money to pay the printing bill flat out without using a credit card. Which is a huge relief! Preorders do make a difference. Thanks everybody!

There’s still a few hours left to preorder! Get to it!

Jake


Just 3 days left to preorder Classroom Deathmatch!

April 14, 2007

What gets me excited about Classrom Deathmatch as a player is the pick up and play aspect of the game. No long prep time. No character creation. No world building. Of course, you can do all this stuff if you want to, but at it’s heart CDM has a kind of board gameish quality that lets you just sit down and play it. Draw a random character and weapon and start playing! You can jump right into the action without having to worry about a bunch of set up!

sheath.jpg

The other thing I’m really enjoying is that the game is finite. by that I mean it has an end that you are actively working toward. Classroom Deathmatch is a competition, and each player is working to become the winner. As characters start to die off and are replaced and the number of living students quickly plummets, loyalty, betrayal and double-crosses become a real part of the game. Knowing who you can trust becomes just as important as having a good weapon! Because the game has a definite ending, players can work together to create a finale that is action-packed, meaningful and satisfying. Many ongoing games I’ve played in just loose steam and end without any real conclusion. In Classroom deathmatch all the players are working toward the games conclussion, and a campaign always ends with a bang!

As you can see I’m still in sales pitch mode! There’s just 3 more days to preorder Classroom Deathmatch and receive the PDF of the game for absolutely free! Preorder here!


4 Days left to preorder Classroom Deathmatch

April 13, 2007

The final day for preordering Classroom Deatmatch is sneaking up fast! get your orders in by Monday, April 16th at midnight and you’ll get the PDf for absolutely free! Preorder the book here!

Here’s some more preview art from the book!weapons

I also wanted to mention that the Panty Explosion PDf is finally available from IPR. You can see it here. Of course you can also buy it directly from us at the Atarashi Games store, but we like to offer you the option of shopping with our friends at IPR!


5 days left to preorder Classroom Deathmatch!

April 12, 2007

The Classroom Deathmatch preorder ends on Monday, April 16th at midnight! That leaves just 5 days to preorder! Remember, when you preorder Classroom Deathmatch you’ll receive the full 106 page PDF for FREE! You’re also supporting a small publisher by helping us finance a larger print run. Believe me, having 20 o 40 extra copies on hand really makes a difference!Need to hear how awesome Classroom Deathmatch is before you order? Check out Nathanael’s Gamestorm play report here! And here’s more art!

Classroom Deathmatch WAK

In related news, I’ve taken the opportunity to clean up some errors that I found in the Classroom Deathmatch text. I’ve also fixed the Japanese text on the cover. All of these changes made it into the finished print version of the book and PDF, and I’ll be sending the new version of the PDf to everyone that already ordered it early next week.

Also available next week, Classroom Deathmatch wallpapers, map packs, blank Student Records and more!

Coming soon? Classroom Deathmatch on-line score boards! Track your Students kills, favorite weapons, survival rate and more!

Jake


Empire Games carries Panty Explosion and Classroom Deathmatch

April 9, 2007

A number of people at Gamestorm last week asked what Portland area stores carry Panty Explosion and Classroom Deathmatch. I’m happy to announce that Empire Games on 79th and SE Foster now carries both games!

Empire Games is a clean and friendly new stor that is just getting it’s start. They offer a small selection of rpgs, miniatures, ccgs, board and video games as well as open play area and a cheap soda machine. The big draw for me is their willingness to order indie games. I just picked up my copy of Burning Empires from Empire Games last week after they special ordered! Why am I excited about a special order? maybe because more then one local game store has promised to order books for me in the past but never delivered!

Here is my plea to local gamers. If you plan on purchasing any indie or small press games in the next few months head over to Empire Games and special order through them. Why? Wouldn’t it be easier to just order through IPR? Yes, yes. But by showing Empire Games that there is a market for indie and small press games in Portland (and we all know there is) we can encourage them to stock these games on their own without waiting for orders! Wouldn’t it be great to have a local store that carries Spirit of the Century, Beast Hunters, Shooting the Moon and Primitive? And actually wants you to come into their store and play these game? Empire Games can be that store. We just need to express our interest.

In the meantime, you can get both Panty Explosion and Classroom Deathmatch there right now. Yes, Empire Games has Classroom Deathmatch a week early. Go, go go!

Empire Games is located at 7979 SE Foster RD &80th next to Fred Meyer.

