Soul Mental Health Campaign 2

This week, I thought I would try to test mechanics for my setting. I drafted a few characters with different mental health diagnoses, and each one gave a different debuff to that character.

Depression: +2 fatigue starting, +1 fatigue on failure.

Anxiety: +2 fatigue on failure. +1 fatigue on success to a random stat. Reaching max fatigue in a stat causes +3 fatigue in 2 random stats.

ADHD: cannot attempt the same thing more than twice in a row without trying something else. Any time a switch is made, +1 fatigue to the previously attempted stat.

Results:

These debuffs relied heavily on the implementation to work the way they did. I may end up scrapping this idea and go with a narrative driven game instead. This had, perhaps due to my modern day framing, perhaps due to mechanics, a bit too much of the desired effect. Players became less interested in trying to play these characters because they felt it too difficult to make meaningful progress.

Soul Mental Health Campaign Test 1

For this version of the game, I had to rework how non-combat encounter rolls work. Originally, if you failed a roll, that was it, but since I am not going to be present to GM that, I need a mechanic to determine what happens if you don’t succeed.

I decided that when you roll vs the difficulty of an encounter, If you fail by greater than 50 under the required value, this constitutes a critical failure. If you succeed by greater than 50, this constitutes a critical success. This, for our purposes, affects fatigue, which is how tired your character is of trying the thing they’re doing, and it will penalize the stat you’re trying to use until that hits 0.

When you fail, you get 1 fatigue, and -1. When you crit fail, you get 3 fatigue, and -3.

Success means you get to continue. critical success probably won’t have an effect here.

Results:

This system works well in a structured, GM present game. That said, I’ll be interested to try it with my setting in mind and with me absent.

Week 2 Game thoughts

Pepsi man is fantastic. No flaws.

Chex quest is an interesting game, because it is just a doom fork with well, a fork instead of a shotgun. I can see the appeal to people who don’t have doom, but I also think it would wear off in a matter of seconds after starting the game.

M&M kart racing is a terrible game. This is like minimalist mario kart if you had a nail in all four tires and your engine. The tracks are empty, no life or heart in anything, just corporate shovelware.

America’s Army, say what you will, is actually kind of fun. It’s definitely meant to glamourize the armed forces, but that being said, It is also an entertaining FPS. It doesn’t compare well to things we have today, but for what it is, it’s decent.

Week 3 Game Thoughts

Dumb ways to die is a fun little game with a lot of interesting challenges, but it gets old quick and it’s not necessarily a varied experience.

Cards against calamity has a cool name that indicates it will be a parody of an established popular game, but it is quite boring. That said, it gets the point across and even easy difficulty is challenging.

Cast your vote is the epitome of shovelware. This game has barely any actual gameplay elements whatsoever. This is digitized voter preparation, and it is even less glamorous than people perceive the real thing to be.

Game Ideas: Games that Matter

  1. Sinking feeling is a game about rising sea levels, where players have to collect cards to beat back the rising tides assaulting their homes
  2. Coral grief is a game about the dying coral reefs in many parts of the world. This game has players take control of a group of scientists tasked with protecting a reef, but during their journey around the board, they will have to contend with all the obstacles and dangers involved in these delicately balanced ecosystems.
  3. Mental Health Campaign: a literal campaign for a Pen and Paper RPG, meant to raise awareness of mental health and grief.
  4. Hotter potato: a game where players have to take turns providing solutions to ever more difficult climate related problems as the clock runs down.
  5. Just Write: A game that attempts to improve appreciation and quality of good writing from an objective standpoint.

Game Ideas: Games that don’t end

  1. Afterlife: a game that simulates your character’s life and faith, and after you die, depending on your decisions and perhaps your faith, you get a screen that simply remains up forever until closed by force. This simply displays the afterlife.
  2. And then: A game where people take turns telling a story that makes sense for as long as they can, but may only add one sentence at a time, and every sentence after the first must begin with, “and then.”
  3. A game inspired by the infamous, “the game” which I have now lost, and so have you, but focused on a specific topic or item. When someone thinks of the forbidden noun, they must declare they have thought of the forbidden noun, and then announce a new noun. Then, the game begins again.
  4. A game where you continue to build a tower. Each level costs more money, which you can make by furnishing and renting the lower levels of your tower.
  5. And yet it burns, a game where the only objective is to remember that the piece of paper I lit during a doodle war 15 years ago continues to burn, putting pressure on Taylor’s character to make his move. Every now and again, simply remember and state that, it does indeed, yet burn.

Soul: Home is Where You Hang Your Head final Playtest

the real challenge with this project has been making a lite version of a lot of the mechanics for Soul so the game can progress without a DM present and without getting too interrupted. I have managed to simplify enemies, build a character, and make simple powers that create interesting challenge and mechanics without distracting from the story, which is about grief. It goes through the various stages and offers the player a choice at the end: to keep going or give up. I think that the various simplifications to systems have helped to make it an engaging story with a simple and effective message.

