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	<title>entirely safe and fun &#187; Gaming</title>
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		<title>Fiasco!</title>
		<link>http://entirelysafeandfun.com/wp/2009/03/27/fiasco/</link>
		<comments>http://entirelysafeandfun.com/wp/2009/03/27/fiasco/#comments</comments>
		<pubDate>Sat, 28 Mar 2009 00:42:22 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Serious]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/?p=261</guid>
		<description><![CDATA[ This is a machine for tragedy. Be sure to wear ear and eye protection at all times while operating it. 

On Wednesday night, Sarah, John, Chris and I playtested Jason Morningstar&#8217;s beta game Fiasco, which he describes as being about &#8220;big ambition and poor impulse control.&#8221;  It&#8217;s a state-of-the-art, GM-less game where the [...]]]></description>
			<content:encoded><![CDATA[<div class="captioned" style="width:486px"><img src="/pix/fiasco-hillview.png" width="481px" height="529px" /><div class="caption"> This is a machine for tragedy. Be sure to wear ear and eye protection at all times while operating it. </div></div>

<p>On Wednesday night, Sarah, John, Chris and I playtested <a href="http://www.bullypulpitgames.com/">Jason Morningstar&#8217;s</a> beta game <i>Fiasco</i>, which he describes as being about &#8220;big ambition and poor impulse control.&#8221;  It&#8217;s a state-of-the-art, GM-less game where the players build situations where crisis is just around the corner: think <i>Fargo</i>, <i>Burn After Reading</i>, <i>Blood Simple</i>, <i>Double Indemnity</i>.  Then they wind up this tragedy engine and let it go, playing characters in an improv drama whose situation they&#8217;ve just specified.  There&#8217;s usually going a simple plan, and then some complications, some backstabbing and betrayal, probably some murder.  Characters often will ruefully remember that at one time, whatever they did seemed like a good idea, often as a guy with a sniffle and an extravagant collection of facial tattoos force-feeds them Ex-Lax after chaining their ankles to either side of a well-used concrete trough.  Happy endings are rare.</p>

<p>Our game never quite got that dire &mdash; just a little p&acirc;t&eacute; of murder in a tart betrayal aspic.  I started up a discussion at <a href="http://www.story-games.com/forums/comments.php?DiscussionID=9010">Story Games</a>, where there&#8217;s a summary.  But I also wrote a detailed, scene-by-scene report and figured that this would be a better place for that.  So, check after the jump for a story of armed foolishness on the Gulf Coast, a story of unknown paternity, unexpected tenderness, greed, revenge, and running over a guy in a wheelchair who had already been gut-shot and had his fingers broken.  Fun times!</p>
<span id="more-261"></span>
<p>Our characters were (played by me, John, Chris, and Sarah): Drug dealer, fence, and all-around local criminal mastermind Spencer &#8220;Spider&#8221; Parrish. Manipulative, unlucky Sheriff Beauregard &#8220;Bo&#8221; Tannen, the man with the plan. Scatterbrained, greedy Deputy Jimmie Thornton IV (&#8221;the four-oh&#8221;). Cheerleader with a heart of gold (or something about as dense) Heidi Jo Summers.</p>

<p>Our setting: Hillview, LA, just north of New Orleans.  Population 4000, elev. 2.  Those were two very important
feet &#8211; Hillview had water in the streets after Katrina, but not the kitchens.</p>

<p>We opened up with Spider and Sheriff Bo coming to terms over fencing the ill-gotten gains of Bo and Jimmie&#8217;s looting in New Orleans. I decided Spider wanted to split up the Sheriff and the Deupty &#8211; not sure why yet &#8211; and had him try to agree to a 45-50-5 split, with 45% to Spider, 50% to Bo and Jimmie, and that 5% as a soup&ccedille;on to Bo. Bo browbeat Spider into a smaller share but took the extra share. I announced that Spider would be cheating.</p>

<p>Then, Heidi Jo came to Spider looking to get him to take a paternity test, the kind you can buy in a drug store. She told him that she had Deputy Jimmie waiting outside the hotel, so he had better cooperate. She succeeded and he took the test without raising a fuss, as we worked toward having Spider have actual tender feelings develop for Heidi Jo and her baby daughter.</p>

<p>Deputy Jimmie and Sheriff Bo headed down to New Orleans to enact the Sheriff&#8217;s plan. But one of the houses they thought would be empty&#8230; wasn&#8217;t. An old lady with a shotgun, Ms Parkins, not only greeted them but knew who they were! While Jimmie thought up a plan to try to extract them without trouble, Bo decided it would be safer not to leave a witness and shot poor old Ms Parkins. They looted her house, taking her gun with them. Sarah prepared an unnamed NPC to be upstairs as the scene began to drag, but the principals got the cue and finished up. That said, we didn&#8217;t forget that NPC later.</p>

<p>Then, in the next scene, we flashed back to Sheriff Bo proposing his plan to Deputy Jimmie at Martha&#8217;s Watering Hole (I grabbed the NPC and it became funny that Martha was a man who kept his prison nickname on the outside), just across the street from the Rose Village and equally convenient to the Interstate. Deputy Jimmie was complaining that he was due a raise after four years &#8211; this would become a running joke. Bo convinced him that with money being as tight as it was, a life of victimless crime seemed like their best way out, seeing as how any legitimate income Jimmie made would be subject to his crushing alimony situation (he was living in a U-Store-It locker at this point).  Why not use their official cars to dispel suspcion while they drive on down to hurricane-ravaged New Orleans and do a little looting? No violence, no victims, no way it could go wrong.</p>

<p>Spider and Heidi Jo met again to talk over the results of the paternity test a few days later. Spider wasn&#8217;t the father. At first, he was angry at Heidi Jo, but then he got seriously mad when she told him the story of how Deupty Jimmie had taken advantage of her in a drunken stupor at around the appropriate time. He decided to confront Jimmie and make him do right.</p>

<p>Heidi Jo got Jimmie to come to the Rose Village for a talk, but the Sheriff was trying, at the same time, to get him down to New Orleans for a job on some newly-identified empty, rich houses. The end result was that Spider and Heidi Jo wound up in his green-and-white on a trip down the Interstate. Taking Heidi Jo&#8217;s lead, Spider threatened Jimmie, made him take a paternity test too (out of her bag), and then when Jimmie mentioned having been swabbed earlier for an STD, wound up making him stop the car and put a beating on him, since he had gotten it too, presumably through Heidi Jo. As for Heidi Jo, she had what she wanted, but had to stop the only person protecting her and her baby from killing that baby&#8217;s likely father. Her moderating influence, starting here, would have a pretty strong effect on the game&#8217;s outcome.</p>

<p>Once they got to New Orleans, Spider and Jimmie went into the empty house. A Mexican standoff ensued, broken when Heidi Jo called on the phone to find out what was going on, breaking the tension just enough that guns could go down. Spider, to make peace, decided to let Jimmie know that Bo was screwing him out of money from the sales of their loot, and backed it up with his meticulous account Filofax, always in his pocket. &#8220;The left column, that&#8217;s Bo. Right column, that&#8217;s you. Right column&#8217;s smaller.&#8221; Jimmie decided he needed another raise.</p>

<p>That night, Jimmie called Bo to Martha&#8217;s for a talk. He had Martha close the bar and leave the two officers of the law a little privacy. Jimmie wrote two numbers on a napkin, and asked Bo which one was smaller&#8230; They had an argument; Jimmie pulled his gun on Bo, who didn&#8217;t think his deupty had the guts to shoot. We closed Act 1 with Jimmie plugging Bo right in the gut.</p>

<p>At the tilt we got &#8220;Failure/A tiny mistake leads to ruin&#8221; and &#8220;Mayhem/Cold-blooded score settling&#8221;. Ideas began to flow.</p>

<p>Scene 9 established, via flashback, that Spider had been acting to settle scores with the peace officers all along. A few years previous, they had come to serve him with an arrest warrant for possession with intent (fair enough, of course). He had a rival in prison named Roscoe, whom he had informed on in a desparate attempt to keep out of jail himself, and offered Bo and Jimmie his cash, drugs, and gun as a bribe to let him escape. They took everything from Spider, laughed at him, and effectively sent him off to jail where he served four years.</p>

<p>In another flashback, this one to a year or so previous, Heidi Jo was put into a compromising position when Sheriff Bo pulled her over while she was transporting Spider&#8217;s drugs. To avoid trouble, she came onto him and wound up in the backseat. Nine or so months before her baby was born. It was a busy time for her. Flashing forward, she realizes that she may have to keep that bastard alive, at least a little longer. (Scene note by Sarah: &#8220;3 fathers o jesus!&#8221;)</p>

