Octo Fundraising Status – 10% of the way there, how to help #octo

Posted by & filed under Gaming & Design, Octo.

Here’s a fundraising update for Octo: Games Of Spring. Don’t know what that is? Click that link I just linked.

I need to make a chart or something. I’ll try to do that for next week. In the meanwhile, here’s where we are today:

As of this morning here’s where we stand on the fundraising for Octo.

ALC Fundraiser : $85
Against Malaria Foundation: $65
Tour de Cure: $26
Donors Choose: $145
Un-allocated: $120

Total Raised So Far: $441

Copies Unclaimed: 179
Founder’s Editions Remaining: 0

The un-allocated donations above are from the IndieGoGo Campaign one of the creators set up for a companion film to her game. That’s pretty exciting stuff.

Big Surprise This Week: The donor from Sweden who gave a sizable donation to DonorsChoose. I wasn’t expecting that.

How You Can Help Today: Someone you know would want to donate to charity for this. Make a note now to have lunch with them on payday and tell them about the Octo. Put it on your monitor. Don’t forget about it.

Do you want to get #octo for just $10? 3 of you can.

Posted by & filed under Gaming & Design, Octo.

So this is pretty cool.

Renee Knipe is one of the contributors to Octo: Games Of Spring.

The game she’s working on is called Ivanna and the Wolf. It’s about “an adventurous princess, a talking wolf, and the terrible monsters that beset them.” Inspired by an old Russian fairytale.

She’s launched an Indiegogo Campaign to raise a few coins to help her film a companion piece to the game using marionettes.

How cool is that?

It gets even cooler.

If you back her at the $40.00 level, she’ll take $10.00 of your own money, $10.00 of HER money, and she’ll donate to the cause of your choice in your name, securing you a copy of Octo: Games Of Spring.

That’s freaking awesome.

The catch? There’s only 5 slots available. And two got claimed before I could post this. So act fast.

And if you miss those, you should back the campaign anyway. At some of the higher levels she’s still rolling in a $20.00 donation on your behalf for Octo.

Octo Fundraising Status, What You Can Do Today #octo

Posted by & filed under Octo.

As of this morning here’s where we stand on the fundraising for Octo.

ALC Fundraiser : $60
Against Malaria Foundation: $45
Tour de Cure: $26
Donors Choose: $25

Total Raised So Far: $156

Copies Unclaimed: 193

Founder’s Editions Remaining: 1

The biggest surprise so far for me is that the Founder’s Editions went so quickly. I’ll probably do a post asking why that was, but that’s not this post.

What I’d like to ask from you is to help boost the signal. We had a great burst of energy on Friday, but now begins the long slow climb toward the fundraising goals. It won’t make any difference in you getting your copy, but I’d really like to see us sell out of this edition, raising $4,000 for charity in the process.

If one of the charities we’re supporting really has some meaning for you, I’d like to ask you to become our evangelists. Octo Needs Street Preachers. +1 if you make a crazy cardboard sign and walk around with it. Send me a picture of you doing that and I’ll… I’ll reward that behavior somehow.

And if you don’t know what I’m even talking about, then go get you some!

Octo: Games Of Spring

Posted by & filed under Gaming & Design, Octo.

The Speed Run

Octo is a collection of 8 one-page RPGs, collected together in a Zine format, to raise money for charity. There are 8 contributors. The print run is 200 + 16 Founder’s Editions. There will be no digital edition. Details are here.

The Walkthrough

Please allow me to introduce you to Octo

Octo is a collection of 8 one-page RPGs from 8 different contributors. The games will be collected like an old-school zine in a limited print run of 200. There will be no digital edition.

I’m hoping to do four issues this year, but it all depends on how this first one goes. The first issue, Octo: Games of Spring, will be centered around spring-ish themes, with contributions from Filamena Young, Tracy Barnett, Niki Hammond, Jackson Tegu, Renee Knipe, Hannah Vietmeier, Robert Bruce, and Ross Cowman.

Sold? I thought so. Except that you can’t buy them. You can only get a copy by giving to charity.

All the details are here.

This is an experiment. I have no idea if it will work. But I’m aiming to raise a lot of money for charity this year, and I think this could help a lot. I’m sure you might have questions, so ask away. I’ll answer as best as I can, and keep this list updated. I’ve seeded it with some I’m anticipating.

