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By
the Sophontologist
Note: Portions of this text (the step headings
and the text in
italics) are quoted from the original Critical Miss article and are
therefore copyright to the Critical Miss Gaming Society.
Step 1: The Theme Of The Game Is The Character You Play
Pervert.
Step 2: Call It "Something: The Something Else"
Pervert: The Flashing.
Step 3: Set It In A World Almost Like Our Own
Crucial step this. Your NAMG will not be set
in a fantasy or
future-fantasy setting. It will be set on Earth, either in the
present day, or in the near-future.
Okily-dokily.
Except that it's not quite like our Earth.
It's close enough that
the players will have some familiarity with the setting, but
different enough that they will still have to buy "guidebooks" you
publish for each geographical area.
Various adult theatres, city parks and public
toilets, sexual tourism
On the surface, it is our world, but below it,
hidden from the
normal people (that's basically everyone who isn't one of the
"something") is a parallel society.
Of wankers (Yeah I mean this game, not the pasty faced wankers)
This society has its own rules, its own rulers
and its own places.
Ya don't shit where ya eat, "wipe it up, I hate
sticky floors", and apparently vibrating the back row of theatres
The members of that society (e.g. the
"something") know the real
truth of the world. The rest haven't got a fucking clue.
It is fun to get off in public places? Mundanes
want to see your
unwashed genitalia
Step 4: Have Some Overall "Purpose"
You can't make this too over the top. The
players must believe
that the
characters they are playing are really, really important. The more
ludicrous and preposterous the premise, the better. And if you can
tie it into existing myth or religion, possibly in some kind of
distorted manner, that's even better.
Reich was right, orgones do drive the world!
Step 4a: Contradict The Purpose
Later on, you should bring out other games
that are set within the
same universe, but whose purpose contradicts the purpose in the
original game. (E.g. if the characters in one game are correct in
their view of the whys of the universe, then characters in the other
game must be wrong).
Born Again: The Moralising.
Step 5: Powerful Nemesis
Linked in with the overall purpose, should be
a people or race or
entity who are striving against whatever the purpose is.
Decency groups
Step 6: Have Groups / Tribes / Clans / Sects / Guilds Etc.
You should create a number of groupings within
the setting, with
each character belonging to a single group. The choice of group
influences not only the character's role within the setting, but also
the personality, abilities and objectives of the character.
Wankers, Touchers, Tactilers (feelers), Leerers,
Prophylopeculators
(condom stealers).
Step 6a: The Dead Group
There should always be a group who no longer
exist, and are now
shrouded in myth and legend.
Raincoat flashers.
Step 6b: The Evil Group
There should always be a group (in our example
a "lifestyle") who
are actively working against the "purpose" described in step 4.
(Preferably, they should be working for the enemies described in step
5).
Reformed pervoes (nothing worse than a reformed
alcoholic/perv etc.)
Step 7: Extra Powers
The characters - who are after all members of
the special race or
people - should have more and better abilities than normal people.
Basically you want munchkins to be able to just ignore all the
"angst" and "purpose" and "moral conflict" built into the setting,
and instead power-build combat-monsters.
Massive right arms, able to ejaculate at will.
Step 8: No Advantages Or Disadvantages
Done and done.
Step 10: Use Archaic Terminology
When you are writing your rules, the last
thing you must do is
call a spade a spade. The thesaurus is your friend. If you want to
have an attribute which measures strength, do not call it strength.
Instead, find an obscure word, not used in everyday conversation
since the 17th century, and use that instead.
velocivista (fast flashing), obfuscostimulous
(masturbating
surreptitiously).
Step 11: Don't Call The Party, The "Party"
Never call the party, the "party". Think of a
posh name to use
instead.
Circle Jerk.
Step 12: Catchy Phrases
Come up with some catchy phrases to describe
the game, something
poetical, possibly from the Keats era.
There once was a man from Nantucket?
Step 13: LARP
At some point release a LARP version...
I AIN'T GOIN' NEAR THIS ONE
using Paper Scissors Stone...
How about first come, first served?
GM: Okay, everyone, it is initiative time
(vigorous slapping sounds and grunting)
Player: I won! Anyone got a fag?
Step 14: The T-Shirts
Don't forget to release T-shirts with obscure
images from the main
book, which by second edition will have the dodgy (but possibly
grittier) graphics in it removed and the marketable ones inserted.
I don't think this would do all that well.
Step 15: The Second Edition
And finally, the second edition. Make sure
that the first edition
includes enough mistakes and limitations that you are able to produce
a second edition just a few years after the first.
No Prob.
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Copyright � 2003 Sophontologist
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