<p>Next, back to Martha&#8217;s, where Sheriff Bo&#8217;s immense gut has kept him alive long enough for a confrontation. Jimmie extracts an 80% share from Bo &#8211; his raise, finally &#8211; and they agree to keep their secret. Jimmie calls a &#8220;special&#8221; and an ambulance arrives. No questions are asked, yet. Bo will survive, but he&#8217;s going to need a colostomy and a wheelchair, maybe forever. He figures out that Spider sold him out to his own deputy.</p>

<p>A while later, Bo decides to call in Spider for a confrontation in the empty sheriff&#8217;s office. He&#8217;s in a wheelchair, a blanket over his legs, pistol in hand. Spider has the baby, and therefore no gun (this is Heidi Jo&#8217;s rule). He show up with the bottle of poorly mixed formula propped against the car seat in the infant&#8217;s mouth, but has the sense to put the carseat behind the sheriff&#8217;s heavy steel desk. Bo goes to punish Spider for his perfidy, but Spider gets the drop, disarms Bo, and then breaks seven of the bad sheriff&#8217;s fingers getting the key to the storage locker full of loot, plus his cash. But there isn&#8217;t enough there, and Spider decides he&#8217;ll make Bo go to an ATM and withdraw as much cash as possible, not really sure what will happen after that. (John was collecting black dice at any cost, it goes without saying.)</p>

<p>On the way out the door, Bo gets the panic button, which summons Deputy Jimmie. Spider doesn&#8217;t notice because he&#8217;s called Heidi Jo to pick up the whole group in her truck. They go to a bank a half-block away, where Bo reveals that his bank balance is $32 &#8211; he&#8217;s got the money somewhere else, of course. Jimmie gets to the office, realizes Bo is gone, puts two and two together for the first time in his entire life, and gets to the scene. Spider, frustrated about his incomplete revenge on Bo but unarmed, takes the wheel of Heidi Jo&#8217;s truck and runs over the wheelchair-bound, colostomy-bagged, broken-fingered, gutshot sheriff, to her horror. Jimmie puts six rounds into the driver&#8217;s side door as Spider, Heidi Jo, and the baby speed away.</p>

<p>Spider is hit in the leg, not fatally but painfully, and after a short chase, aided by Heidi Jo distracting Jimmie by flashing him, Spider slams on the brakes so that the deupty&#8217;s car violently rear-ends the truck. Mostly unhurt, Heidi Jo drives the still-operable truck to her father&#8217;s cabin in the woods. The baby also took at least part of a bullet, but she made it to the hospital just in time (we decided that the fallout would determine her fate). Heidi Jo swears revenge.</p>

<p>In Scene 15, with the cover-up appearing to work and the old sheriff out on permanent disability, Deputy Jimmie is promoted to Sheriff, complete with a raise. He signs a background check form, figuring it will be handled within the Blue Wall. He thinks he&#8217;s free, clear, and a winner. Instead, the investigation is done by the FBI. They&#8217;ll have some help&#8230;</p>

<p>Finally, Spider is spending a little spell in prison after the action is over (we never wound up specifying which particular thing led to this&#8230; but seriously, take your pick). He gets a visit from the former sheriff, Bo, who wants to mend things between them before Spider is loose again and hungry for more revenge. He proposes that he will take care of Heidi Jo and her girl (who was, in the end, Jimmie&#8217;s, but Spider still sees them as his only chance at a family and a way out), and that they will be even. Spider puts a fist to the glass for a bump, and Bo answers with his twisted claw against the glass.</p>

<p>Aftermath: Spider and Heidi Jo were both white 10 (!). Bo was black 14 (!!!). Jimmie was black 3. Note that this wasn&#8217;t for lack of trying &#8211; Spider only had two dice, and Heidi Jo was split 2-2. Bo had four black dice, the only &#8220;successful&#8221; collector in the group. Jimmie had three of each, since he wound up being the focus of the storm.</p>

<p>The baby made a full recovery, and Spider and Heidi Jo left Hillview, LA to move to Texas and start over. They had enough money &#8211; Spider had, of course, cheated on paying Bo and Jimmie, plus had other ill-gotten gains from his drug operation &#8211; to open the Honest Cajun Ford dealership. Heidi Jo found the gun from Ms Patterson&#8217;s house and made sure that it made its way into the hands of the FBI.</p>

<p>Sheriff Bo had cash to burn, a sweet permanent disability deal going, and forgiveness. He&#8217;d never walk again, he&#8217;d be pooping in a bag for the rest of his life, but he had somehow made it clear of the burning wreckage of his simple plan, alive and doing OK, all things considered.  He wouldn&#8217;t even face justice, since he had a patsy&#8230;</p>

<p>The new Sheriff, Jimmie? Everything seemed great at first. Promotion, raise. Then investigation, disgrace, and finally, as he was being perp-walked, a bullet to put him out of his misery, probably fired by Ms Parkins&#8217; mystery friend. Because he was, ironically, being investigated for the murder of someone he didn&#8217;t kill&#8230; because of her gun showing up with prints all over it and a note, and because of evidence planted in the locker by the departing Sheriff Bo. Score settling, and also a little mistake, indeed.</p>]]></content:encoded>
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		<title>Game idea: Yoker</title>
		<link>http://entirelysafeandfun.com/wp/2009/02/25/game-idea-yoker/</link>
		<comments>http://entirelysafeandfun.com/wp/2009/02/25/game-idea-yoker/#comments</comments>
		<pubDate>Wed, 25 Feb 2009 22:34:56 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Serious]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/?p=257</guid>
		<description><![CDATA[&#8220;Ox 1, you&#8217;re on the clock,&#8221; he said, promiscuously mixing &#8216;draft&#8217; puns.  PD photo from wp.

&#8220;Yoker&#8221; because it&#8217;s&#8230; wait for it&#8230; draft poker.  Yeah, I know, you see what I did there.

You&#8217;ll need 4-7 players and a standard poker deck, probably with the jokers removed (subject to playtesting, see below).  Dealer deals [...]]]></description>
			<content:encoded><![CDATA[<div class="captioned" style="width:402px"><img src="/pix/yoke.jpg" width="397px" height="421px" alt="Draft oxen under a yoke" /><div class="caption">&#8220;Ox 1, you&#8217;re on the clock,&#8221; he said, promiscuously mixing &#8216;draft&#8217; puns.  PD photo from <a href="http://en.wikipedia.org/wiki/File:Zugochsen.jpg">wp</a>.</div></div>

<p>&#8220;Yoker&#8221; because it&#8217;s&#8230; wait for it&#8230; draft poker.  Yeah, I know, you see what I did there.</p>

<p>You&#8217;ll need 4-7 players and a standard poker deck, probably with the jokers removed (subject to playtesting, see below).  Dealer deals seven cards, face down, to each player, and sets aside the rest of the deck face-down; it does not figure into further play of the hand.  Each player picks up his hand, selects one card from that hand, and puts it face down in front of himself.  He then passes the remaining six cards to his left face-down, taking a hand of six from his right-hand opponent, also face-down. He picks up his new hand, selects one of the six cards in it, puts it face-down in front of him along with the first card he chose, and then passes his hand to the left.</p>

<p>Before players pick up their hands of five cards, there is a round of betting (not for real money, of course) that starts with the dealer, using whatever ante and limit rules make sense to your table.  Any player that folds leaves the game until the next hand; they shuffle whatever cards were in their hand, plus any that were in the face-down pile in front of them, back into the deck, without revealing them.  Once the betting is resolved, players pick up their hands of five, draft a card into their face-down piles, pass the four remaining cards left face-down, and continue in this way until all cards are drafted.  There is a round of betting before drafting the third, sixth, and seventh card; also, a final round of betting occurs after the seventh card is selected.  All players still in the game after this last round then reveal their seven face-down cards, and then score the best five-card hand they can make from their seven face-down cards, using the standard poker hand order.  The winner takes the pot (tied co-winners splitting it evenly).</p>

<p>Why this may be more fun than other poker games: Both the &#8220;public cards&#8221; information and the variance are spread out very differently among the players.  In Hold &#8216;Em, everyone knows about the same cards that are in their opponents&#8217; hands; in yoker, each player knows what he passed, can guess which downstream opponents took those cards, and may be able to infer things about his upstream opponents&#8217; hands based on what they&#8217;ve passed him.  Variance is spread out too, in that I can know that I passed A&spades; to my left-hand opponent (probably improving his hand) so I could take the 9&hearts; that gave me a three-of-a-kind.</p>

