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New games. First up: Annalise.

4 January, 2009

While waiting for the print version of Mouse Guard, and doing some more development on my police adaptation of it, I bought a couple of new games over the holiday period. The first one was Annalise and then I bought Serial Homicide Unit. Let’s take Annalise first.

Now, it’s no secret that I left a certain flavour of roleplaying behind around 2002. The kind of game where the plot and in-game events are predetermined and where one of the players has the role of being “GM” who in the end decides both in-game events and conflict outcomes and has the final say rules-wise, where the GM is a stand-in for “the System”. In short I consider this a deadly, dysfunctional combo able to kill off any joy and pleasure regarding roleplaying. I might add that I used to think this was the only possible way to roleplay, and I played like that for probably 15 years. What has this to do with these two new games? Quite a lot, because both Annalise and Serial operate without any predetermnation of plot, events, characters, and yet they are both game genres where the player group is solving a mystery.

Annalise is written by Nathan D. Paoletta, who also wrote a game called Timestream and the much talked about Carry – A Game About War. Personally I missed completely when Annalise was released, for two specific reasons: it’s written as a vampire-themed game, and I don’t like vampire-themed games. Plus, I think the title of the game is 100% awful, almost enough for me not to want to buy, read or play it. Maybe Annalise sounds slightly more intriguing of you are American, but to me it’s just a bit daft. I’m also not sure why the game is called Annalise at all, I’ll have to assume that it’s the name of a character that propped up during playtest ot whatever. If that’s the case, I wouldn’t recommend naming your game like that. I want the name to give me a clue about the game. Like Carry – A Game About War or Timestream.

But then I came across this rather cool AP report on The Forge. The PDF is only $12, so what the heck.

I’m still digesting the game text, and after one read I don’t feel confident enough to try and get a game going. But basically it’s a game without a GM in a traditional sense. You can play two to four players, and your player characters are protagonists in what Nathan calls “a Vampire story”. Meaning that soemwhere out there, in the life of the protagonists, there’s a vampire who preys on their vulnerabilities. I’m pretty sure that you can use this vampire metaphor for many other things, and that’s what I’m interested in. The players create characters from scratch and narrate setting and othe elements into the fiction, some of which can be “Claimed” by the players and used later. Each scene focuses on one of the player characters while another player is the “scene guide”, managing GM duties for that scene, as in describing surroundings, other characters etc. Who or what the vampire is is not determind from the beginning, but this shady character will slowly emerge as play progresses and the fiction is created.

Annalise runs on a fairly intricate system where the players can influence the fiction and define “Moments” in the game. Right now I haven’t got a clue how it actually works, it’s not that obvious by simply reading the game text, but at the moment I’m curious and interested.

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One comment

  1. […] 5. januar, 2009 in Annalise, Rollespil, indie Nu har jeg  fået mig et eksemplar af Annalise, og det er Pers skyld. […]



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