Due Vigilance: New 24-Hour Game

February 21, 2011

Today I finished and just submitted a new 24-hour game for RPG Geek’s ongoing contest.

Due Vigilance (5-page PDF) is a Apocalypse World-influenced, “structured freeform” game about contemporary vigilantes. I’m anticipating that it’ll start out somewhat ambiguous and end up spiraling out of control, but I really want to see it in play to see whether the experience will be as strong as I suspect it might be.

I forgot to mention Blowback among the influences, but I hope Elizabeth will forgive me until I can find time to try the game out and make revisions. Also, Emily’s games about real people (Breaking the Ice, A Day in the War, even Sign in Stranger) should probably be on there too. It’s difficult to remember everybody I’m in intellectual debt to, but kinda terrible that I specifically forgot the female designers in this case. Oh! Paul’s Bacchanal should be there as well! Maybe it wasn’t just latent sexism…

One Response to “Due Vigilance: New 24-Hour Game”

  1. Other folks I need to acknowledge: “contingencies” are basically just “instincts” from Burning Wheel and the open-ended nature of character action (do whatever you want) is probably influenced by recent play of Freemarket.

    These new guidelines for character rotation came to me just now, too late to be in the version submitted for the contest:

    At some point, you may want to stop playing a character and/or start playing a new one. In that case, you can for your current character to do one or more of the following:

    – retire from vigilantism for good;
    – quit or be kicked out of the group;
    – go join another group more to their liking;
    – decide to “go solo;”
    – get arrested;
    – get themselves killed;
    – disappear suddenly, without a trace.

    Talk about what you want to have happen with the rest of the group, but ultimately it’s your decision what happens to the character.

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