<p>Possible changes: <ul>

<li>Some rule about when you can look at your face-down cards is necessary.  I&#8217;m leaning toward &#8220;any time&#8221; but maybe the right answer is &#8220;only during betting rounds&#8221; or maybe even &#8220;only at the showdown&#8221; to keep the game moving along.
</li><li>It&#8217;s possible that the game works better if the dealer button gets passed to the right after each round of betting concludes, rather than just between rounds.
</li><li>Perhaps there should be more round(s) of betting?  Not sure how that would be handled yet without clashing with people&#8217;s poker intuitions too much.  
</li><li>Adding one or both jokers as wild cards might or might not be fun &mdash; I am leaning toward &#8220;not&#8221;.  
</li><li>The game could be expanded to eight players either by shuffling two decks together (more variance, not recommended) or drafting six cards (not as much scope for skill, &aelig;sthetickally displeasing as poker usually has five- or seven-card hands).
</li><li>Seating order matters more than usual in other poker games.  Maybe there should be a rule for re-seating the players from time to time?  Or switching the pass direction?
</li><li>For two- or three-player games, replace the drafting mechanism with something like <a href="http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/af59">Winston Draft, q.v.</a>  I think that having just two players left in the game after the third pick, when two or more have folded out, still leaves enough hidden information to have a fun game, even though those two players are just passing packs back and forth.</li>
<li>Oh yeah, one other thing that would potentially be awesome: <a href="http://en.wikipedia.org/wiki/Omaha_hold_%27em#Omaha_Hi-Lo">hi-lo hand scoring</a><a>.</a></li>
</ul> </p>]]></content:encoded>
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		<item>
		<title>New web toy: Mobile dice!</title>
		<link>http://entirelysafeandfun.com/wp/2008/09/19/new-web-toy-mobile-dice/</link>
		<comments>http://entirelysafeandfun.com/wp/2008/09/19/new-web-toy-mobile-dice/#comments</comments>
		<pubDate>Fri, 19 Sep 2008 20:54:31 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Meta]]></category>
		<category><![CDATA[Science/Technology]]></category>
		<category><![CDATA[Serious]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/?p=239</guid>
		<description><![CDATA[



&#8220;NO SOONER DO YOU DEFEAT THE TROLL THAN AN UMBER HULK APPEARS! ROLL INITIATIVE!&#8221; Photo courtesy Douglas S. Smith, found on wp


Surely it has happened to you: you&#8217;re out somewhere and need a random number, or a whole bunch of them.  For me, this mostly happens at restaurants, when I would like to consult [...]]]></description>
			<content:encoded><![CDATA[<div class="captioned" style="width:325px">
<a href="http://www.proskydiving.com/">
<img src="/pix/freefall.jpg" width="320px" height="240px" />
</a>
<div class="caption">&#8220;NO SOONER DO YOU DEFEAT THE TROLL THAN AN UMBER HULK APPEARS! ROLL INITIATIVE!&#8221; Photo courtesy <a href="http://www.proskydiving.com/">Douglas S. Smith</a>, found on <a href="http://en.wikipedia.org/wiki/Image:12way2.jpg">wp</a>
</div></div>

<p>Surely it has happened to you: you&#8217;re out somewhere and need a random number, or a whole bunch of them.  For me, this mostly happens at restaurants, when I would like to consult an Infallible Oracle as to which of <i>N</i> tasty possibilities is right for me on a given day.  But maybe you&#8217;re playing <i>Dungeons and Dragons</i> in free-fall (this makes conventional dice less than useful).  Perhaps you have found yourself diceless and kidnapped by a capricious yet mathematically sophisticated evil overlord, who will not free you until you have completed a Monte Carlo simulation by hand.  I would like to help you, and if you&#8217;re that last guy I mentioned, buy you a drink.</p>
<p>Text &#8220;rolldice <i>somestuff</i>&#8221; to 41411, where <i>somestuff</i> is either a number or a D&#038;D-style specification of how many dice to roll, and how many sides each die has.  If you say just one number, you&#8217;ll get a reply with a random number between 1 and your number, inclusive, so sending &#8220;rolldice 6&#8243; is like rolling a single, ordinary six-sided die; &#8220;rolldice 3&#8243; will help you decide among the apple-glazed pork chop, the mahi-mahi on pan-fried noodles, and the five-spice steak.  To use a D&#038;D-style dice specification, put a &#8220;d&#8221; between the number of dice and the number of sides, so you would say &#8220;rolldice 3d10&#8243; to get three random numbers between 1 and 10 (&#8221;three ten-sided dice&#8221;), or &#8220;rolldice 3d6&#8243; to roll up your character&#8217;s stats old-school in that aforementioned free-fall role-playing scenario.</p>
<p>The way this was done is fairly cool, by the way: I used the free, ad-supported web service <a href="http://www.textmarks.com/">TextMarks</a> to handle all the SMS-gateway logic, and then threw together a <a href="/dice.cgi">simple cgi script</a> to handle the dice-rolling logic.  Setting aside the time I spent figuring out that my newly-installed FTP client was set up wrong and mangling my script, the whole exercise took less than half an hour, which is nothing short of amazing &#8211; TextMarks 41411 is a marvel of simplicity.</p>]]></content:encoded>
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		</item>
		<item>
		<title>Yet more Saint Sécaire</title>
		<link>http://entirelysafeandfun.com/wp/2008/04/16/yet-more-saint-secaire/</link>
		<comments>http://entirelysafeandfun.com/wp/2008/04/16/yet-more-saint-secaire/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 19:23:18 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Silly]]></category>
		<category><![CDATA[Lovecraftiana]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/?p=225</guid>
		<description><![CDATA[Sure, Your Excellency can create a knightly order, but can you pardon a bad priest?  I think not! (Wikipedia&#8217;s Main Page, 16 Apr 2008)]]></description>
			<content:encoded><![CDATA[<div class="captioned" style="width:490px"><img src="/pix/auch.png" width="486px" height="111px"/><div>Sure, <a href="http://en.wikipedia.org/wiki/Archbishop_of_Auch">Your Excellency</a> can create a knightly order, but can you pardon a bad priest?  I think not! (Wikipedia&#8217;s Main Page, 16 Apr 2008)</div></div>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Thing That Should Not Be Knit</title>
		<link>http://entirelysafeandfun.com/wp/2007/08/13/the-thing-that-should-not-be-knit/</link>
		<comments>http://entirelysafeandfun.com/wp/2007/08/13/the-thing-that-should-not-be-knit/#comments</comments>
		<pubDate>Mon, 13 Aug 2007 19:21:06 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Literature]]></category>
		<category><![CDATA[Silly]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/2007/08/13/the-thing-that-should-not-be-knit/</guid>
		<description><![CDATA[



Jenn knit the squat, repulsive idol, no doubt inspired by 
&#8220;an unprecedented dream of great Cyclopean cities of Titan blocks and sky-flung monoliths, all dripping with green ooze and sinister with latent horror.&#8221;  She survived to take the photo, sanity just barely intact. Now she wants to be rid of it &#8211; you can [...]]]></description>
			<content:encoded><![CDATA[<div class="captioned" style="width:505px; clear:both">
<a href="http://www.flickr.com/photos/hairycarrot/1107158614/in/photostream">
<img src="/pix/tinythulhu.jpg" width="500px" height="278px"/>
</a>
<div class="caption"><a href="http://hairycarrot.etsy.com">Jenn</a> knit the squat, repulsive idol, no doubt inspired by 
&#8220;an unprecedented dream of great Cyclopean cities of Titan blocks and sky-flung monoliths, all dripping with green ooze and sinister with latent horror.&#8221;  She survived to take the photo, sanity just barely intact. Now she wants to be rid of it &#8211; <a href="http://www.etsy.com/view_listing.php?listing_id=6743097">you can help!</a></div>
</div>
<p style="clear:both">What thing is this, pausing before a cyclopean door? </p>

<blockquote>Poor Johansen’s handwriting almost gave out when he wrote of this. Of the six men who never reached the ship, he thinks two perished of pure fright in that accursed instant. The Thing cannot be described &#8211; there is no language for such abysms of shrieking and immemorial lunacy, such eldritch contradictions of all matter, force, and cosmic order. A mountain walked or stumbled. God! What wonder that across the earth a great architect went mad, and poor Wilcox raved with fever in that telepathic instant? The Thing of the idols, the green, sticky spawn of the stars, had awaked to claim his own. The stars were right again, and what an age-old cult had failed to do by design, a band of innocent sailors had done by accident. After vigintillions of years great Cthulhu was loose again, and ravening for delight. <br />- H P Lovecraft, <a href="http://www.templeofdagon.com/lovecraft-archive/stories/the-call-of-cthulhu/">&#8220;The Call of Cthulhu</a></blockquote>

<p>Available now on <a href="http://www.etsy.com/view_listing.php?listing_id=6743097">Etsy</a>, courtesy of our friend <a href="http://hairycarrot.etsy.com">Jenn</a> &mdash; an awesome knit finger-idol of Cthulhu, sure to provide hours of sanity-ripping fun!  Buy it and make regular sacrifices, and you might even be eaten last!</p>
]]></content:encoded>
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		<title>NaCaDeMo, part 5</title>
		<link>http://entirelysafeandfun.com/wp/2006/12/07/nacademo-part-5/</link>
		<comments>http://entirelysafeandfun.com/wp/2006/12/07/nacademo-part-5/#comments</comments>
		<pubDate>Fri, 08 Dec 2006 03:25:09 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Serious]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/2006/12/07/nacademo-part-5/</guid>
		<description><![CDATA[Previous installments in this series, taking on the Great Designer Search are here, here, here and here. Card designs are after the jump.