This playtest was mostly about making changes to the story, and finding a way to present a meaningful message about grief and mental health without coming across as oppressive or overbearing. I found players resonated much more with this than a strictly 100% realistic depiction of mental illness.

playtest results 3/23

changes:

added a set difficulty feature. Difficulty levels for rolls variy from 1-10, with each level being multiplied by 25 to determine the actual difficulty.

players have fatigue in each attribute equal to their stat. Whenever they fail a roll, the difficulty goes up by 1 level and their fatigue decreases in the attribute they used by 1. For each level of fatigue below 3, they take a penalty of -1 from their roll. If they hit 0, they can no longer attempt rolls of that attribute.

added critical success at 50 beyond difficulty and critical failures at 50 below. Critical success grants a bonus and critical failures give an additional negative event or debuff. If you crit fail, you can’t try again with that attribute for this encounter regardless of fatigue.

after testing, I’ve found that this system works fairly well for scaling difficulty of encounters. If a player can’t beat something with one stat, they have to use their head and find another way around. Test scenarios included moving a heavy object and scaling a cliff. When fatigue became too high for one player in the first one to try and move the object, the player elected to destroy it. When the same was true for the cliff, they decided to stack objects at the base of it to boost themselves.

Lore Preserver Playtest

Frustrating Aspects

It was a bit difficult to understand the rules, or they may be incomplete. There are mechanics that aren’t mentioned or aren’t particularly clear.

Favorite Aspects

I like the card collection aspect of the game, and I like the open ended nature of the gameplay..

What would I change?

I would make this into a cooperative experience over a competition between players, with a shared goal that everyone needs to meet or everyone loses.

ChatGPT Crochet Step by Step

  1. Choose your materials: To start crocheting, you’ll need yarn and a crochet hook. Choose a yarn that you like and a hook that’s appropriate for the weight of your yarn.
  2. Make a slip knot: Start by making a slip knot in your yarn. Hold the end of the yarn in your left hand and make a loop with the yarn. Take the end of the yarn and bring it up through the loop. Pull the loop tight, but not too tight.
  3. Chain stitch: Insert the hook into the slip knot and twist the hook towards you. Yarn over and pull the yarn through the loop on your hook. This is your first chain stitch. Continue to make more chain stitches by repeating this process.
  4. Single crochet: Once you have a chain of stitches, you can start to make single crochet stitches. Insert your hook into the second chain from your hook. Yarn over and pull the yarn through the chain stitch. You should now have two loops on your hook. Yarn over again and pull the yarn through both loops. This is your first single crochet stitch. Continue to make more single crochet stitches by repeating this process.
  5. Double crochet: You can also make double crochet stitches by yarning over, inserting your hook into the next chain stitch, yarning over again, and pulling the yarn through the chain stitch. You should now have three loops on your hook. Yarn over again and pull the yarn through the first two loops on your hook. You should now have two loops on your hook. Yarn over one more time and pull the yarn through the remaining two loops on your hook. This is your first double crochet stitch.
  6. Continue crocheting: Once you’ve mastered the basic stitches, you can continue to crochet by working in rows or rounds. To work in rows, turn your work at the end of each row and start a new row by making a chain stitch. To work in rounds, join the end of each round to the beginning of the round with a slip stitch and start a new round by making a chain stitch.
  7. Practice: The key to getting better at crocheting is to practice. Experiment with different types of yarn and hooks, try out new stitches, and work on more complex projects as your skills improve. With time and practice, you’ll be able to create beautiful and unique crocheted items.

Crochet Simulator

Frank Interviewing River

Gather Materials- Tools + Yarn

Determine your Pattern.

Patterns consist of Slip stitch, Double Stitch, Single Crochet, Double Crochet, Half Double Crochet, and Triple Crochet, varied by Front and Back Loop and Front and Back Post

Use these stitches and crochets to follow and complete your pattern.

Finish the crochet by tying it off with a slip stitch and ensuring any ends are woven in.

If you have more pieces, crochet or sew them together

Use any additional patterns to finish your crochet.

Week 2

My Thoughts on the games played in class:

The McDonald’s game does a good job at being entertaining and easy to understand. I found myself engaged rather well in maintaining a business. The point is gotten across rather well as well in some regards with a bit of thought. The limited land represents limited space, and the bulldozing of rainforests and displacement of native populations is a bit in your face, but not quite over the top. Some of the satire comes across a bit heavy, but I think that is the point to some degree, and it is implemented just enough to get a chuckle out of you without just making you roll your eyes. It’s tough to get a lot of people to engage with ideas they may not agree with and entertaining them is a surefire way to at least open them up.

The monopoly game was monopoly with a twist. Each player was assigned a socioeconomic role before the game, such as minorities, single women, the 1%, and white middle class men. The white men played the game as normal, minorities had to roll below a certain number to stay out of jail and had economic penalties. The single females had a lot of economic penalties and could only collect half rent, and the 1% had a slough of benefits. I understand what the game was set up to illustrate, but there were certain elements that just made it difficult for me to take seriously, namely the way the two “lowest” classes were represented. Our minority player was unable to stay out of jail for more than even 1 turn for the entire game, and myself and the other single female player just made about as much progress as the standard rules player with half income from rent. Perhaps it was because our game was short. I understand the purpose of the game is to put people in other’s shoes, but I feel like I was put into a bad caricature of someone else’s shoes rather than an accurate depiction. I will say that it made me think more on the issues of inequality in society, even if I have my criticisms of the implementation. In that regard, it certainly succeeded.

