Google GGA:
|
|
Links
Alice Taylor
Clint Hocking Costik Derek Daniels The Edge electro^plankton Gamasutra Game Critics GameDevBlog GameFAQs Game Jew Game Poets Society Game Set Watch Gamevideos.com Gewgaw Got Game? Grand Text Auto Grrl Gamer Henry Jenkins Heroine-Sheik IGDA Indie Game Jam Insert Credit Invisible City Julian Dibbell KillerBetties Kim Pallister Kongregate Kotaku Lost Garden Ludology Magic Box Margaret Robinson Matteo Bittanti Memory Card Ogre Cave Penny Arcade Raph Koster Reality Panic Serious Games Shiny Shiny Slash Dot Games Surfer Girl Terra Nova ToastyFrog Tokyopia Water Cooler Games Women Gamers Zen of Design
Thank You for Donating!
If you'd like to help keep GGA afloat, we thank you!
Mascot by Penny Arcade!
|
August 28, 2007
Steal Away Jordan: an RPG Set in the American Slave South
This is really interesting - my friend Ben reports back from GenCon that this indie tabletop game, Steal Away Jordan, by Stone Baby Games and designed by Julia B. Ellingboe, got a lot of buzz, and you can see why: it's an RPG set in the antebellum American South. Here's a blurb:
The game designer Julia notes on her blog that at GenCon, the demoing of the game produced mixed reactions: I'll start with the commerce aspect. I demoed my ass off at the Forge/IPR booth, which paid off. Steal Away Jordan made people uncomfortable, sometimes pleasantly so, sometimes unpleasantly so, sometimes somewhere in between. I had one couple pretend to get a cell phone call that they had to take. I had another guy tell me that he couldn't relate because, "there never was slavery in Canada." What-evah.... But lots more people stayed on the ride, and came out the other side. My friend Ben was impressed and intrigued, but refrained from buying it because he wasn't sure how he would feel comfortable gamemastering it. He describes: You've got the designer, a nice black lady named Julia, sitting down with you to run a game about being a slave and you are almost certainly white, probably male. And you probably didn't know what the game was before you sat down to play. Now in this demo, you're playing a precreated character. So you have a little background - one player was a rice farmer before he was kidnapped and sold into slavery. As it happens, his master has decided he wants to grow rice, but hasn't had a lot of luck. Now, the player's character has a name but he isn't allowed to write it on his sheet. Instead, when you're bought, the GM assigns your character a name and that goes on the sheet. Here are some other descriptions: Kon and The Forge. Also, Ben took a photo, and you can just tell from the body language of the players how they feel about the demo. This is truly tough stuff. I just finished the elegantly tragic, morally complicated and deeply rooted novel The Known World You can buy the game here. Posted by jane at August 28, 2007 05:13 PM | TrackBackComments
How long until we see a videogame treat this subject with seriousness and sensitivity and unflinching frankness? Ok, not sensitive, serious, or even a real game, but... Posted by: starwed on August 29, 2007 08:45 AM
Thank you for discussing my game! I hope people will move past the discomfort of playing a slave, play with people they trust, and play my game. It's tough stuff, but fun can be had. I just want to clarify one of the mechanics mentioned: Your character has a "worth" stat. It's based on some other things about your character. Gender, age, skills, and experience, really. Yes that's correct, but... When you get in trouble, you're testing your worth. If your worth ever drops to zero, you're dead. Not really. When you're in conflict and at risk of being punished, sold away, or otherwise injured, or you're bargaining for something major like your freedom or someone else's freedom, you roll your worth to test your luck. If your worth ever drops to zero, you don't die. You just can't engage in major bargains or conflicts without the assistance of your allies. You lose "worth" through injury, illness both mental and physical, age, and being considered a problem slave. This is a dice-abundant game, and worth fluctuates both positively (learning a skill, etc.) and negatively it would be pretty hard to go down to a worth of zero. Your character will always be worth something to someone. Thanks for the review! Julia B. Ellingboe Posted by: Parthenia on August 29, 2007 11:20 PM
Post a comment
Thanks for signing in, . Now you can comment. (sign out) (If you haven't left a comment here before, you may need to be approved by the site owner before your comment will appear. Until then, it won't appear on the entry. Thanks for waiting.)
|
Archives
November 2007
October 2007 September 2007 August 2007 July 2007 June 2007 May 2007 April 2007 February 2007 January 2007 December 2006 November 2006 October 2006 September 2006 August 2006 July 2006 June 2006 May 2006 April 2006 March 2006 February 2006 January 2006 December 2005 November 2005 October 2005 September 2005 August 2005 July 2005 June 2005 May 2005 April 2005 March 2005 February 2005 January 2005 December 2004 November 2004 October 2004 September 2004 August 2004 July 2004 June 2004 May 2004 April 2004 March 2004 February 2004 January 2004 December 2003 November 2003 October 2003 September 2003 August 2003 July 2003 June 2003 May 2003 April 2003 March 2003 February 2003 January 2003 December 2002 November 2002 October 2002 September 2002 Category Archives
About GGA (15) Academia (25) Advertising (3) Art (22) Books (9) Business (42) Conferences (18) Criticism (21) Culture (17) Design (4) Economics (4) Entertainment (19) Events (64) Experimental (32) Fashion (25) Features (18) Food (2) Fun (16) Gender (25) Humor (32) Jane's Journal (71) Journalism (27) Law (18) Marketing (10) Military (2) MMOG (33) Movies (14) Music (14) News (15) People (37) Politics (41) Preview (4) Research (12) Review (4) Scandal! (2) Sex (12) Society (44) Technology (22) Television (4) Theory (25) Travel (1) Trends (25) Upcoming Releases (12) Web (12) WTF? (28) |