What license will the games be released under? That will be up to the individual authors.

Where does the Founder’s Edition money go? Mostly to the individual authors, the rest to printing and shipping if there’s anything left. If they don’t sell, the authors still get paid.

How sure are you about an early March ship date? It’s a guess, but I think it’ll work. If games come in late, it might slip. I’ll keep you posted.

Why didn’t you Kickstart / Indiegogo instead? Because I don’t want to collect money and then give it to the charities. It creates tax paperwork for me and your donations wouldn’t be tax deductible. I’d rather not be in that business.

Why those four charities? In this case, I picked two that I’m doing fundraising events for anyway (ALC and TDC), one that I think provides a lot of control over how your money is spent (Donors Choose), and one that was one of Give Well’s top charities last year (Against Malaria). Options.

Can I give to another charity? Please do, but the only way to get a copy of Octo is to give to the ones selected.

Why the redemption form? Because I need mailing addresses, and because other people might support the charities who don’t care about Octo.

Can I write a game for the next issue? Please do. Email thinktank@ the domain what you’re reading this on.

Almost a year idle, but things are afoot.

Posted by & filed under Floatsam.

The past year or so has really been challenging for me.

That’s kind of a crappy thing to throw out there without context, but that’s what I’m going. I don’t want to go into the whys and hows and buts and wherefores. It’s just been a challenging year or so. Creativity has been stifled, but other areas of my life have expanded. Time has been in flux, and when I’ve had time, I haven’t always made very good use of it.

I haven’t been doing what I need to be doing.

But things are changing. The long winter is starting to thaw. I can hear the thundering cracks in the ice. The wind carries a tone it hasn’t in a while. I’m not saying everything will be better in a week, but I am saying things are beginning to improve.

Expect more updates soon.

Dungeon World Two Ways – Part One

Posted by & filed under Gaming & Design.

A few weeks ago I rallied around the office to see if I could get enough people together to get together a lunchtime RPG group. It is a pretty big office, so my odds were good. I landed six players and we sat down to see what we should play. Given that I was drawing from a broad pool, I was expecting anything but D&D to be a hard sell. But, I floated the idea of Dungeon World and everyone went for it. If you don’t know Dungeon World, click through that link and read up.

Right around the same time, my semi regular weekly group’s campaign was nearing the end, and the GM indicated he would enjoy a little break. I proposed Dungeon World to them as well, and they agreed too.

So I had two very groups on my hands – one group had been gaming together for a couple years, all very experienced players. One group had never played together, and had a range of experiences. The work group could meet for exactly one hour a week, the other group met for 3ish hours everyish week. I decided to run Bloodstone Idol for both, to see how it went. I thought there might some interesting compare and contrast to be found by running the same scenario with two different groups. I’m going to talk about that scenario a bit in the posts to come, so, you know, spoiler alert. But if you are playing in either group, this should be safe to read.

Team Lunch Hour did their chargen first. With six people and only five published roles, we knew someone would have to double up. We expected there to be a bit of a scheduling conflict with this group, as sometimes work would take precedence. We ended up with two Paladins representing two different deities – one a hedonist and the other a Popular God ™. The Cleric and the Popular God Paladin chose the same deity, though they chose different factions. The Cleric was a flabby priest from a more pious arm of the religion, while the Paladin was from a moneyed order of knights. Already we had three great party lines along which conflict could form. Joining the party was a Fighter who followed Popular Religion ™ mostly so he could kill people on crusades, a Thief whose mother had been killed in the name of Popular God by some of those moneyed knights mentioned above, and of course, the evil wizard who was using everyone to get himself safely into the Hall Under the Hill. We were able to complete the interesting parts of chargen during a single lunch hour, and the players really latched on to suggestions for relationships.

Team Game Night was smaller, initially just three players. The party started with an angry halfling knife Fighter with a chip on his (very low) shoulder. Next came a Paladin of Popular God, who was in deep cover as a drunken washed up lout but was really a drunken washed up foolhardy lout. They rounded out with a good Cleric of a evil god – someone who had been chosen to serve the god and had been bound into servitude. With fewer party members, we didn’t get the same level of party lines and conflict opportunities that we had in Team Lunch Hour. But we did get some good backstories about how they came together, mostly involving how the Paladin and/or theCleric had pulled the Fighter out of trouble.