503-788-3115        drzomb@hotmail.com    myspace.com/empiregames


Japanese help and the proof copies of Classroom Deathmatch

April 9, 2007

I don’t speak Japanese. I can say a few words, read a few characters and count to about four, but that’s it. As you all know I messed up the Japanese title of Classroom Deathmatch. I used 教場チ競技, but I’ve been told by several people that this just isn’t right. We have a surprising number of Japanese customers, and I think they deserve to read a title that makes at least a little sense. Kaz posted elsewhere on this site that 死闘教室” or “教室は戦場だ would work better. Ayukata Taka’aki also recommends 死闘教室, so I think that’s what I’ll go with. But I wanted to post it here first and see if anyone had any last minute advice or wanted to try to stop me before I send the new file off to the printer. Does anyone think that 死闘教室 is the wrong choice?

I wanted to say thanks to all my Japanese speaking customers who took the time to contact me to let me know that I had screwed up the title. Making a game that’s heavily rooted in a culture you are unfamiliar with is pretty difficult, and I really appreciate that some of you cared enough to point out the mistake before the book went to press. Thanks!

The proof copies for Classroom Deathmatch came in early last week. I was hoping to have these to show at Gamestorm, but they came just too late. They look fantastic though. I was always really happy with the way Panty Explosion turned out, but Classroom deathmatch is just one or two steps beyond that. I couldn’t be more pleased!

I did spot a few small errors. Most alarmingly, cattle prod is spelled “caddle prod”! I’ve taken the time to fix these, and the final book will ship in top shape. For those of you that pre-ordered, your books will be going out on the 17th. As most of you live outside the United States (an interesting phenomena I’ll talk about later) it will probably take a few days for the books to get to you, but you’ll definitely have them by the end of the month!

The pre-order is still going strong! Order by the 16th and you’ll receive the PDF version of the game for free! Also, and this is important, pre-ordering really helps us out! Pre-ordering allows us to print more copies up front. The more copies we print at once the less our overall costs are! Beyond that we’re putting pre-order money to good use in other ways. Your pre-order money allowed Nick and I to attend Gamestorm, demo Panty Explosion and run several great games. Your preorder money has also allowed me to create an amazing new piece of Panty Explosion merchandise (coming soon)! We really, really appreciate your support! Big thanks to everyone who has pre-ordered so far! If you haven’t yet head over to the Atarashi Games store and order now!

Jake



Panty Explosion actual play!

April 5, 2007

The Psychic Cosplay Catgirl Demon Adventure!

Panty Explosion actual play report

Last Sunday while at Gamestorm I had a chance to facilitate what turned out to be the best stand alone game of Panty Explosion I’ve ever played in. My players were Karen, who took the role of the popular girl, Tim, who played the girl who wanted to stand up for herself, Anna-Marie, who decided that her character had a strange voyeuristic relationship with her older brother, Pol, whose athletic and aggressive student was an unmanifested psychic, and Glen, who took the role of Karen’s student’s younger psychc sister. I had intended to use pre-made Students for this game but someone at the con walked off with them! Instead, our 4-hour time slot started with a quick round of character creation. I was really pleased to see that the players took time to choose agendas and traits that tied them together. Karen had decided that her Agenda would be to kill the psychic that caused the fire that killed her parents. The twist? That psychic was her own sister, Glen’s character! The extra twist? Karen actually set the fire herself, but she still blames her sister!

This was a pretty standard game of Panty Explosion content wise, with the girls starting off at school, going home for study group, sneaking back into the school at night to investigate a friends mysterious death and confronting a horrible demon in the girls shower. It was the players who took this standard plot and made it something special! By tying their Agendas together the players created a rich environment to play in that forced them to play together instead of going off in their own directions. Pol decided that his student’s Agenda was to hunt down and punish the creepy man who had been spying on girls from just outside the school grounds. But this was actually Anne-Maries lecherous older brother, and she decide that she had to keep Pol’s character from discovering this fact! Glen’s Agenda to have his student survive with her mind intact was directly opposed to Karen’s goal of killing her in revenge for the death of their parents! Having this kind of closely bound group meant that I was mostly able to step back as Superintendent and get out of their way. Of course, this is the way Panty Explosion is supposed to be played, with the players driving the game forward and the Superintendent providing facilitation and input only where needed.

