Do you like being evil? Acting like a child? Competing in various ridiculous challenges? Then you just might like the game I have sort of made and done nothing with!!!
I am not a good salesman. But I do think I’ve done something good.
In October, my friend Maryann and I decided to finally run with one of our many, many (like, infinite) ideas, and make a card game that we had had an idea for. The original concept was a judicial themed (no joke) card game tentatively called Crime and Punishment, which was a mash up of trivia, debating, and filling in the blanks. It was a lot like Cranium… But evil.
See, at first the important thing we focused on was not just the actual game play, but the fact that this was a game that — you might have guessed — hinged on punishments. Specifically, punishing other players, by making them follow rules. Think King’s Cup, the drinking game (in fact, originally this WAS a drinking game), where there are rules to follow and you must drink if you forget them, only in our game there aren’t simply four rules at most for the whole group; there are countless rules that can affect one or all the players. The point of the game was and always has been to wait until one player is crushed under the weight of all their rules.
My friend and I are cruel.
Eventually, Maryann and I scrapped the drinking component of this, because even when we played it ourselves for the first time we didn’t all want to drink. Plus, marketability! We also debated what to call it, deciding that, not only did the name not fit, but we didn’t need to involve Dostoyevsky in our terror. For a while there, our very proper friend Chloe suggested DGBF *coughcoughdon’tgetbuttfuckedcough* (something you want to avoid in prison), which we used as yet another tentative title. During this time, we also realized that trivia was not a good category because it simply wasn’t replayable, like our other categories: the answer to who won the World Cup in 2010 won’t change unless Doctor Who intervened (new game idea!!!). Plus…writing trivia is hard.
Amid all these talks of change, Maryann and I did something very appropriate for us: we dropped it. About two weeks after we played our first test round of this in November, we stopped planning it, figuring it would never amount to anything, and feeling like we could spend our time better — like watching Lightning Point, an Australian show about aliens who love surfing.
Thankfully, Joe exists.
In January, I began debating what to get my boyfriend, Joe, for his birthday. Unfortunately, I was practically broke at that time, and on a (short-lived) path to being utterly broke. So what could I get for his 30th birthday that would be worthy? Well, there was one idea I had that wouldn’t cost too much. See, Joe Maryann and I have all these truly fantastic — I mean, FANTASTIC, right!? — ideas, but we never followed through and really finished any, and Joe said he wished we would. So DGBF was the perfect opportunity to do something for Joe and even something productive.
kidnapped talked Maryann into resuming the game, and she agreed, reluctantly happily. We resumed by adding new categories, but, mostly, focusing on making the game more unified. What we decided was that the game wasn’t just about challenges and unrelated punishments for the loser, which may or may not be decided by others, but instead ALL challenges and punishment recipients would be decided by someone. More than that, there was a new emphasis on replayability, with the person who decides the winner of each round also having more control over what happens during the challenges.
We were set, so close to making this game ready to play, not just as something that two nerds created in their spare time (by spare time, I mean “at work on G-chat and sometimes in between eating Pommes Frites, bahn mi, and Big Gay Ice Cream in rapid succession), but something they actually thought about to excess. We just had one problem: the theme and the name. Our game was still DGBF, a game vaguely about the legal system and jail, but we weren’t happy with it. Then I had an epiphany.
I’m a bit of a control freak, sometimes. I am the kind of person who likes things a certain way, and thinks way too much about things, and when other people act in a way I like to let them know why I think they should do things the way I have painstakingly determined was best. Basically, I’m a control freak. This intermittent action eventually led Joe to call me a tyrant, and, one day, while thinking of this after the fact, I thought, “I’m not a big tyrant… I’m a tiny tyrant.”
In that instant the heavens opened up, and naked, winged babies flew around me, singing hymns. We had a name, and we had a theme: our game was now about Hitler. Or rather, young dictators through the ages. Given this, the challenges became kids testing each other in horrible ways, and the punishments and rules were, well, what happens when you are in a room of dictators, even preschool-aged ones.
Once we had this, I begged my father — a kind, loving man who is too nice to his kids — to make me some art, and he gladly did. Tiny Tyrants was finally printed out and ready to play roughly four hours before Joe’s birthday party. Ironically, we didn’t play the game because people showed up over the course of two hours, but we did draw pictures on the white boards for it.
Even after the birthday, Maryann and I continued making the game, and did some more play testing and fine tuning. We now have four delightful categories that test people’s willingness be creative, funny, earnest, and/or ass-kissing. Similarly, more and more control has been given to The Dictator, the person in control each round, who can literally decide the fates of others on his or her whim. No longer is it just a game of high replayability with some rules to follow, but it’s a game that is unique in that players get to control how they “score” and even determine how much time they have to complete their challenges.
Two weeks ago, I submitted this game to the Boston Festival of Indie Games, today I sent them a prototype because they requested it (and my bank account feels it, eek!), and on Friday I’ll be entering Tabletop Deathmatch, a competition created by the makers of Cards Against Humanity. If nothing happens with any of these, or other competitions that may come up, I may do a Kickstarter. Even after eight months of work, this game is still not really anything more than a few cards on my shelf and way too much time spent thinking of everything I’d want to experience in a party game, but maybe, one day, you could see Tiny Tyrants in the stores, and that’s pretty cool to think about.
PrS (that means prescript, here): This isn’t a late post on 4th of July that I was too lazy to make yesterday, this is actually a story-ish thing! Rejoice!
Now, I used to be a big fan of the 4th of July. Not because I had any national pride; no, when I was a kid the only things I cared about were dinosaurs, cookies, and explosives. The thing you may not glean from my current high strung, hippy attitude is that I used to be quite fond of watching things burst into flames. My fondest memories of Independence Day were trying to talk my dad into buying $500+ in fireworks so that we could have a display that was the envy of all our neighbors, setting off a few artillery shells every night prior to the actual day. It was Pyromaniac Heaven.
Then I grew up and became lame. Kidding! I’m still (sort of) awesome. But the effervescent joy that radiated from my skin when I had witnessed a rocket dissipated as I grew older was replaced by yawns. Been there, done that.
Enter in Fruit -Blow-Up Day. Continue reading