One thing that was interesting about comparing the way the two parties developed characters was the Clerica. Both Clerics chose Suffering as the thing their god valued, but the interpretations were vastly divergent. While Team Lunch Hour’s Cleric saw suffering as something to be alleviated in the name of Popular God, Team Game Night’s Cleric saw suffering as the way his god gave his blessing – communing for him meant self torture, and his healing was physically painful to endure.

Next post, we’ll look at how the two groups approached the Hall Under the Hill, and how they got in.

Make Work Less Boring With Task Fight

Posted by & filed under Gaming & Design.

Over at Gameful they had another challenge called Operation : End Boredom

The task : “Pick a job—even your OWN job!—and fix the most boring part.”

I spent some time thinking about how to do this, and I came up with what I think is a fun way to fix the most boring parts not just of my job, but of just about anyone’s job.

Submitted for your approval : Task Fight

PRELUDE

I am a software engineer by trade. I enjoy solving problems in code, especially the really complicated ones. But in reality, for every interesting code problem to be solved, there is a lot of really boring work to be done : bug fixing, tps reports, testing, meetings, code reviews, rewriting old code to work with new code, server upgrades, watching progress meters fill up, boring, boring, boring! For every engaging, fun or interesting task on my task list, there are several tasks that all need to be done, but are just really boring. Occasionally all those boring things float to the top of the priority stack. When that happens, it can be hard to stay engaged.

This lead to the creation of something I call Task Fight.

THE SPEED RUN

Players Make Task Lists
Players Assign Points To Tasks
Players Assign More Points To Boring And/Or Hard Tasks
Players Complete Tasks To Earn Points
Players Spend Points For Game Collateral
Players Play A Game With Their Collateral
The Winner Gets A Prize

OVERVIEW

Task Fight works in two stages. In STAGE ONE, you find one or more people with a list of tasks to accomplish. You all agree on a specific time window for a showdown, assign point values to your tasks, and then you get as much done in your time window as you can. At the end of the time window, everyone totals up their points. Then you move to STAGE TWO.

STAGE TWO involves playing a game where you turn those points into game collateral. If you want to play a war game, you spend your points to buy units. If you want to play poker, you turn your points into chips. In the playtest, for the sake of simplicity, points turned in to dice for a roll-off. Whoever wins this game, wins the Task Fight and an agreed-on prize.

I’m writing this up from the perspective of a software engineer, but Task Fight can easily be played by any group of people who have some things they need to get done. Some aspects of a software development cycle, in particular agile development, translate especially well to Task Fight.

The first thing you need is some players. I played this game solo, and later I playtested it with one other person, but it would work well with a small group, maybe up to a dozen or so people. It can be helpful to have an impartial referee, like a manager, to resolve any disputes.

STAGE ONE

Step 1 – Agree on a time window. If you want to burn through some tasks, you can do this over the course of just a few hours. But it will play better if you pick a larger window – a week, a month, a full development cycle, etc.

Step 2 – The players sit down together and list out the tasks, assigning point values bases on player consensus of how long the task will take. Assign each task 1 point per 15 minutes the task is estimated to take.

Example 1 : Complete Review Of Training Materials – 1 hour = 4 points;
Example 2 : Implement Poorly Documented API – 2 hours = 8 points;

Step 3 – Based off player consensus, modify the point values for each task as follows : If the task is considered BORING, multiply the point value by 1.5 (round up) ; If the task is considered HARD, multiply the point value by 1.5 (round up); If the task is considered both HARD and BORING, multiply the point value by 3; If the task is interesting, compelling, or at least neither HARD nor BORING, do not modify the point value. (Rational : The things we like doing are their own reward).

Example 1 : Complete Review Of Training Materials – 1 hour = 4 points; BORING = 6 points total;
Example 2 : Implement Poorly Documented API – 2 hours = 8 points; HARD and BORING = 24 points total;

Step 4 – The players divide up the tasks. Doing this after point assignment means that point values should get distributed somewhat evenly, and that no one person gets all the boring and hard work. Then the time window opens and players go complete the tasks. As each player completes their task, they mark them off the list and claim the points.

