Ewen Cluney Interview

Ewen Cluney [pronounced Aaron Cluney] has worked on many notable games; he translated Maid RPG and Golden Sky Stories, wrote the Ghostbusters retroclone Spooktacular, and has created original games such as Kagegami High, Angel Project, and Pix. Cannibal Halfling contributor Sabrina TVBand sat down with Cluney after writing about Maid RPG and Spooktacular to ask him about his work.

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Spooktacular Adventure Writing: Part 2

Adventure Design

Before we get started, here’s a link to Part 1 in case you missed it. There is an idea that rules-lite games don’t require adventures and scenarios the way crunchier games do. I think this is an idea shared mostly by younger gamers, because modern games that use Powered by the Apocalypse designs generally encourage the GM to build things improvisationally with players.

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The Facility – A Breathless Choose Your Own Mad Science Adventure

You awaken, cold and in the dark. Fumbling around by low blue lights in a coffin shaped pod. You pull yourself out of the box, and in the dark see the faces of others. You are all wearing loose fitting white clothing and laceless shoes. Hospital patients? You peer into the dark, seeing little but hearing the sound of dripping, running water and distant machinery. You gather what you can, knowing that something is hunting you. It will be here soon.

Wait.

Can you remember who you are?

Welcome to The Facility by Galen Pejeau!

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The Precarity of RPG Design

I’m not stating anything particularly controversial when I say it’s tough to be a game designer. The tabletop RPG market is an economics nightmare; demand is low and supply is incredibly high. Demand is low because this is a niche hobby whose marketing to the public at large is, essentially, Hasbro screaming so loud that nobody else is heard. Supply is driven by the fact that, at a functional level, thanks to crowdfunding Kickstarter, itch.io, and DriveThruRPG, basically anyone can make a TTRPG and get it on sale. TTRPGs and self-published fiction are very much the same, and everyone’s looking for the solution to the fact that 90% of everything in the market is utter crap.

Imagine, if you will, that you’re a good game designer. You’ve made something that’s captured the attention of part of the audience and, after you run some numbers, you realize that you could make a living on this. If you’ve done those numbers correctly, you’re still looking at a difficult life, one filled with a lot of hustle, a lot of compromises on your creative vision, and, most discouragingly, precarity. Precarity is, in essence, the amount of time you spend one decision away from ruin. It’s the constant enemy of anyone who doesn’t earn a constant and consistent income, and when your precarious income is game design instead of, say, insurance sales, there’s no relief from it, either. The only avenues to some meager financial security are to release a game that honestly gets famous, book dozens of hours of freelance work over and above your own design work, or simply have a day job.

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Solitaire Storytelling: No Map, No Plan

A good heist requires an immense amount of careful setup. Details about the security, the target, the way in and the way out, the crew, the tools needed, all of those need to be studied and planned for extremely carefully in order to make success as likely as possible.

I have none of that.

There’s a big fancy estate up on that hill that I know has to be full of all sorts of goodies. There’s me. And there’s the cover of darkness.

I have no idea what I’m heading into tonight, where anything is, or how I’m going to get away, but I’m still determined to make a fortune with No Map, No Plan.

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Cannibal Halfling Radio Ep. 23 – Now Playing: Cowboy Bebop – Trifecta Tango Pt. 1

I think it’s time we blow this scene. Get everybody and the stuff together… On a ship named Progressive, three bounty hunters down on their luck jump at the chance to score big at the House of Dice casino, in orbit over the Jovian moon Europa. Rather than rolling the dice at the tables, though, they’ll be gambling on whether or not they can track down a culprit who is already in the system…

Now Playing: Cowboy Bebop – Trifecta Tango Pt. 1!

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Stardew Valley’s Closed World

Stardew Valley returned to the video game consciousness in a big way recently with the release of its 1.6 update. This update includes new content, rebalancing, and generally significant improvements and changes to the game that most thought unlikely after the 1.5 update due to designer Eric ‘ConcernedApe’ Barone shifting his focus to his next game, Haunted Chocolatier. Needless to say the scope of the update was a very pleasant surprise, and many players, myself included, dove back in.

I’ve put a number of hours into a new playthrough of Stardew Valley, having previously put the game down after the 1.5 update. Compared to my last two playthroughs I’ve taken more time to consider the design of the game and what it can teach us about tabletop games. Much like the last time I analyzed a video game like this, No Man’s Sky, the intent is not to imply that the gameplay loops would make much sense at the tabletop; Stardew Valley’s most tactile elements, like its combat and fishing, belong firmly in the digital realm. Instead I’d say there’s a lot to learn about how Stardew Valley presents a world and the avenues by which a player can interact with that world. This world design is, in some ways at least, the opposite of No Man’s Sky. Stardew Valley presents a ‘closed world’ where the avenues of interaction are finite and presented from the beginning, and that mode of world design can teach some lessons to tabletop RPGs, either to designers or GMs.

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