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	<title>Raelifin.com &#187; Game Design Concepts</title>
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	<description>Deus ex Machina</description>
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		<title>Steven the Blind Millipede</title>
		<link>http://raelifin.com/meatspace-games/steven/</link>
		<comments>http://raelifin.com/meatspace-games/steven/#comments</comments>
		<pubDate>Wed, 01 Jul 2009 17:44:50 +0000</pubDate>
		<dc:creator>Raelifin</dc:creator>
				<category><![CDATA[Meatspace Games]]></category>
		<category><![CDATA[boardgame]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Game Design Concepts]]></category>
		<category><![CDATA[GDCU]]></category>
		<category><![CDATA[prisoner's dilemma]]></category>

		<guid isPermaLink="false">http://raelifin.com/?p=74</guid>
		<description><![CDATA[So a while back I saw that Ian Schreiber was offering to teach a game design class to the general public over the internet. &#8220;Sounds great! I&#8217;m in.&#8221; Well, it started on Monday. Pretty cool, so far, given that there are over a thousand students and it&#8217;s completely impersonal. The first &#8220;class&#8221; was more of [...]]]></description>
			<content:encoded><![CDATA[<p>So a while back I saw that <a href="http://teachingdesign.blogspot.com/">Ian Schreiber</a> was offering to teach a <a href="http://gamedesignconcepts.wordpress.com/">game design class</a> to the general public over the internet. &#8220;Sounds great! I&#8217;m in.&#8221;</p>
<p>Well, it started on Monday. Pretty cool, so far, given that there are over a thousand students and it&#8217;s completely impersonal. The first &#8220;class&#8221; was more of a <a href="http://gamedesignconcepts.wordpress.com/2009/06/29/level-1-overview-what-is-a-game/">blog talking about game design terminology</a>. The &#8220;in-class&#8221; assignment was to make a race-to-the-finish type game. I have a lot of experience coming up with stuff like this, so it was pretty easy. I ended up making Candy Land + <a href="http://en.wikipedia.org/wiki/Prisoner%27s_dilemma">The Prisoner&#8217;s Dilemma</a>, and I haven&#8217;t played it, so I&#8217;m not sure if I overlooked anything. I did add one kinda-innovative element to it though, which is the ability to trick your opponent into sabotaging their own progress. Let me know if you play it!</p>
<p><span id="more-74"></span></p>
<blockquote><h3>Game Basics</h3>
<p>Everyone assumes &#8220;Faerie Land&#8221; is a garden. Why? I don&#8217;t know. It&#8217;s not like they&#8217;ve ever been there.</p>
<p>Fae actually live on a giant millipede named Steven. A <strong>blind</strong> millipede named Steven.</p>
<p>You&#8217;re a couple of pixies (of course). And if there&#8217;s one thing pixies are good at, it&#8217;s not getting things done.<br />
Unfortunately, the great Fae Ball is tonight, and all the other faeries are busy working. Too bad Steve is headed toward a cliff.<br />
Nobody listens to either of you&#8230; you&#8217;re only pixies, after all. I guess it&#8217;s up to you two to tell Mr. &#8220;I have no eyes&#8221; that he&#8217;s about to send the whole world into the abyss.</p>
<p>Steve is soooo long, though, and you only have <strong>six</strong> turns to get from the royal palace (on his butt) to his ears&#8230; or whatever millipedes have.</p>
<p>Oh, and did you ever wonder why pixies are so bad at getting things done? It&#8217;s because they can only do things by getting permission from non-pixies. That, and all pixies fight constantly, and pull pranks to make each other fail.</p>
<p>You&#8217;ll each have five cards from the deck. Each card represents someone you can get help from.</p>
<p>During a turn, you each put a card down on the table, making sure it&#8217;s covered by your hand. When you both have cards down, remove your hands to reveal them.</p>
<p>If your card is face-up, you&#8217;re asking for permission, but if it&#8217;s face-down then you&#8217;ve decided to prank the other player.<br />
If both of you are asking, you both do what is on your respective cards.<br />
If both of you prank each other, nothing gets done (&#8230;typical).<br />
If only one of you asks for permission, while the other one pranks. The prankster steals the other pixie&#8217;s card and does what&#8217;s on it.</p>
<p>After each turn, you both draw another card, and put the cards played this turn in a discard pile.</p>
<p>Now remember, it doesn&#8217;t really matter that Steven stops before he gets to the cliff&#8230; it matters <strong>who</strong> tells him! That pixie will probably be the star of the Royal Ball while the other one gets to take coats&#8230; or something.<br />
If seven turns go by, and you two haven&#8217;t still managed to do such a simple task, the whole world ends, but the one who is furthest from the head has the best chance to jump off (after all, it&#8217;s not about <strong>if</strong> you die&#8230; it&#8217;s who dies <strong>first</strong>).</p>
<h4>Fine print</h4>
<p><small>If a card would make you go past Steve&#8217;s head, that&#8217;s the same as landing on his head. (If a card would make you go past the palace, that&#8217;s the same as landing on the palace.)</p>
<p>Cards placed face-down are revealed before going into the discard.</p>
<p>If player one lands on Steve&#8217;s head, but then switches places with player two, player two wins.</small></p>
<p>**************<br />
<h3>Game Pieces</h3>
<p> Board depicting a giant millipede with no eyes, ten segments and a palace on the segment furthest from the head. It should be clear that the palace is the start, the head is the end, and that each segment is a space. Optional chasm in front of Steve. Optional characters (see cards) on Steve&#8217;s back.</p>
<p>Two pixie figurines that can both easily fit on a single segment. </p>
<p> A twenty-card deck of custom cards. Cards need to be small enough to be covered easily by a child&#8217;s hand, and similar enough on both sides to reduce the chance of revealing your move accidentally.<br />
 Each card has a simple drawing of a magical character and instructions. Bellow is a list of all instructions, and the number of copies of this instruction in the deck:<br />
  * Move forward four segments. (1)<br />
  * Move forward three segments. (5)<br />
  * Move forward two segments. (4)<br />
  * Move forward one segment. (3)<br />
  * Move backward one segment. (2)<br />
  * Move backward two segments. (2)<br />
  * Move backward three segments. (1)<br />
  * Switch places with your opponent after everyone moves. (2)</p></blockquote>
<p><strong>EDIT</strong>: After light playtesting, I&#8217;ve found that the &#8220;move backward&#8221; cards turn out to be more fun if they read as &#8220;the opponent moves forward.&#8221; This makes winning the game <em>much</em> easier, and makes it a bit more tense/interesting.</p>
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