 
You&#8217;re going to need bigger boots.
Photo credits: scubadive67, anon@wikipedia.

This week, the Great Designer Search challenged us to design a rare splashy enough to be the prerelease card for a set &#8211; and also [...]]]></description>
			<content:encoded><![CDATA[<p style="font-size: 75%; font-style: italic">Previous installments in this series, taking on the <a href="http://www.wizards.com/default.asp?x=mtgcom/designersearch/home">Great Designer Search</a> are <a href="http://entirelysafeandfun.com/wp/2006/11/30/nacademo-part-4/">here</a>, <a href="http://entirelysafeandfun.com/wp/2006/11/16/nacademo-part-3/">here</a>, <a href="http://entirelysafeandfun.com/wp/2006/11/03/nacademo/">here</a> and <a href="http://entirelysafeandfun.com/wp/2006/11/10/nacademo-part-2/">here</a>. Card designs are <a href="http://entirelysafeandfun.com/wp/2006/12/07/nacademo-part-5#cards5">after the jump</a>.</p>

<div style="float: right; margin-left: 5px; border-left: 1px dotted; border-bottom: 1px dotted"><img height="279" src="http://entirelysafeandfun.com/pix/magic/SmallToothpuddle.jpg" width="200" /> 
<div style="font-size: 75%; margin: 5px; width: 190px; font-style: italic"><em>You&#8217;re going to need bigger boots.
Photo credits: <a href="http://flickr.com/photos/71217725@N00/34315374/">scubadive67</a>, <a href="http://en.wikipedia.org/wiki/Image:Pond_in_a_forest_clearing_bgiu.jpg">anon@wikipedia</a>.</em></div>
</div>
This week, the Great Designer Search challenged us to design a rare splashy enough to be the prerelease card for a set &#8211; and also to design the entire common run in one color for that set. They&#8217;ve definitely turned the difficulty up a notch for the final test!

As a bit of background, I&#8217;ve worked with my friend John to design the first set in a block (that is, a linked super-set of three sets) where we&#8217;re trying to break out of the flavor ruts of each color. In this block, Blue, traditionally a scholarly color with lots of wizardry and scholarship, is instead a color full of magical beasts, which interact with magic not like a mage might, but rather as a moth interacts with a candle. One of the themes, basically, is that <em>Blue is dumb</em>. Other themes of this kind: <em>White is evil and manipulative; Green is wise and encyclopedic; Red warriors are generals as well as berserkers; Black can cooperate and nurture, in its fashion.</em> The first set saw a Red-centered coalition of beasts, zombies, and hound-men holding fast against a magically gifted army of powerful White-aligned soldiers and mages, while drakes and leviathans annoyed both sides by constantly being wherever magic was happening. In the second set, the mana-tide that empowered the White faction has exploded and unleashed (Blue-aligned) Lovecraftian monstrosities that will force the warring parties to re-evaluate the value of their political struggle, as they face an ontological one. Most of the really nasty Blue stuff is going to be rare, but the pre-release card, The Unnamable (with a tip o&#8217; the hat to <a href="http://www.hplovecraft.com/writings/fiction/u.asp">HPL</a>), should give a taste.<span id="more-96"></span>

<a id="cards5" />

<p class="card">The Unnamable
5UU
Legendary Creature &#8211; Leviathan (R)
6/6
Trample
At the beginning of your upkeep, each other player taps all lands he or she controls.
<em>The land withers in anticipation of its cyclopean tread.</em>

<p class="card">Æther Snatch
UU
Instant (C)
Return target creature to its owner&#8217;s hand. Then, you may return target creature you control to its owner&#8217;s hand.
<em>The drake materialized overhead, its talons already closing around Emarr. She relaxed into the prospect of rebirth as the the two vanished together.</em>

<p class="card">Flathead Drake
2U
Creature &#8211; Drake (C)
2/3
Flying
Flathead Drake can&#8217;t block creatures without flying.
<em>The protective horns on its chin leave it unsuited to looking down.</em>

<p class="card">Tideride
2U
Sorcery (C)
You may tap or untap three target permanents.
<em>Displaced water, displaced wizards.</em>

<p class="card">Aquacthon
4UU
Creature &#8211; Leviathan (C)
5/5
Aquacthon can&#8217;t attack unless defending player controls an Island.
U, sacrifice an Island: Target land becomes an Island until end of turn.

<p class="card"><a href="http://entirelysafeandfun.com/wp/\pix\magic\Toothpuddle.jpg">Toothpuddle</a>
2U
Creature &#8211; Horror (C)
1/1
Whenever Toothpuddle blocks or becomes blocked, return it and all creatures blocking or blocked by it to their owners&#8217; hands at the end of combat.
<em>A snap of teeth, and then of æther.</em>

<p class="card">Hobbled Drake
2UU
Creature &#8211; Drake (C)
3/3
Flying
3 or U: Hobbled Drake loses flying until end of turn. Any player may play this ability.

<p class="card">Endumben
1U
Instant (C)
Counter target spell. Discard your hand.
<em>Magic does not travel in a vacuum.</em>

<p class="card">Tentacle Flailer
1U
Creature &#8211; Leviathan (C)
3/2
When Tentacle Flailer comes into play, put the cards in your hand on top of your library in any order.

<p class="card">Stegadrake
3U
Creature &#8211; Drake (C)
1/4
Flying
<em>Though a gregarious and gentle frugivore, it hardly invites domestication.</em>

<p class="card">Eddy Denizen
4U
Creature &#8211; Leviathan (C)
2/2
When Eddy Denizen comes into play, put target creature you control on top of its owner&#8217;s library and target creature on top of its owner&#8217;s library.

<p class="card">Nevermind
U
Instant (C)
Draw a card.
Splice onto Instant — Discard a card. (As you play an Instant spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card&#8217;s effects to that spell.)
<p class="card"> </p>

<blockquote>The Unnamable is basically a huge Xantid Swarm. Timmy and Johnny will love it, because it&#8217;s the Giantest Monster with a splashy, build-around-me effect. I made sure to include some skill-testers, like the efficient-looking but actually terrible Tentacle Flailer, as every recent set has; I also put some possible constructed staples at common (Endumben, Nevermind), because I hate drafting sets where I&#8217;m going to have to toss all the commons after I&#8217;m done. I was careful to spread out costs so Blue drafters won&#8217;t get stuck on an awkward curve here as they have in some past sets, like Saviors of Kamigawa. Note that Nevermind is intended to be the simplest card here with Splice, a mechanic more heavily supported with complicated cards at the higher rarities. It may need some balancing for Constructed. The flavor is that, in the presence of the Unnamable and friends, sanity can only be maintained by forgetting.</blockquote>]]></content:encoded>
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		<title>NaCaDeMo, part 4</title>
		<link>http://entirelysafeandfun.com/wp/2006/11/30/nacademo-part-4/</link>
		<comments>http://entirelysafeandfun.com/wp/2006/11/30/nacademo-part-4/#comments</comments>
		<pubDate>Fri, 01 Dec 2006 03:32:32 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Serious]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/2006/11/30/nacademo-part-4/</guid>
		<description><![CDATA[
Previous installments in this series, taking on the Great Designer Search are here, here and here. Card designs are after the jump.