The game really took off when we entered into our first real conflict. After hearing about the death of one of their classmates, most of the students wanted to ditch their cram session and head back over to the school to investigate. Tim decided that he really didn’t want to do this, and would focus on his Agenda to have his character stand up for herself by refusing to go. But that was only part of it! Glen, Anne-Marie and Karen decided that if they were going out then all the girls should get dressed up in revealing catgirl cosplay costumes. Both Pol and Tim’s characters protested, and the conflict became a matter of convincing the girls to dress up and convincing Tim to come along! This is where we broke out the dice for our first extended conflict. Panty explosion uses limited dice pools to represent the options players have to solve conflicts. You may start out using air dice to talk reasonably or earth dice to remain stubborn, but as you run out of those dice you’ll have to resort to other options if you want to prevail . Maybe you’ll resort to aggression and physical violence with fire dice, or break down crying with water dice. The players understood very quickly that the game is more fun when you are running out of dice and are forced to solve your problems in unconventional or difficult ways. They decided that instead of going for a quick resolution they would stretch this (and following) conflicts out as much as possible! This was great fun, and the descriptions of the girls successes and failures were both hilarious and effective. The conflict ended with Tim’s girl resolving to escape from her friends as soon as possible and all 5 girls dressed in really outrageous cosplay, mildly drunk and heading off to investigate the mystery of their dead classmate!

The final scene with the game was a classic confrontation with a writhing, slimy, tentacled (by player request) demon. Again, the players recognized that the game is more fun when your characters are forced to use up dice and resort to more desperate and insane methods for solving their problems. The players decide to extend the conflict as long as possible, and at one point Karen even insisted that it wouldn’t be fun for her to get away from the monster, and that her successful roll should be described with a different result so that the conflict could stretch out even longer! Both Pol and Glen brought their student’s horrifying psychic powers into play, and the resulting descriptions were both gruesome and hilarious.

The great part about all this was that I was able to step back and limit myself to clarifying rules and  adding in a little descriptive flair here and there. The players used the scene creation rules to move the game along with almost no coaxing on my part, and immediately grasped that when the described each other successes and failures they had an opportunity to move the scene along in new directions or to add interesting elements. To portray Anne-Marie’s student being mentally consumed by the demon one of the players described a dream like state where the student found herself sitting in an empty classroom with the demon possessed (and super good looking) teachers assistant who urged her to leap into a spiraling black vortex! Building and expanding scenes through the descriptions of success and failure is what Panty explosion is all about, and I’ve never scene a group of new players grab onto the idea and run with it like  these did! It was great fun to watch!

 In fact, the group was doing so well that I decided I would give them the responsibility of describing the demons successes and failures as well. Normally this is the Superintendents job, but the duty can be given to other players as well. When I rolled a success for the demon the players didn’t hesitate to describe how it grabbed onto Pol’s student and swallowed her whole! In Panty Explosion having really awful things happen to you is often more fun then winning, and this group realized that right away! The demon was defeated in an orgy of psychic energy, where (by player description) at least one girls panties actually did explode!

 This was the first time I’ve ever played Panty explosion at a con, and I’m really, really pleased with how it went. A great group of players who were excited about the game and willing to immerse themselves in the genre made for one of the best game experiences I’ve had all year. Thanks guys!

 

Jake


Classroom Deathmatch Actual Play!

April 2, 2007

Nathanael wrote a great ap report of the Classroom Deathmatch game we played at Gamestorm this weekend. Read it below below. You can also see the full report and comments at the Forge. This was a small game consisting of Nick, Wilhelm, April Nate and myself. we played for just over 3 hours and I think we all had a lot of fun.

Last night I had the privilege of playing in a convention-style demo game of Classroom Deathmatch, the new tabletop RPG by fellow Portlander Jake Richmond.  In this game, we all sat around the table and took on the roles of multiple Japanese high schoolers yanked from their schools and forced to participate in an all-out mass slaughterfest to the Last Man Standing, in a vein quite similar to the movie Battle Royale.  Unlike all the RPGs I’d played up until this time, I didn’t get much opportunity to grow attached to the character I started with, as we very quickly started killing each other off so fast that sometimes we didn’t even finish writing down the character information before we had to select a new one.  In my opinion, that kicked ass.

There were five of us at the table, and I didn’t really know any of them – which is how I prefer my demos.  Jake ran us quickly through the rules before we started, an act which I both liked and disliked.  On the one hand, we needed to know them, and thankfully they were amazingly easy to pick up.  On the other – and this is entirely due to my nature as a hands-on learner – I always prefer to just start playing and let the rules come out as they are needed.  But I tend to find myself the too-picky minority in this, and my slight dislike here is in no way due to any faults in the game or its presentation.