Game Ideas

  1. Pollution

I love the forest, and I love the mountains. God’s creation is glorious, and our treatment of it is atrocious at times. Every time I pass a new suburban McMansion development, I cringe nearly inside out. With that said, my first idea is a game about building one such plan. The player will be presented with many beautiful natural landscapes teeming with life, and can choose one to build on. They will then bulldoze and prepare the land, then flatten the terrain, leaving them with a large flat dirt plot to build on. Next, they will be shown a wide variety of houses to build in the plan. These designs will all be the same house, but maybe with different facades to make them appear unique. Once the houses are built, the player will get to manage the waste collection and disposal as well as the maintenance of the neighborhood, illustrating how much trash comes from each household and how poorly it is disposed of.

2. Farming

A little known fact about farming is that Soy farming is incredibly destructive to the ecosystem. Soy is a crop that requires absolutely no other living things to be in the field with it, so farmers have to kill every animal in their soy fields to get a good harvest. This game would simply involve getting a soy crop planted and harvested, requiring the player to remove every animal in the fields or suffer penalties to their harvest. If enough dies, they will fail and their farm will go bankrupt. They will also need to irrigate the field and make sure to tend the crop correctly, which will show how much water and how many other resources go into the process.

3.Firearms

I know I have a different take on this one than a lot of people. I will admit I am quite pro- gun, and this game would illustrate the importance of firearms in our society by taking the player through a few different historical events. The idea would not be to persuade them to purchase or use firearms, but to show how they can be used both as tools of oppression and of liberty depending on the hands in which they lay. The first event would be the American revolution, namely, the Boston massacre. The player would be in charge of controlling a soldier for the British Empire, and would be present when the massacre occurred. Following this, the player will be transported forward in time to the American Revolution, put into the shoes of a Continental Army soldier during the siege of Yorktown. This section would end on the capture of General Cornwallis at the conclusion of the Revolutionary War. Next, the game would flash forward to the Wounded Knee Massacre, which occurred in 1890, and was a massacre of nearly 300 Lakota at Wounded Knee Creek by the United States Government over a form of peaceful protest. The player would be forced into the shoes of one of these United States Soldiers as the event unfolded. The game would continue to flip back and forth like this, skipping across history until we reached the modern day, where it would put the player into the shoes of a Ukrainian man defending his home against invading Russians.

4. Writing

Another unpopular opinion of mine is that art can be objectively judged for quality, including writing. This game would be an attempt to show how contrivances, plot holes, and a lack of cause and effect is as damaging to a written work as poor technique can be to any other work. It would also attempt to illustrate the difference between objective and subjective criticism. The game would start with the circle analogy. The circle is your work of art. If you are trying to draw a circle and you draw an oval, you have failed to draw a circle(assuming we are acting within human limitations to draw a circle.) The same goes for a triangle, square, or other shape. Objectively speaking, if you draw a square, it is not a circle. If, however, you drew two circles, one with a thick stroke and one with a thin one, then people could comment that the thick stroke is more bold and stands out better, or that they think the subdued nature of the thin stroke is more representative of the circle’s infinitely sharp edge. These are subjective criticisms. This circle is our art, or our story, and is also the whole game. The circle will have a small story written beneath it, and the player will have the option to change elements of the story. Changing things so a large plot hole exists will depict the circle with a missing segment, thus breaking the circle. Introducing contrivances will slowly add more line segments in place of parts of the circle, gradually transforming it into less and less of a circle. Changing things like major events or characters in ways that maintain the story would alter the nature of the circle while preserving its glorious roundness.

5. Afterlife

This game has a player go through a simulated life after picking a faith. It tells them about that faith through their life and according to how well they lived that faith, when their character dies, they will be sent to a corresponding afterlife. This little simulation would run until the player force closes it, just to hammer the eternity angle home. This game would just be to persuade people to learn more about different faiths and ways of looking at the world while also giving them that first step into the pool.

Divided Review(Clay and Mia)

Frustrating Aspects:
needing one card to get rid of your last odd number and being unable to pull it.
The wording on the rule regarding a round based system of scoring was vague enough that we completely missed it.
Favorite Moments:
This game is super easy to learn and it’s quick to play. There’s a good mix of strategy and luck. Ronan and I had completely different strategies, but both won some of our games.
Anything Missing?
Odd numbers are tricky to get rid of. 7 is the main culprit as it is a prime number, so a 1 is required to get rid of it.
Anything to Add?
I’d add more prime numbers or variety. It could also be interesting to make trios a viable option rather than just pairs.
I’d play this game again, no question. Very fun and very simple.