 

Photo credit: ancawonka
NO SMOKING — Braids hates it

This week&#8217;s challenge was to follow up on some designs deemed promising in previous challenges; the judges were trying to gauge applicants&#8217; ability to build on [...]]]></description>
			<content:encoded><![CDATA[
<p style="font-size: 75%; font-style: italic">Previous installments in this series, taking on the <a href="http://www.wizards.com/default.asp?x=mtgcom/designersearch/home">Great Designer Search</a> are <a href="http://entirelysafeandfun.com/wp/2006/11/16/nacademo-part-3/">here</a>, <a href="http://entirelysafeandfun.com/wp/2006/11/03/nacademo/">here</a> and <a href="http://entirelysafeandfun.com/wp/2006/11/10/nacademo-part-2/">here</a>. Card designs are <a href="http://entirelysafeandfun.com/wp/2006/11/30/nacademo-part-4/#more-95">after the jump</a>.</p>

<div style="border-left: 1px dotted; border-bottom: 1px dotted; float: right; margin-left: 5px"><a href="http://entirelysafeandfun.com/pix/magic/FiendishStacker.jpg"><img src="http://entirelysafeandfun.com/pix/magic/SmallFiendishStacker.jpg" height="279" width="200" /> </a>

<div style="margin: 5px; font-size: 75%; width: 190px; font-style: italic"><em>Photo credit: <a href="http://flickr.com/photos/ancawonka/120399920/">ancawonka</a>
<a href="http://sales.starcitygames.com/carddisplay.php?product=7907">NO SMOKING</a> — <a href="http://sales.starcitygames.com/carddisplay.php?product=3197">Braids</a> hates it</em></div></div>

This week&#8217;s challenge was to follow up on some designs deemed promising in previous challenges; the judges were trying to gauge applicants&#8217; ability to build on existing work. We were given eight cards, and eight sets of designer notes (check out the article for the details) indicating the direction that a hypothetical development team would provide for additional cards. I&#8217;ll present my work in the order that the challenge asks for, and add my comments to each card in <span style="color: green">green.</span><span id="more-95"></span>

<p class="card">Activate Abilities!
1W
Instant (U)
When you play Activate Abilities!, untap target creature.
Untap target creature.
<em>What archer would scorn a second shot before the charge? What healer a second chance to save a wounded hero?</em>
<blockquote style="color: green">This card does the same thing twice, but sideways. Cool interactions of tap-activated abilities and weird combat tricks lie this way!</blockquote>
<p class="card">Skritano Charger
3R
Creature &#8211; Human Nomad Barbarian (C)
2/1
Whenever you play an instant or sorcery spell, for each red mana spent on that spell, Skritano Charger gets +1/+0 and haste until end of turn.
<em>The magefire in the sky speaks to the fire in his battle-mad heart.</em>
<blockquote style="color: green">Nifty linear-design feel comes to common. I like that this guy can still be relevant when you topdeck him on turn ten of a draft game. This mechanic screams &#8220;build-around.&#8221;</blockquote>
<p class="card">Bad Pants
W
Enchantment &#8211; Aura (C)
Enchant creature
Enchanted creature can&#8217;t attack or block, and its activated abilities can&#8217;t be played.
Whenever a creature comes into play under the control of enchanted creature&#8217;s controller, attach Bad Pants to that creature.
<blockquote style="color: green">I have a standing discussion with my friend John about how little Pacifisms can cost. We must have designed a dozen one-mana ones&#8230; but this one is new and has a novel drawback, as suggested by the (slightly incoherent, to be honest) developer comments.</blockquote>
<p class="card">Alurenize
1G
Instant (U)
While Alurenize is on the stack, creature cards you own have flash and cost up to 1G less to play.
<em>&#8220;Look out! A bear! And a spider!&#8221;</em>
<blockquote style="color: green">I&#8217;ve got two combo-riffic Green submissions, each a nod to a beloved enabler of years past (in this case, <a href="http://sales.starcitygames.com/carddisplay.php?product=9483">Aluren</a>). My card, an uncommon, is nowhere near as powerful, but is bait for budget Johnnies. It could be pretty awesome in Limited, too, being at worst a green <a href="http://sales.starcitygames.com/carddisplay.php?product=10576">Flash</a>. As compensation for using the dreaded word &#8220;stack,&#8221; I&#8217;ve kept it as intuitive and simple as possible.</blockquote>
<p class="card">Eurekisko
1G
Sorcery (R)
Each player searches his or her library for an artifact, creature, enchantment, or land card and removes it from the game face down. Then reveal all cards removed in this way. Put each card with the lowest casting cost into play and the rest into their owners&#8217; hands.
<blockquote style="color: green">The second Green combo enabler is my nod to the beloved, yet unplayable, <a href="http://sales.starcitygames.com/carddisplay.php?product=10940">Eureka</a>. Your opponent&#8217;s role in this little mini-game is to second-guess you &#8211; are you <a href="http://sales.starcitygames.com/carddisplay.php?product=8244">Tinkering</a>, are you <a href="http://sales.starcitygames.com/carddisplay.php?product=35347">Tutoring</a>, or are you just playing a really bad <a href="http://sales.starcitygames.com/carddisplay.php?product=9711">Rampant Growth</a>? The color I&#8217;m still a little unsure about, but I&#8217;ll take Eureka as my precedent, I guess. As a bonus, this card is unplayable in Vintage, thanks to its color, and so doesn&#8217;t accelerate the coming Doom of Too Many Tutors.</blockquote>
<p class="card">Burninate
8R
Sorcery (U)
Pyre 2 (You may remove 2 cards in your graveyard from the game any number of times. For each time you do, reduce this spell&#8217;s cost by up to 1.)
Burninate deals X damage to target creature or player, where X is the number of cards in your graveyard.
<blockquote style="color: green">I know that &#8220;tension&#8221; is the most over- and misused word in design. I also think that this card actually exhibits it. It also has a bad case of &#8220;Build around me!&#8221;, as requested &#8211; you&#8217;ll start taking cards that go to your yard as part of your game plan, hoping to maximize Burninate&#8217;s value as a finisher.</blockquote>
<p class="card"><a href="http://entirelysafeandfun.com/wp/%5Cpix%5Cmagic%5CFiendish%20Stacker.jpg">Fiendish Stacker</a>
2BB
Creature &#8211; Minor Horror (R)
1/1
At the beginning of each player&#8217;s upkeep, that player sacrifices a creature, land, or artifact.
1B: Fiendish Stacker becomes an enchantment with &#8220;Creatures you control are copies of Fiendish Stacker.&#8221; (It&#8217;s no longer a creature. This effect doesn&#8217;t end at end of turn.)
<blockquote style="color: green">My goal was to use the enchantment side of this to make all of your creatures into some iconic black guy. <a href="http://sales.starcitygames.com/carddisplay.php?product=10744">Spirit of the Night</a> &#8211; too hard, not black enough&#8230; <a href="http://sales.starcitygames.com/carddisplay.php?product=4815">Avatar of Woe</a>, broken&#8230; <a href="http://sales.starcitygames.com/carddisplay.php?product=3197">Braids</a>, just right. This card seems like it would be really hard to play correctly, the kind of challenge Johnny and Spike will love. Note that although you can &#8220;ramp down&#8221; the sacrifice requirement, it requires mana (which may be in short supply) and then you can&#8217;t really do anything with your inert enchantments &#8211; not even sac them!</blockquote>
<p class="card">Inspired Armorer
1W
2/2
Creature &#8211; Human Soldier (U)
Whenever a card leaves a graveyard, put a +1/+1 counter on target creature.
<em>Wisps of magic leap to her anvil, where she forges the perfect armor.</em>
<blockquote style="color: green">No mention of &#8220;Auratide&#8221; or &#8220;enchantment&#8221;: check. This might even be printable as a common if there&#8217;s a mood for pushing the Auratide mechanic.</blockquote>]]></content:encoded>
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		<title>NaCaDeMo, part 3</title>
		<link>http://entirelysafeandfun.com/wp/2006/11/16/nacademo-part-3/</link>
		<comments>http://entirelysafeandfun.com/wp/2006/11/16/nacademo-part-3/#comments</comments>
		<pubDate>Fri, 17 Nov 2006 03:32:51 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Serious]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/2006/11/16/nacademo-part-3/</guid>
		<description><![CDATA[Previous installments in this series, taking on the Great Designer Search are here  and here.  Card designs are after the jump. 

      
They say border color doesn&#8217;t matter in Magic, or in the great Northern forests.  They lie like dogs.

