Nathan Paoletta

The Cycle of the Seasons

Friday, February 4th, 2011

This game is titled “The Cycle of the Seasons”. It is a submission for the Feb. Ronnies competition, using the words “Morning” and “Whisper”

You are the champions of the Witch of the Moon and the Prince of the Sun, struggling to bring about the ascendency of your patron in the unending celestial cycle. This adventure game allows you to play each side in turn as you seek to bring both light and darkness to the land.

Feathers and Fur

Wednesday, August 2nd, 2006

Owlbears. Known as Magical Beasts to many, what is the true nature of the Owlbear? What are the stories that Owlbears have been yearning to tell, from the first time an adventuring party found one standing over a pile of gold in an obscure corner of a dungeon? Who, I ask who, will champion the cause of the poor Owlbear?

You will. This game is about how you, the adolescent Owlbear, will find himherself – all without the use of thumbs. This is your time to shine, poor misunderstood Owlbear! And shine you will. Read on!

Feathers & Fur is a Fantasy Adventure Game for 3 or more players.

Finding Treasure

If you defeat a Wandering Monster, on the next cycle, in that room, you get to roll on the Random Treasure Table. This is a piece of treasure that you have to leave behind because you don’t have thumbs.

Luckily, you can use the promises of treasure you leave behind to help you out with Wandering Monsters. By checking off one of your treasures, you can add a +1 to the skill you use in an encounter. Once checked off, you can’t use a treasure again.

Any other player can spend an Interruption Token to force you to face another Wandering Monster. This counts as facing it the first time ? so, if you want to check for Treasure, you need to beat this Wandering Monster and then do it on your next turn, like normal.

Random Treasure Table

  1. The bones of a dog which had recently eaten the bones of a cat
  2. Perfectly preserved mummy’s hand, bedecked with rings
  3. Cask of Amontillado
  4. Six pounds of carpenter’s nails
  5. AAHH SPIDERS
  6. A Ferrari
  7. Wooden tiles imprinted with the letters A, B, F, L, O, R and W
  8. Skull of the much rarer “bearowl,” now disputed as a hoax
  9. Bicarbonate of soda
  10. Four badly discolored juggling balls
  11. Nearly complete set of Bronze Age silverware, missing most of a spoon
  12. That’s where my hat went
  13. Three salted pork chops, now perfectly marinated
  14. A troll’s arm, trying to grow a new troll
  15. Egg teeth
  16. Eleven lead sling bullets
  17. One of those bent-nail puzzle thingies
  18. Hairshirt, men’s large
  19. The rest of the Antikythera mechanism
  20. An Uzi

Countdown

Wednesday, March 22nd, 2006

Countdown: A Play-By-Email Roleplaying Game.

Countdown is designed solely for play-by-email, built to maximize the formats advantages and minimize its problems. Every game is a race against the clock to stop something horrible from happening. The unique situation and characters for each game are collaboratively created, and play covers 8 hours worth of email-timestamp-indicated sessions.

At the top of every email, the player indicates what time (to the second) he begins writing. Most computers should have a function that indicates seconds as well as minutes and hours. At the end of the email, the player indicates the time that he finishes writing, then sends the email. Once the GM has received an email from each player, he composes a summary email for the session with all of the characters actions and their consequences. The GM keeps track of his time spend composing the summary email, and deducts that from the clock as well.When the clock has ticked past a benchmark, he includes that both in the body of the email and in its subject line. Note that the GM does not include his time in his email, though he does keep track of it and subtract it from the clock. He also subtracts time players spend on GMmails from the clock. In this manner, the players can keep track on their own and have a general idea of the state of the clock, but only the GM knows for certain. Note also that only time spend actually writing your email, from start to finish, counts for the session ? not time spend reading others emails, or thinking about your response.

Everyone is expected to abide by an honor code about being accurate with their email times. If the group wishes to play ?hardcore,? use the following system. Each player sends a blank email to the GM before they begin their email, and then the GM compares the timestamps on the two emails. Again, the GM is expected to keep track of his own time.

Any and all communication outside of threats (see below) counts as free narration, which is constrained only by situation and Laws. Players should feel free to incorporate material from the emails they receive into their own emails for a session. Each group will find its own pace and style of free narration.

Over the course of the Pursuit phase, the characters will be seeking their goal, as outlined by the situation they generated, and the GM will be putting obstacles in their way in the form of threats. The GM has a number of threat points that he uses to provide adversity for the characters. He begins the game with a number of threat points equal to 1 x the number of characters. The GM must include his current number of threat points in every session summary.

She’s

Friday, September 2nd, 2005

She’s…is a game for 4 male players. That’s right. Only men should play this game. Hopefully, you’ll learn something. This is an entry for the September 4?24th Ronnie Award.

This is a role playing game with a very specific structure. It shades heavily into the ?collaborative storytelling? genre of role playing, and is designed to ideally be played in one evening. It’s a game for four male persons. That’s right. It should be played by a group of men. It’s about a woman, but its written by a man, and playing the game should say some interesting things about gender roles and how men and woman interact in the social arena. Of course, I have no control over who plays and why, but I feel like a woman playing this game would have some choice things to say to me. Though, if that does happen, I’d love to hear them.

Premise-wise, this game centers on the efforts of four men to win the heart of a woman.When you sit down to play, you guys should decide exactly in which context this will play out. High school? 2-Somethings? Old folks in a home? Superspies from different countries who run into each other again and again? Knights and a maiden? Choose something that you all think will be interesting. Keep in mind that this game is written with a fairly modern conception of gender, so games set in more archaic times will be that much more interesting. The text is written with something contemporary in mind, but that’s by no means a constraint to your actual play.

Carry

Tuesday, May 3rd, 2005

Vietnam War; Accuser, Companion and Invincible; No character generation and no character sheets.

Deep in the jungles of Vietnam, men are thrown together and put to the ultimate test. This war changes everyone. Become a Marine and explore how you can cope with everything Vietnam has to throw at you: especially your fellow soldiers. Nobody escapes unscathed.