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Storytelling Together (Not Bowling Alone)

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I’ve always been really interested in the kind of collaborative storytelling that emerges from tabletop games like Dungeons & Dragons and the like, and I keep enough people in my Twitter feed to occasionally notice new stuff going on in the space. At the moment, things seem particularly rich, with a ton of interesting Kickstarters and other stuff popping up:

  • Microscope is what I think of as a “historytelling” game, which lets you “explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon.” Ben Robbins, the game’s creator, is now Kickstarting an expansion set. Worth the $10 for the pdf, I say.
  • Downfall (currently being Kickstarted) sounds like a very interesting historytelling game. You don’t so much create a society as briefly describe and define it — and then narrate its collapse. Awesome.
  • The publishers of Fiasco, a really cool take on tabletop roleplaying (catch Wil Wheaton playing it here), are now Kickstarting The Warren, which essentially turns Watership Down (one of my favorite novels) into an RPG. Such a great idea.
  • There’s a new edition of the Blue Rose role-playing game of “romantic fantasy,” a loosely defined genre that focuses more on character development and interaction than on swordplay and dungeon crawls. Its Kickstarter reaped more than $85,000.
  • A Patreon from Tracy Barnett, who created the School Daze role-playing game about being an awesome high schooler a la Buffy, or whatever other kind of awesomeness you can think up.
  • I noticed Cheat Your Own Adventure via this blog post and this Tweet (or maybe this one), complete with a fun after-action report. It’s a collaborative storytelling take on the Choose Your Own Adventure books of my childhood. Definitely want to play this with my stepkids, who are 13 and 16. Grab the two pages of rules here.
  • Plus, a game about life with migraines.

One of the things that’s interesting to me about this is that, like board games, these are experiences that all but require people to be in the same room at the same time. (You could, of course, play these games via Skype or the like.) That’s one of the things I love about analog gaming, and it’s also part of the reason I think it’s important: It’s an activity that brings people together at a point in history when technology makes it ever easier to remain in our own little orbits, talking to and seeing each other less and less and less. (Not that it requires that, it just makes it easier.)

I have a hard time envisioning tabletop roleplaying games becoming popular in a really significant, mainstream way, a way that cuts across generations, genders, and class divides. (I could be wrong.) But in a world where people are still afraid of bowling alone, it’s nice to see so much activity around a pastime that requires participants to build and engage with their community.


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