This week, in the Great Designer Search, we&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p style="font-size: 75%; font-style: italic">Previous installments in this series, taking on the <a href="http://www.wizards.com/default.asp?x=mtgcom/designersearch/home">Great Designer Search</a> are <a href="http://entirelysafeandfun.com/wp/2006/11/03/nacademo/">here</a>  and <a href="http://entirelysafeandfun.com/wp/2006/11/10/nacademo-part-2/">here</a>.  Card designs are <a href="http://entirelysafeandfun.com/wp/2006/11/16/nacademo-part-3/#cards3">after the jump</a><span class="end-tag">. </span></p>

<div style="border-left: 1px dotted; border-bottom: 1px dotted; float: right; margin-left: 5px"><a href="http://entirelysafeandfun.com/pix/magic/BorderPatrol.jpg">    <img width="200" height="279" src="http://entirelysafeandfun.com/pix/magic/SmallBorderPatrol.jpg" />  </a>
<div style="margin: 5px; width: 190px; font-size: 75%; font-style: italic"><em>They say border color doesn&#8217;t matter in Magic, or in the great Northern forests.  They lie like dogs.</em></div>
</div>
This week, in the <a href="http://www.wizards.com/default.asp?x=mtgcom/designersearch/episode4">Great Designer Search</a>, we&#8217;ve been challenged to create cards for the <em>Un-</em> sets — sets of humorous non-tournament-playable cards, traditionally in silver borders rather than the usual black or white, with fun, silly effects not usually available in regular <em>Magic</em>.  They were to be multicolor rares, five of them, all with different color combinations but representing all five colors.

Asking us to design non-regular cards is kind of like cheating.  This is much harder than last week, certainly, and I don&#8217;t think I&#8217;ve succeeded on as many of my designs.  That said, I&#8217;m very happy with a couple — Look! A Monkey! is a card I&#8217;ve wanted for years, and Edibility is my comment on the increasingly verbose nature of rules text for simple, intuitive operations (<em>Un-</em> sets are usually pretty meta, so this would be the place).  I like the idea of the Border Patrol and of pink-bordered cards, but if it hadn&#8217;t been for the multicolor restriction placed on the designs, I&#8217;d totally have cracked open the &#8220;sixth color of Magic&#8221; design space for Pink, with bunnies and ducks and ponies and maybe elephants.  There&#8217;s a little of that flavor in the pink-bordered Duckbunny, which is about the tenth swing I took at the problem of expressing Pinkness, but I&#8217;m still not really satisfied.

The rules this week called for printable names, rather than development names, and art descriptions.  The latter will be following each card&#8217;s text&#8230;<span id="more-93"></span>
<blockquote>
<p class="card"><a name="cards3"></a><a name="cards3"></a>Coalition Wedding
WUBRG
Sorcery
If you control a white-bordered permanent, a black-bordered permanent, a permanent you don&#8217;t own, and a blue permanent, you gain life equal to target opponent&#8217;s life total and draw cards equal to the number of cards in that player&#8217;s hand.
Art direction: The art should show a wedding party, posing for a photo, in tuxes and frilly dresses &#8211; the guy from Alpha Stone Rain, nervously watching the sky, a recognizable white female character from the most recent set, a centaur as depicted on Hunted Horror, and Azami, Lady of Scrolls.  The happy couple could be Baron Sengir and Shauku.

<a name="cards3"></a><a name="cards3"></a><a name="cards3"></a>

<a name="cards3"></a><a name="cards3"></a>

<a name="cards3"></a>
<p class="card"><a href="/pix/magic/BorderPatrol.jpg"> Border Patrol</a>
1WU
2/2
Creature &#8211; Chihuahua Warrior
1W: Target creature gains protection from black-bordered until end of turn.
1U: Target silver-bordered permanent&#8217;s border becomes the color of your choice until end of turn. (The border colors are black, white, silver, gold, and pink.)
<em>They say border color doesn&#8217;t matter in Magic, or in the great Northern forests.  They lie like dogs.</em>
Art direction: It&#8217;s a Mountie&#8230; but it&#8217;s a chihuahua.  Should be easy.

<p class="card">Look! A Monkey!
4GU
Sorcery
Remove your hand, library, and graveyard from the game.  Shuffle another Magic: The Gathering™ deck you own, put it on top of your library, and put a number of cards from the top of your library into your hand equal to the number removed from your hand. Repeat this process for your graveyard.
Art direction: Two mages are dueling.  One is distracted by a monkey; the other one is pointing at the monkey with one hand and grabbing a spellbook from his bag with the other.  A spellbook is lying open, face down, as if it&#8217;s been thrown, next to the pointing mage.

<p class="card">Edibility
BG
Enchantment &#8211; Aura
Enchant creature you control
If enchanted creature would go to a graveyard from play, instead imprint it on Edibility, then attach Edibility to a creature you control. Enchanted creature gets +X/+Y, where X is the total toughness of creatures imprinted on Edibility and Y is the total toughness of creatures inprinted on Edibility.
BG: Target creature not enchanted by Edibility that you control gains &#8220;Sacrifice creature enchanted by Edibility: Regenerate this creature.&#8221;
BG, sacrifice enchanted creature: Gain one life for each card imprinted on Edibility. (As implied by the original flavor text for Grey Ogre, of course.)
<em>Have you ever noticed how modern templating inflates intuitive card concepts into Russian novel-length text boxes?</em>
Art direction: A chihuahua is stalking a marshmallow bunny.  But wait!  It, in turn, is being stalked by the legendary Duckbunny!  WHICH HAS THE SHADOW OF SOMETHING WITH SHARP TEETH FALLING ACROSS IT!  This picture will have to be a little smaller than usual, with the bunny hanging down over the type bar and the shadow falling across the card name.

<p class="card">Duckbunny
2RW
Legendary Creature &#8211; Bird Beast
3/3
Capering &#8212; Duckbunny has haste, flying, trample, first strike, vigilance, and protection from silver-bordered. (You may caper or prance whenever the mood takes you.)
Art Direction: NOTE: PINK BORDER ON THIS CARD.  Duckbunny is a duck bunny.  That is, it&#8217;s a huge bunnylike duck-thing, made out of marshmallows (you can make one yourself with a supply of bunny and chick <a href="http://en.wikipedia.org/wiki/Peeps">Peeps</a> and some sculpting chops).  Tiny pink candy bunnies and ducks should caper around it, or prance.  It is too majestic to be funny.</blockquote>
Coalition Wedding has much of the <a href="http://en.wikipedia.org/wiki/Fetch_quest#Fetch_quest">fetch-quest</a> flavor of <a href="http://sales.starcitygames.com/carddisplay.php?product=3894">Coalition Victory</a>, but then you get all of your opponent&#8217;s resources instead of winning outright.  It has to be WUBRG for that reason.  Border Patrol is blue because of (border) color changing and white for protection, just as it would be in regular Magic if you changed border colors, which is of course kind of novel.  Look! A Monkey! is blue and green for whatever reason <a href="http://sales.starcitygames.com/carddisplay.php?product=41204">Research</a> is; this is a card I&#8217;ve been wanting for all of the ten years I&#8217;ve been playing Magic.  Your opponent looks away, and suddenly you&#8217;re playing with a different deck, but nothing <em>else</em> has changed.  Edibility is black and green because it is life-and-death flavored, and does regeneration, life gain, vampirism, and creature buffing, all while conferring immense card advantage and setting up a cute little ecosystem on your side of the board.  And Duckbunny is red/white because he&#8217;s pink, darn it!  Pink!]]></content:encoded>
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		<title>NaCaDeMo, part 2</title>
		<link>http://entirelysafeandfun.com/wp/2006/11/10/nacademo-part-2/</link>
		<comments>http://entirelysafeandfun.com/wp/2006/11/10/nacademo-part-2/#comments</comments>
		<pubDate>Sat, 11 Nov 2006 01:35:18 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Serious]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/2006/11/10/nacademo-part-2/</guid>
		<description><![CDATA[The first installment of this series, in which I play along at home with the Great Designer Search, is here.  Card designs are after the jump.

      
It could be the Johnniest sentence in Magic: &#8220;You win the game.&#8221;   

In this installment of the Great Designer Search, contestants [...]]]></description>
			<content:encoded><![CDATA[<p style="font-size: 75%; font-style: italic">The first installment of this series, in which I play along at home with the <a href="http://www.wizards.com/default.asp?x=mtgcom/designersearch/home">Great Designer Search</a>, is <a href="http://entirelysafeandfun.com/wp/2006/11/03/nacademo/">here</a>.  Card designs are <a href="http://entirelysafeandfun.com/wp/2006/11/10/nacademo-part-2#cards">after the jump</a>.</p>

<div style="border-right: 1px dotted; border-bottom: 1px dotted; float: left; margin-right: 5px"><a href="http://entirelysafeandfun.com/pix/magic/Child.jpg">    <img width="200" height="279" src="http://entirelysafeandfun.com/pix/magic/SmallChild.jpg" />  </a>
<div style="margin: 5px; width: 190px; font-size: 75%; font-style: italic"><em>It could be the <a href="http://www.wizards.com/default.asp?x=mtgcom/daily/mr11b">Johnniest</a> sentence in Magic: &#8220;You win the game.&#8221;   </em></div>
</div>
In this installment of the <a href="http://www.wizards.com/default.asp?x=mtgcom/designersearch/episode3">Great Designer Search</a>, contestants were challenged to create ten cards to fill ten very specific holes in a set design.  Furthermore, those designs had to work with art that had already been completed for the killed cards.  The rules did permit designers to shuffle the art around among the cards.

