The commute in Time & Temp is rather deliberately designed. Large enough to seat several temps comfortably for the ride, but not so comfortable that they’ll spend all their time in the Domed Room and not working. The door is inconspicuous enough to hide if one is clever, but not so inconspicuous that it can’t be found again. It can be a base of operations, if needed, but it’s pretty much a single purpose tool unless the temps take the initiative to trip it out–in which case most anything is possible.

But we’re not stuck with this commute. R & D at BCE, Inc., has access to technology spanning far and wide across the arc of history. The Domed Room is but one of many options available to the temps. That is, if upper management approves the new equipment acquisition.

The TARDIS model.
One of the most easily recognizable commutes, the TARDIS model has a lot of offer. Tremendously spacious, nigh impervious to attack, comes stock with a wide array of useful tools and technology, and if fully operating, you can disguise it as just about anything. Temps will no doubt enjoy this ride, but there are some pretty significant drawbacks. This is a very temperamental machine. Operating it almost always requires major effort and to operate it with any sort of accuracy, and even with 400 years of experience, can even be extensive effort. If your chameleon circuit isn’t working, the TARDIS will be locked onto a particular shape, increasing the odds of you conspicuously popping into a time or place that shape shouldn’t exist in. Perhaps even causing an extensive effect on your insertion roll. And all that extra space means either more maintenance staff or, more likely, the temps will have to spend a lot of their precious time just cleaning and sustaining a healthy work environment.

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This past weekend was JiffyCon, and what a beautiful con it was. Good folks, good games, and a lovely rainy day to boot, which made it easy to stay inside all day and game. And it was a lovely opportunity to pull out and test drive two new projects.

Dread House

Image Not Part of Actual Game

I’ve been working on this Dread variant over the past year with Emily Care Boss of Black & Green Games. Designed for a younger crowd (ages 10 and up), it uses Jenga, like Dread, and it’s a spooky game, but that’s about where the similarities stop.

In it you play teenagers who have dared each other to spend the night in a clearly haunted house. As you spend the night there, you explore the rooms, experiencing various chilling events and uncovering the occasionally useful item. Each player has a character which fits into a specific role (the gossip, the athlete, the nerd, the scaredy cat, etc.). The hosting duties are shared, as you get to narrate all the spookiness for the player on your right. Doing anything requiring courage–such as entering an unexplored room, splitting up the party, or eventually confronting the monster that dwells in the house–also requires a pull. If you refuse to pull, you run screaming to the other kids, who must then pull or run screaming with you.

I was perhaps most terrified of this playtest. We had three kids with us, one of which was a bit below our estimated minimum age. This was a discriminating audience who would not be the least bit shy about telling us if they were bored. They dove right into it and appeared to relish the chance to narrate the spooky events as they unfolded. It was a smashing success, but also taught us some important lessons on the limits of their attention span (the game should, once we get done fine tuning it, run for no longer than an hour).

We also learned that it is rather easy to make the game scalable to age. We found a type of rule we could write that added depth to the game, but would be naturally ignored by folks too young to care about it. There’s definitely a solid game here. Expect to hear more about this soon.

Swords Without Master

Image Not Part of Actual Game

This sword and sorcery descendant of MonkeyDome has possessed me since almost the very moment MonkeyDome was finished. I talk about it here, and intend to talk about it more. But right now I just want to play, play, play it.

At JiffyCon I got to test it with the largest number of players yet (five not including myself) and it worked beautifully. We went from zero-prep to final confrontation with a three-headed simian god in just over two hours.

Listen well as I tell you the tale of “The Tomb of the Monkey King.” There are many glorious deeds to recount, and I cannot touch upon them all in this space, but I will strive to show you how they came about.

A band of five adventurers join a caravan traveling across a desert expanse that once was a lush jungle. At night they are set upon by scorpion-men who drive them into a rocky outcropping. There, under a barrage of flaming sling stones and through a bit of folly, they discover they are sitting on the entrance to a long forgotten tomb. With nowhere else to go, they flee into the catacombs.

There, in the tombs, a young light-hearted rogue named Slake finds, in the moonlight, sitting ominously alone on a pedestal a single silver coin engraved with three monkey heads. A little theft and desecration later, and the party is set upon by various guardians of the tomb, including the ghosts of monkey warriors, a mad monk, and a three-headed monkey god who seeks their blood to wet the soil so the long-dead jungle above them can once again grow. (more…)

Frankenstein vs. Frankenstein vs. Godzilla by James DiGiovanna

Can’t talk long, have to flee.

Last night I watched, for the first time, something I wrote staged. It was an experience I’m having trouble putting into words at the moment. The Figment Theater cast and crew are amazing. All I can say is “It’s alive! It’s alive!

If you’re in NYC this week or next, treat yourself to Monster Uprising.

Featured plays:

Frankenstein vs Frankenstein vs Godzilla by James DiGiovanna

Raymond Carver’s Dracula by Epidiah Ravachol

Transylvania is for Lovers by Jason Ellis

Location:
Access Theater
380 Broadway, 4th Floor NYC
Tickets $20 in advance, $25 at door
Buy online

Show dates & times:
October 29,30,31 — 8PM
Nov 1 — 2PM
Nov 4,5,6,7  – 8PM
Nov 9 — 2PM

There will also be delicious vegan baked goods for sale!