CAVEATS

Peer review during task point assignment should keep people honest, but there is a lot of honor system in place.

If a task is poorly estimated, the referee may agree to change the point value. The other players should at least know when this happens, but they ideally they would agree, especially since the estimates were peer reviewed.

At the referee’s discretion, if a player completes a task poorly, that player may be penalized. This should only be used in cases where it seems clear the player rushed a task through just to get the points.

If high-priority tasks present themselves during the time window, they are given point values and exchanged for something else of equal value on the task list.

There is no bonus for finishing early, and additional tasks taken on due to finishing early may not be scored.

The manager should be permitted to award a finite number of bonus points to reward individual feats (epic wins, significant breakthroughs, going above and beyond, etc).

STAGE TWO

When the time window closes, the players get together to celebrate – something with food and drink. Point totals are tallied, and any player who completed their entire task list within the time window receives a 10% bonus to their point total (round up). The points are then translated into game collateral for the game to be played. As this game will vary from team to team, implementation details of the game can vary widely. The celebration is part team-building exercise (playing together, sharing food), part reward for good performers, and part stage setting for the next round of Task Fight. Specifically, the following things should be determined:

  1. The player who acquired the fewest points chooses the game to be played at the end of the next Task Fight;
  2. The player who acquired the most points chooses what kind of food to be served at the next celebration;
  3. The player who wins the game played at the celebration receives a traveling trophy that may confer certain benefits (Example : Engraved coffee mug good for free coffee in the cafe);

GAME EXAMPLES

Here are a few ways you could take point values and use them with different kinds of games in this context:

  • Poker – translate the point values into chip counts, and have a poker night;
  • Risk – translate the point values into individual units in Risk, modify the base rules accordingly, and try to conquer the world;
  • Miniatures – if your team likes to play miniatures games where you build an army with a certain point value, you could translate points into units;
  • Dice – In the playtest, we had a very small window. Each point became a single d6. We rolled all our d6, totaled up the roll, highest total won;
  • Checkers – If you’re playing with just one other person, and a short window, translate points into checkers and play a game with uneven sides;
  • Dance Dance Revolution – Translate points into credits and have a dance-off;
  • Paintball – Turn points into paint rounds and go shoot it out (If you do this, hire me to work for you);
  • Dodge Ball – For every X points, your team gets a ball;
  • Solitaire – Playing solo? Pick a unique flavor of solitaire, and use points to buy cards (I did this in my solo run).

PLAYTESTS

I tried a solo run first, using points to buy cards for a game of Hand Solitaire. I found myself really staying on track for getting my tasks done, but I didn’t think playing solo was much of a playtest. So I decided to find another player.

I took to Twitter to find someone with a lot of things to get done, for a short playtest. I limited the playtest to one other player due to time constraints. We agreed to play the game over a four hour time window, relying heavily on the honor system for assigning points to our tasks.

Once the Task Fight started, I noticed that I was really pushing hard to get things done that I had been putting off for some time. Specifically, I intentionally listed one task that involved tagging some images in a particular way, and I had been putting that task off for a long time – tagging images is BORING. I powered through it during our Task Fight, because I wanted the points. I found myself being more focused on what I needed to get done, as did the other player.

Playtester comment : “Instead of popping open Reddit for 15 minutes when I got in, I said ‘I WANT POINTS’ and put on headphones to focus.”

As the time window progressed, it became clear to me that I had taken on too many tasks. Meanwhile, the other player was dealing with meetings that kept coming up and getting in the way. At the end, I had completed about 12 points worth of tasks (I missed another four points by 10 minutes), and the other player reported in with 8 points (she got killed by meetings). We opted to resolve everything with a single die roll : 8d6 vs 12d6, sum the rolls, winner takes all. Final result : 27 to 43 for me. All hail my mighty army of dice!

Here’s a shot of my checklist – really the only piece of playtesting evidence I can show.

OBSERVATIONS

Playing Task Fight in such a small window has good value. If you are trying to sprint through a short to-do list, it turns into a sort of Word War or Word Sprint like you see in NaNoWriMo. But the small windows can really be affected by outside forces. You could have mini-Task Fights in the context of a Task Fight going on over a larger time window. I’ve come to think of these mini-Task Fights as Duels.