The game opened with all of us randomly drawing characters from a stack, randomly rolling the weapon given to us, and quickly adding some personal touches via Traits.  Some of the weapons were hilarious in their apparent uselessness (the frying pan, for example, or the low-battery laser pointer); I lucked out and started with a Katana, and thus my carnage-driven approach to the game was sealed.  After that, Jake set the first scene and we mostly took over from there.  Whenever I play a new game for the very first time, I like to go balls-to-the-wall with the rules, and this game was no exception.  I used dice left and right, and took as many opportunities as possible to test mechanics which had not yet entered play.  Given the premise and the general theme, I decided to ham it up with over-the-top “Vohl-KAY-noh PUNCH-uh!” accents, but I think this annoyed some of the others, so I stopped fairly early on.  Good thing, cause I could have really annoyed them with my second character, a geeky catgirl anime buff.  Teehee.

The mechanic for resolving conflicts was pretty intuitive, and the deceptively simple way of raising dice by pleading your character’s traits was a lot of fun.  Devising a way to convince the rest that my character’s knowledge of Quentin Tarantino movies should allow her to deliver a bloodier-than-usual death blow was quite amusing.  However, my favorite aspect of the system would hands-down be the mechanic for determining the results of success and failure.  When I succeeded, the player I had written down as my “best friend” dictated the outcome, and when I failed, that task was instead handled by my “rival.”  Throughout the course of the game, we had some awesome descriptions of success, but those were greatly overshadowed in magnitude by the absolutely gruesome descriptions of our failures.

According to the rules, a character can pretty much be killed at any time when the outcome of a conflict is being dictated.  However, in order for the character to die, the speaking party must actually use a variant of the phrase “and they die” during this dictation.  Characters could even be killed during the outcomes of completely unrelated conflicts.  Whenever a character got killed, the player randomly drew another and rolled for their weapon, and we kept going.  At various moments, players had the opportunity to start a new scene, framing it with creative input from those involved.  I got the notion that the game encourages this at many moments, but due to the carnage approach of this particular session, most of the new scenes that got started involved the introduction of a new character.

The game ended after three hours, but I could have gone on for many more.  While the game seems to be geared towards one-shots and demo play, I can see it facilitating multi-session play with a close-knit group and/or a house rule or two to limit the fatalities.  I’m told that Jake’s previous games were not nearly as murderiffic, though, so perhaps I was just a tad too bloodthirsty (heh).  Having the ability to casually whack a character with an off-hand remark during any conflict outcome probably fueled that thirst, but I think on the whole it really helped with the flow of dramatic license.

I look forward to playing this game again, and I think it would be pretty simple to use as a fun way to introduce my mostly traditionally-minded regular gaming group to some different styles of tabletop RPGs.  Sadly, I did not get to purchase a copy from Jake, because printing delays ensured that the books were unfortunately not present.  Next time, gadget… Next Time!

Thanks for the great report, Nate!


Gamestorm 9 Day 2

April 1, 2007

Busy day at Gamestorm! We put up the giant Classroom Deathmatch banner over the table today. It looks fantastic. Wish the books had arrived to go with it. I cam home tonight to find that they still weren’t here. I guess that means we won’t see them till Monday. Travis and I started the day off with a playtest session of Gun Mage, the game we’ve been developing for a few months. This went very, very well. We had enough players to split the session into two, with me taking 4 to a new table for a completely separate game. Both groups latched on to the games shared narrative style real quickly, and I think we all had a lot of fun. I’ll be posting an actual play report about my group next week.

After Gun Mage Travis, Christian and I met with a reporter from Portland Monthly magazine for an interview about small press games, publishing and Portland’s growing (really) indie game scene. As soon as we wrapped that up we all ran over for the small press panel where we answered many of the same questions and talked about our differing experiences with publishing small games.

I ended the evening with an entertaining game of Classroom Deathmatch. Every game of CDM I’ve played so far has been deadly serious, but thisone was complete comedy. I’ve always seen the game as tragic and dramatic, but we had a lot of fun staging ridiculous deaths and trying to out do each other with crazy descriptions of our student’s sucesses and failures. I’ll be doing an actual play report for this one as well, unless someone beats me to it.

I’ll be running Panty Explosion tomorrow. I’m looking forward to that.

Jake