Fitting the designs to art was really hard, and I&#8217;m not sure that I did very well on it.  To see each card with the art I selected, click the card&#8217;s name.  I&#8217;ve saved my defense of some of my choices for the 150-word statement allowed the designers.  In advance, I&#8217;d like to say that the Forms are my favorite two designs, and could be the seeds of a megacycle with old favorite <a href="http://sales.starcitygames.com/carddisplay.php?product=24804">Form of the Dragon</a>.  Form of the Child, in particular, is the result of a question I&#8217;ve been thinking about for a long time: how little mana can be charged for the effect &#8220;<a href="http://ww2.wizards.com/gatherer/index.aspx?term=you+win+the+game&#038;Field_Name=on&#038;Field_Rules=on&#038;Field_Type=on&#038;output=Spoiler">You win the game</a>,&#8221; and how easy can the the concomitant requirements be?  It is meant to be an ultimate high-wire act of deck design, and an homage to two great cards in Magic history, <a href="http://sales.starcitygames.com/carddisplay.php?product=24804">Form of the Dragon</a> and <a href="http://sales.starcitygames.com/carddisplay.php?product=35028">Little Girl</a>.<span id="more-92"></span>
<blockquote><a name="cards"></a>

<a name="cards"></a>
<p class="card"><a href="/pix/magic/Conspiracy.jpg">Form of the Conspiracy</a>
BBB
Enchantment
As you play Form of the Conspiracy, choose a creature type.
Whenever no creatures of the chosen type are in play, sacrifice Form of the Conspiracy and you lose the game.
You can&#8217;t lose the game, and your opponents can&#8217;t win the game.

<p class="card"><a href="/pix/magic/Shortening.jpg">Mana Shortening</a>
1U
Sorcery
Tap all lands.

<p class="card"><a href="/pix/magic/General.jpg">Palo, Wizard General</a>
4UU
Legendary Creature &#8211; Wizard Lord
4/4
Wizards you control have flying and &#8220;T: You may tap or untap target creature.&#8221;

<p class="card"><a href="/pix/magic/Waste.jpg">Profligate Waste</a>
R
Sorcery
<em> Squander</em> — As an additional cost to play Profligate Waste, sacrifice any number of lands.  For each land sacrificed in this way, add one mana of any color that land could produce to your mana pool

<p class="card"><a href="/pix/magic/Dude.jpg">Stompy Dude</a>
3G
Creature &#8211; Human Warrior
3/2
Trample
Stompy Dude gets +1/+1 if you control another Stompy Dude.

<p class="card"><a href="/pix/magic/Head.jpg">Gorgon&#8217;s Head</a>
B
Enchantment &#8211; Aura
Enchant creature
When enchanted creature deals combat damage to a creature, destroy that creature at the end of combat.

<p class="card"><a href="/pix/magic/Defender.jpg">Stauncher Defender</a>
3W
Creature &#8211; Human Warrior
2/*
Defender
Stauncher Defender&#8217;s toughness is equal to the number of creatures your opponents control.
Stauncher Defender can block any number of creatures.

<p class="card"><a href="/pix/magic/Dingus-Goblin.jpg">Firemaw Dingus-Goblin</a>
3R
Creature &#8211; Goblin Wizard Mutant
1/2
Whenever a land goes to a graveyard from anywhere, put a +1/+1 counter on Firemaw Dingus-Goblin.  Then, it deals damage equal to its power to target creature.

<p class="card"><a href="/pix/magic/Child.jpg">Form of the Child</a>
2WWW
Enchantment
At the end of your turn, your life total becomes 2. At the beginning of your upkeep, if your life total is 1, you win the game.

<p class="card"><a href="/pix/magic/Twist.jpg">Twist</a>
3G
Instant
Choose one: Destroy target land if R was spent to pay Twist&#8217;s mana cost; or destroy target enchantment or artifact if W was spent to pay Twist&#8217;s mana cost;  or destroy target creature if B was spent to pay Twist&#8217;s mana cost; or counter target spell if U was spent to pay Twist&#8217;s mana cost.</blockquote>
Twist is complicated, but I liked the art.  Land destruction usually goes underdrafted; an early Dingus-Goblin dramatically raises the value of a future Demolish.  &#8220;Squander (Sacrifice x thing)s,&#8221; as seen on Profligate Waste, could be a cool tempo-exploring mechanic.  The common trampler is right on the recent-sets power curve defined by <a href="http://sales.starcitygames.com/carddisplay.php?product=25806">Fangren Hunter</a> <em>et al</em>.  Stauncher Defender is predicated on the assumption that the token creatures we need to control are 1/1s.  One tweak I considered to it was to have its power become equal to the number of creatures it blocks, but I thought that was over curve.  Mana Shortening sits between <a href="http://sales.starcitygames.com/carddisplay.php?product=4933">Mana Vapors</a> and <a href="http://sales.starcitygames.com/carddisplay.php?product=27403">Early Frost</a>.  Palo is a pretty big monster who buffs your other monsters so you can&#8217;t lose in combat!  Gorgon&#8217;s Head is simple but has interesting implications in play.  Johnny will love Forms, and I think they&#8217;re part of a really cool megacycle idea.]]></content:encoded>
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		<title>NaCaDeMo</title>
		<link>http://entirelysafeandfun.com/wp/2006/11/03/nacademo/</link>
		<comments>http://entirelysafeandfun.com/wp/2006/11/03/nacademo/#comments</comments>
		<pubDate>Sat, 04 Nov 2006 01:07:16 +0000</pubDate>
		<dc:creator>Colin</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Serious]]></category>

		<guid isPermaLink="false">http://entirelysafeandfun.com/wp/2006/11/03/nacademo/</guid>
		<description><![CDATA[(card designs after the jump)

 
As an additional cost to break this seal, contravene the Marine Mammal Protection Act.


It&#8217;s National Novel Writing Month, and while I&#8217;d love to participate, I have this job, which takes up about half of my day each day, yadda yadda.  It&#8217;s not like I have a novel that&#8217;s bursting [...]]]></description>
			<content:encoded><![CDATA[<p style="font-size: 75%"><em>(card designs <a href="http://entirelysafeandfun.com/wp/2006/11/03/nacademo/#designs">after the jump</a>)</em></p>

<div style="border-right: 1px dotted; border-bottom: 1px dotted; float: left; margin-right: 5px"><a href="http://en.wikipedia.org/wiki/Image:Seal_on_the_shore.jpg"> <img width="200" height="279" title="Incorporates seal image by Flick user Chylandra under CC license" src="http://www.entirelysafeandfun.com/pix/seal_of_tides.png" /></a>
<div style="margin: 5px; width: 190px; font-size: 75%"><em>As an additional cost to break this seal, contravene the <a href="http://www.nmfs.noaa.gov/pr/laws/mmpa/">Marine Mammal Protection Act</a>.
</em></div>
</div>
It&#8217;s <a href="http://www.nanowrimo.org/">National Novel Writing Month</a>, and while I&#8217;d love to participate, I have this job, which takes up about half of my day each day, yadda yadda.  It&#8217;s not like I have a novel that&#8217;s bursting out of me at this point.  And anyway, what I admire most about NaNoWriMo isn&#8217;t the torrent of <a href="http://catb.org/jargon/html/S/Sturgeons-Law.html">mostly cruddy</a> books that result &#8211; it&#8217;s the expansion of the do-it-yourself ethos to media of which we normally consider ourselves mere consumers.  As an old punk, I can hardly stand against the <a href="http://en.wikipedia.org/wiki/DIY_ethic">DIY</a> tide as it rises to its annual peak.  My outlet: The Great Designer Search, being held by the Wizards of the Coast, makers of <a href="http://www.wizards.com/magic/">Magic: The Gathering</a>.  In brief:

The most ingenious feature of Magic is that new cards are released about three times a year, guaranteeing Wizards a generous stream of income and satisfying players by giving them effectively a new game to play every few months.  Designing so many new cards that are fun is very difficult, and a position on the Magic design team is widely regarded among those who follow games as wildly desirable, a pinnacle of the profession.

So, it&#8217;s not a <a href="http://www.pbs.org/marktwain/learnmore/writings_tom.html">Tom Sawyer fence-painting</a> thing if they offer a design job as a prize in a contest.  They&#8217;ve done so, and fifteen people are in the finals.  The competition among them is playing out on the Web for our enjoyment, with a new design task being assigned to the candidates every week or two.