Playing Task Fight in a large window with a larger team would pay off in a lot of ways. By assigning points to tasks, you at least become aware of who is getting the boring work, and you can respond by redistributing the boring work across the team. Task sizing and estimation skills will improve as a result of playing the game. Natural competitiveness will keep players motivated to perform. Ending with a celebration is a great way to help build spirit on the team. I’ve come to think of these longer time windows as Showdowns.

SPECIFIC QUESTIONS

“How will your game create an ever-challenging role?” The players will challenge each other in terms of productivity as they compete for points and task completion, but I don’t think that’s the big win. By making the boring tasks more desirable in terms of point values, the boring work will naturally be spread around the team more. As players get rid of the boring work, they find that the only work left is either challenging (HARD) or compelling (at the very least, not BORING). That’s a pretty good place to be.

“Even with your game, how quickly would the job get boring again, and why?” This is going to really vary from situation to situation but here is something I do think I can say : If you always play the same game in STAGE TWO, this game would get boring in about three months. Players will get tired of playing the same game at the end, especially in a team setting where preferences can vary by several degrees. But if you are always playing a different game in STAGE TWO, then I believe Task Fight could stay interesting for a long time – a year, maybe even two. Much longer, if your team embraces the game and really invests in the traveling trophy and the creativity involved with picking games and structuring the celebration. Alternately, you could break out Task Fight once per quarter or so, which would allow you to really customize each Showdown to the tasks at hand.

(Ed Note : I published this before it was done, so the below is all new since it went out)

This is already a bit long, but I want to briefly express the game using a couple different frameworks.

First up, Game Frame

Activity – We want players to get their boring tasks out of the way so they can work on things that are more enjoyable.
Profile – Achievement, Freedom, Control, Social Interest. Lack of Volition may be a symptom.
Objectives – Short term goals : Successful Task Completion. Long term goal : Maximum point values for use as Game Collateral.
Skills – Task Sizing, Estimation, Time Management
Resistance – Time Limits, Competition with other players, (in STAGE TWO, Chance)
Resources – Tasks, Game Collateral
Actions – Completion of Tasks and Task Prioritization
Feedback – Point Accumulation, Achievement Recognition
Black Box – Point Metrics, Referee, Peer Review
Outcomes – Task Completion, Skill Improvement and Team Building

Next, in PERMA

Positive Emotion – by getting the boring work out of the way, players will find themselves more frequently working on things they actually enjoy, leading to a more positive outlook on their job;
Relationships – competition is friendly in nature, and the exercise builds to a celebration of accomplishments made by all players. This celebration happens in the context of playing games together;
Meaning – by using the points allocations to spread the boring work around the team, players will recognize that they are collectively sharing the burden of the boring work, and sharing the goal of getting it out of the way so they can work on more interesting things;
Accomplishment – few things feel better than crossing off the last item on your To Do list. Celebrating that event together as a team will strengthen the inherent reward and sense of accomplishment.

Recognition for I Am Your Champion #iayc

Posted by & filed under Gaming & Design.

I’m overdue for a round of updates. Life happened somewhere in there, and I’m well off the wagon for 52 Weeks of Done. But there’s something really awesome I wanted to share with you.

After the completion of the first run of I Am Your Champion, I wrote up the game and submitted it over at Gameful.org as an entry in their Gameful Challenge #1

Lo and behold, it won recognition. I Am Your Champion was named Runner Up in the challenge, and was listed as Game Of The Week.

That was all really very exciting to me. I was proud of how the game came out, warts and all. I’ve been working (passively) on a second revision, and hope to see it go to some interesting places.

Thanks again to everyone who played. Without players, games are just ideas in the aether.

I Am Your Champion – Round 5 #iayc

Posted by & filed under Gaming & Design.

Champions,

We’ve come a long way, and we’ve gotten a lot of good ideas out there in terms of helping raise both awareness for our cause, and raising some coin for them too.

This last Round challenges you to take what you’re doing one step further.

The Federal Minimum Wage is $7.25 an hour. Without actual volunteers doing work on behalf of charities, that great $20 donation you just raised goes to pay someone for a couple hours of their time instead of going into the fund the charity uses to do their good works. If you’ve got marketable skills, your time could end up being much more valuable to them than that $20. But sometimes, no matter how flush the charity is with immediate cash, they just need some people to move boxes or stuff envelopes. You can do that.