On Halloween any audience member wearing a costume gets a free treat!

There will be ASL interpretation for our Nov 6th Performance.

Once again, I have a limited number of Time & Temp: Unbound Edition available.

If you’ve got PayPal and want a copy, e-mail me (address to the right) for availability. $20 plus $3 shipping and handling for those within the continental United States. Talk to me about shipping elsewhere.

You’ll get a numbered manila file jacket containing:

  • The complete rules on six 8½ x 11 card stock handouts;
  • The Browne Chronometric Engineering, Inc., Employee Handbook;
  • The General Management Policy;
  • A letter to the prospective employee from Marigold Staffing;
  • A sheet of Incident Reports;
  • And access to free PDF updates in perpetuity.

The Monster Uprising is upon us Oct 29th- Nov 8th at Access Theater NYC. Get your tickets here.

Well, no. Time’s not literally running out. There’s much debate as to whether time even has a beginning or an end. But the the amount of time left on the chrono-economics offer is dwindling.

Time & Temp: Paperless Office Edition will still be available after this Saturday, but the offer to discount it against a future purchase of the Unbound Edition does end after Halloween.

Here’s your $10 impulse opportunity:

  • Click   to purchase the Time & Temp: Paperless Office Edition PDF.
  • If you do so before November 1st, 2009, and then later decide to purchase a hard copy of the Unbound Edition from me, I’ll deduct the price of the Paperless Office Edition from your purchase.

For the podcast enthusiasts among you, the latest episode of The Game Master Show is a recording of a Time & Temp game in which they attempt to thwart the machinations of a time traveling . . .

Well, no spoilers. You’ll at least have to click on the link to find out.

Soon now, I’m going to be chatting with them about the episode, but if you haven’t heard it yet, they chatted with me at GenCon about the ins and outs of the game.

There are many clear inspirations for Time & Temp, such as Doctor Who, Quantum Leap, Primer, etc. But there’s a little known, tragically short-lived, TV show from the early 80s that probably had more influence on Time & Temp than all the others.

For one brief, shining season, Voyagers! was my favorite show on television. The formula was simple but satisfying. A mysterious and somewhat bumbling time traveler is forced by circumstances to team up with a kid just about my age to set right a history that keeps going astray. There was adventure and derring-do, the occasional romance, and a lesson in history at every turn. (more…)

There are a couple of events on my horizon that I wish to share with you. The first is not particularly gaming related, but that shouldn’t prevent you from enjoying it.

At the end of this month and for the first weekend of November, Figment Theatre here in New York will be producing Monster Uprising, a collection of three original plays based on classic horror monsters. And one of the plays was written by yours truly.

Having see a read-through of the other plays being presented, I’m profoundly flattered to have mine share the stage with them. Figment Theatre has a cast of immensely talented and downright charming actors, directors & producers. A guaranteed good time for all who make it out of this. Get your tickets here.

Then, in the second weekend of November, I will be at JiffyCon in Greenfield, Massachusetts, where some lucky attendees will get a chance to playtest Swords Without Master, a sword and sorcery descendant of MonkeyDome that I’ve been fiddling around with.

But that’s not all! Emily Care Boss and I will also be playtesting Dread House, a host-less version of Dread designed for pre- and early teen crowd. There’s an age limit on this one, folks. No grownups allowed.

Continued from Rolling With the Temps

It’s looking grim for Colin and Sylvester as our previous, and rather literal, cliffhanger has left them clinging to the door of their time machine some 30 feet in the air. But more importantly, Mr. Hartnell has slapped Misters Baker and McCoy with a verbal Incident Report each. That’s two on the table, which means if they get one more before they can get rid of these, it’ll be a written report. And nobody wants that.

Mr. Hartnell: Well, gentlemen, what do you intend to do?

Mr. Baker: I fully intend to hang here. It’s a lovely day, the air is brisk, and the exercise could do me some good.

Mr. McCoy: Well, if you’re not going to get us out of this mess, I certainly will.

Mr. Baker: I should hope so!

Mr. McCoy: Can I swing over to the cliff face and get a foot hold?

Mr. Hartnell: You can certainly try. Are you setting the effort here or the effect?

Mr. McCoy: Oh the effort, yes. It seems to be a major one at that. Exnaut A

Mr. Hartnell: Yes. The effect will leave you on the cliff face, where you’ll likely be able to climb down, I suppose. Minor, definitely. So you should be rolling d10s.

Again, by crossing referencing the minor and major on the effect and effort chart, Mr. Hartnell has cleverly sussed out the die to use.

Also worth noting, since our temps have not, so far, really interacted with other, and have only just been affecting their own lives, Mr. Hartnell has consistently been setting the effect to minor. Though he can change what that exact effect could be–everything from getting down safely to crawling back into the time machine to ending up clinging to the cliff wall–the level will still be minor until they start interfering with the lives of others.

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