Given the level of passion many players develop for the game, and given the high number of smart people who follow it, the Great Designer Search has attracted a large number of people <a href="http://theferrett.livejournal.com/819285.html">who</a> are <a href="http://papa-funk.livejournal.com/13163.html#cutid1">playing</a> along at <a href="http://boards1.wizards.com/showthread.php?t=731998">home</a> in a sort of National Card Design Month.  I&#8217;m in!

By the way, if you&#8217;ve given this a shot and want to put your results up somewhere, and they won&#8217;t fit into a comment, let me know (in a comment); I&#8217;ll host anything reasonable.<span id="more-90"></span>

<a name="designs"></a><a name="designs"></a>The <a href="http://www.wizards.com/default.asp?x=mtgcom/designersearch/episode2">current challenge</a> is to create three cycles of cards, spanning all five colors, with a randomly selected card type at each rarity.  One cycle was required to be tight, one loose, the other as you like, with no repetition of effects across the rarities, and each cycle was to be accompanied with a paragraph on the design philosophy embodied therein.  I drew common artifacts (ouch!), uncommon creatures, and rare instants.  Here&#8217;s my work.  Format is: Name (rarity), cost, power/toughness if applicable, type, text.
<blockquote>Seal of Culling (C)
1
Artifact
Sacrifice Seal of Culling, sacrifice a creature: Add BBB to your mana pool.

Seal of Guidance (C)
1
Artifact
Remove Seal of Guidance from the game: Add G to your mana pool. Play this ability only if Seal of Guidance is in your hand.
Sacrifice Seal of Guidance: Put a 1/1 green Elf creature token into play.

Seal of the Flame Rite (C)
1
Artifact
Sacrifice Seal of the Flame Rite: Add R to your mana pool for each card named Seal of the Flame Rite in each graveyard. (Costs are paid before abilities resolve, of course.)

<a href="http://www.entirelysafeandfun.com/pix/seal_of_tides.png">Seal of Tides</a> (C)
1
Artifact
Sacrifice Seal of Tides: Until end of turn, when you play a mana ability of target land, add U to your mana pool.

Seal of Estates (C)
1
Artifact
Sacrifice Seal of Estates: Search your library for a Plains card and put it into play.  Play this ability only if an opponent controls more lands than you.</blockquote>
Mana artifacts have historically been domestic-sedan boring. I wanted to eschew mere uniformity in favor of evoking flavorful non-artifact mana abilities associated with each color. Some historically uncommon effects have been used here at common, but nothing overpowered, I believe.  I like combo potential and have embraced it.
<blockquote>Wonder Twin (U)
2B
Creature &#8211; Minor Spirit
2/2
Other Wonder Twins you control get +2/+1 and have &#8220;B: Regenerate target Wonder Twin.&#8221;
Whenever you control three or more Wonder Twins, sacrifice them.

Wonder Twin (U)
2W
Creature &#8211; Minor Spirit
2/2
Other Wonder Twins you control have +1/+2 and &#8220;W: Target Wonder Twin gains Vigilance until end of turn.&#8221;
Whenever you control three or more Wonder Twins, sacrifice them.

Wonder Twin (U)
2R
Creature &#8211; Minor Spirit
2/2
Other Wonder Twins you control gain Haste and &#8220;R: Target Wonder Twin gets +1/+0 until end of turn.&#8221;
Whenever you control three or more Wonder Twins, sacrifice them.

Wonder Twin (U)
2G
Creature &#8211; Minor Spirit
2/2
Other Wonder Twins you control get +2/+2.
Whenever you control three or more Wonder Twins, sacrifice them.

Wonder Twin (U)
2U
Creature &#8211; Minor Spirit
2/2
Other Wonder Twins you control gain +1/+0 and &#8220;U: Target Wonder Twin gains flying until end of turn.&#8221;
Whenever you control three or more Wonder Twins, sacrifice them.</blockquote>
My &#8220;tight&#8221; cycle is as tight as they come.  The Wonder Twins riff on the <a href="http://sales.starcitygames.com/spoiler/display.php?name=brothers+yamazaki&#038;namematch=EXACT&#038;text=&#038;oracle=1&#038;textmatch=AND&#038;flavor=&#038;flavormatch=EXACT&#038;action=Show+Results&#038;s_all=All&#038;format=&#038;c_all=All&#038;colormatch=OR&#038;ccl=0&#038;ccu=99&#038;t_all=All&#038;z_all=All&#038;critter%5B%5D=&#038;crittermatch=OR&#038;pwrop=%3D&#038;pwr=&#038;pwrcc=&#038;tghop=%3D&#038;tgh=-&#038;tghcc=-&#038;mincost=0.00&#038;maxcost=9999.99&#038;minavail=0&#038;maxavail=9999&#038;r_all=All&#038;g_all=All&#038;foil=nofoil&#038;avail=All&#038;sort1=4&#038;sort2=0&#038;sort3=0&#038;sort4=0&#038;display=1&#038;numpage=25&#038;showart=1">Brothers Yamazaki</a>, the <a href="http://sales.starcitygames.com/spoiler/display.php?name=aurochs&#038;namematch=EXACT&#038;text=&#038;oracle=1&#038;textmatch=AND&#038;flavor=&#038;flavormatch=EXACT&#038;s_all=All&#038;format=&#038;c_all=All&#038;colormatch=OR&#038;ccl=0&#038;ccu=99&#038;t_all=All&#038;z_all=All&#038;critter%5B%5D=&#038;crittermatch=OR&#038;pwrop=%3D&#038;pwr=&#038;pwrcc=&#038;tghop=%3D&#038;tgh=-&#038;tghcc=-&#038;mincost=0.00&#038;maxcost=9999.99&#038;minavail=0&#038;maxavail=9999&#038;r_all=All&#038;g_all=All&#038;foil=nofoil&#038;avail=All&#038;sort1=4&#038;sort2=0&#038;sort3=0&#038;sort4=0&#038;display=1&#038;numpage=25&#038;showart=1&#038;action=Show+Results">Aurochsen</a>, and <a href="http://sales.starcitygames.com/spoiler/display.php?name=&#038;namematch=EXACT&#038;text=&#038;oracle=1&#038;textmatch=AND&#038;flavor=&#038;flavormatch=EXACT&#038;s_all=All&#038;format=&#038;c_all=All&#038;colormatch=OR&#038;ccl=0&#038;ccu=99&#038;t_all=All&#038;z_all=All&#038;critter%5B%5D=Sliver&#038;crittermatch=OR&#038;pwrop=%3D&#038;pwr=&#038;pwrcc=&#038;tghop=%3D&#038;tgh=-&#038;tghcc=-&#038;mincost=0.00&#038;maxcost=9999.99&#038;minavail=0&#038;maxavail=9999&#038;r_all=All&#038;g%5BG1%5D=NM%2FM&#038;foil=nofoil&#038;avail=All&#038;sort1=4&#038;sort2=0&#038;sort3=0&#038;sort4=0&#038;display=1&#038;numpage=100&#038;showart=1&#038;action=Show+Results">Slivers</a>.  If you get two into play, they&#8217;re curve-shattering three-drops; one, on its own, is unexciting but playable and deck-stabilizing.  If the Twins available to draft come up short, add:
<blockquote>Wonder Twin (U)
3
Artifact Creature &#8211; Minor Construct
2/2
Whenever you control three or more Wonder Twins, sacrifice them.</blockquote>
Finally, the loose cycle of rares:
<blockquote>Dismissimo (R)
2UU
Instant
As an additional cost to play Dismissimo, remove a spell from the stack.  (If the spell is a card, remove it from the game.)
Draw a card.

Rainissimo (R)
2RR
Instant
As an additional cost to play Rainissimo, an opponent sacrifices a land.
Rainissimo deals 2 damage to target creature or player.

Shardissimo (R)
4WW
Instant
As an additional cost to play Shardissimo, remove X attacking creatures from the game.
You gain two times X life.

Cachissimo (R)
2GG
Instant
As an additional cost to play Cachissimo, return a land, creature, artifact, or enchantment card from your graveyard to your hand.
Target creature gets +3/+3 and Trample until end of turn.

Barterissimo (R)
3BB
Instant
As an additional cost to play Barterissimo, an opponent sacrifices a creature.
Each player sacrifices a creature.</blockquote>
The rares are designed for splashiness.  I was eager to hack the idea of what could count as a &#8220;cost&#8221; for a spell.  It&#8217;s more elegant than Split Second, requiring no extra rules text anywhere, and embodying my ideal that swinginess should&#8217;t require loquacity in the text box.]]></content:encoded>
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