Task 1 : Commit Your Time – Commit to giving your charity some of your time in the next year. Even if you can only commit a couple hours of your time on one Saturday in November, commit to yourself that you will give them this time.

Task 2 : Contact Your Charity – If your charity (or a closely related charity) has a local office, this may be easier. Go visit them in person if possible, call if you can, email if there’s no other way to get in contact with them. Tell them you want to volunteer some time, and ask them what opportunities they have that you can help with. Even if your charity is geographically remote, they may have something you can do for them in your area, or on a computer.

Task 3 : Tell Your Story – This has been an exciting experience for me, and I hope it has been for you. Take some time to reflect on the experience, and then share your thoughts, good or bad, with me and / or the rest of the world. Wrap up the experience in a blog post, or shoot me a with your thoughts.

Commit Your Time, Contact Your Charity, Tell Your Story. Complete these three tasks, and you will have completed Round 5.

Drills

1 – Take This Short Survey to give me feedback about your experience playing I Am Your Champion so far (You need not have finished all 5 rounds to take the survey).

2 – Instead of committing to going in to volunteer for half a day later this year, commit to a regular volunteering gig – quarterly, monthly, or even weekly.

3 – Keep Playing The Game. There’s no reason you have to stop.

Questions, Comments, Stories below.

#iayc

I Am Your Champion- Round 4 #iayc

Posted by & filed under Gaming & Design.

Champions,

In Round 3, we all spent some time looking for ways to help each other out, by Throwing In or Throwing Down with our fellow Champions. It was great seeing fellow Champions joining together, exchanging support, and seizing hold of the idea that we are not Competitors – that we can help raise our collective efforts.

The first Task in Round 3 was to Determine Your Limits – we all have them. I’m sure if you’re playing, you’d love to be able to Thrown Down funds and Throw In effort without limit. But it’s just not practical. We can’t do it all. And there’s so much out there we’d like to support more directly.

Round 4 focuses on finding ways to drum up support for all of our causes by looking for ways that our Challenges can play off of each other. We may not be able to put forth unlimited effort or money, but I’m sure we can come up with some ideas that other people will find compelling. I have one right now that I will propose after the Drills, to demonstrate what I mean.

Task 1 : Identify Opportunities – If you completed the first Drill in Round 3, you’ll have a handy list of Champions and their Challenges. Look through the various Challenges and find places that two Challenges (including your own) could compliment each other in interesting ways.

Task 2 : Create A Link – Propose At Least 1 Supreme Challenge that take two or more challenges and combines them to make something new. If possible, propose the Supreme Challenge by commenting in the blog posts for the original Challenges.

Task 3 : Rally The Troops – You’ve just come up with a cool new thing that wasn’t there before. Show the opportunity to other people. Talk to your co-workers. You’ve probably been working your followers and friends pretty hard already for the past couple rounds. Reach out to new audiences, people you might not normally have considered. Discuss your Supreme Challenge with 3 New People. Even strangers on the street.

Identify Opportunities, Create A Link, Rally The Troops. Complete these three Tasks, and you will have completed Round 4.

Drills

1 – Comment below with 3 solid ideas that Champions can use for Rewards and Challenges, regardless of their situation. A few Champions are having difficulty coming up with a way to offer a Reward.

2 – Print up a flier to promote your Challenges, and post it on a public bulletin board. Post a picture of it.

3 – Propose two more Supreme Challenges.

My First Supreme Challenge

@twoscooters offered, among other things, 250 words of English to Esperanto Translation in exchange for a $20 donation to Autism Women’s Network.

@a1mrson offered, among other things, to cover the song of your choice and put it on youtube in exchange for a $10 donation to Reading Is Fundamental.

My Supreme Challenge is for @twoscooters to translate King Of The Road from English to Esperanto, and for @a1mrson to sing it and put it on youtube, in exchange for a $20 donation to Autism Women’s Network and a $10 donation to Reading is Fundamental.

Who WOULDN’T donation $30 for that?

Questions, Comments, Etc below.

#iayc

Edit : After some feedback and reflection, I’ve modified Task 2 and added Drill 3, to split up the creation of the 3 Supreme Tasks a bit.