I designed and wrote A Viricorne Guide for the game jam — 5092 words in less than a week.

You can get it here:

You're an adventurer (probably) come to the city of Viricorne for some purpose, and you've hired a guide named Sholor for help. It's a gamemastered game. You experience the City. You roleplay interactions with your guide and with other NPCs played by the gamemaster.

Certain actions you take, like murder, and healing, and making art, and flying, require spending tokens.

Beyond that I don't really know what it's about. I'm always a very reflective and intentional game designer, but when you're designing and writing a 5000 word game in less than seven days, you lose your ability to be so reflective.

You either trust your unconscious to do the heavy lifting of making it all hang together, or you don't finish the game.

So, I don't know. The game describes places you can visit in Viricorne — Onsen Raba, The Corne of Patience, The Library of Diaries, The High Trunc of the Corne of Arrival at dawn, The eastern colonnade of the Sap Market, etc.

The description of Onsen Raba feels to me like the most direct glimpse of the heart of the game. It's the last thing I wrote, so maybe by the end I was more consciously understanding what my unconscious was saying?

@paulczege going to wait untill the end of #rpgenesis to get it 😄 I'am still 3500 words short...

@paulczege Your unconscious left a stray period in the title on the cover. It's hurting my typesetting brain.

@paulczege hi Paul, just finished reading your game, A Viricorne Guide, and I got a doubt: what happens when some player rans out of tokens? What happens to the discard pile? Oh! BTW I really like it, the writing was really clear and immersive and the system with tokens and mixing tokens for specific actions with the possibility of other players contribute with tokens to others action a really good idea. I used something similar with Narration Points in Catrapum!...

I don't know what happens. From one perspective, running out of tokens just means you can't take certain actions. It doesn't mean you can't take other actions. So play could continue.
From another perspective, the game feels like it's about visiting the city, so maybe when you run out of tokens is when you decide to leave?
Or maybe when two players run out of tokens they decide to leave and any others decide to stay?

But then there's a possible problem of players not wanting to use tokens quicker than other players, so they're not the ones to have to leave? And if I flip it so the first two players to use up their tokens are the ones to stay, then there's the possible problem of players rushing the use of tokens.

And there's the Stay plaque too, which would clash with this.

I designed so much of the game unconsciously, and my unconscious didn't tell me what to do.

@paulczege hmm! In Catrapum! I give Narration points to players that roleplay with excellent recognition by gm and the other players. It could be an idea. Maybe when they roleplay and everyone agrees that it was outstanding roleplay and important for the story they regain half the tokens they spend, randomly or something. That could represent that they are knowing the town better...

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