Tuesday, 10 November 2009

Let's hope they have another go - The French Invade Texas by Jaap de Goede

The French Invade Texas is an alternative-history (sort of) roleplaying game by Jaap de Goede. Play the role of La Salle, a French explorer and use the King of France's extensive resources to colonise and fight the Spanish. I became a fan of Jaap with Dark Dungeon and I'm proud to say I still am.

If the title itself isn't enough to spur you to read on then perhaps you might enjoy witnessing the gradual slide of blog quality as sleep deprevation causes that thin line between awake and asleep to fade.

The New World and New France

It is clear that Jaap had a Wikigasm when writing this. It is based in the late 17th Century when northern America was colonies (what we call in Europe the Good Old Days). You play out the voyages of Louis XIV's favourite La Salle who popped across the pond for some territory theft. However, the Spanish had got there before, so you'll be stealing some of theirs. They won't miss it. It's buckling of swash with all the interesting elements from that era: native Americans, mystical cities of gold, Conquistadors, pirates and so on.

Character Creation

Crafting your avatar is a point based affair. Characteristics are your attributes - Strength, Constitution, Agility, Perception, Willpower and Charm. They do what they say on the tin. Zero is an average, with positive and negative values placing you either side of it. The skill list is brief but exceptionally useful. One of the characters really should be the French explorer La Salle, who the game is about. Think of it as the team leader, which in our gaming group is code for "The first person in trouble". Jaap suggests that the most capable player plays La Salle. In our group, this would mean the player would was out of the room when the choice is made. You can play one of his compatriots (example PCs straight from the history books) or use them as a starting point.

Mechanics

A stock 2D6 + skill (or attribute) to reach a target number is used. The difficulty level examples are a delight: "15- convince the Spanish Inquisition you are innocent". Critical failures on double 1 and on double 6 you critically succeed and keep rolling, adding the numbers up. Combat is performed in an old fashioned (as in lemonade - you know bitter, bits, no sugar and a hit that makes the edges of your mouth yearn to be near your ears) manner. You take it in turns to lunge and repost. You might find yourself bellowing "Have AT YOU!". You take it in turns to slot each other up a treat until one of you can't any more. If you're not the one on the floor bleeding then you're the winner. Well done you.

History is fun

Ignore the corduroy clad bearded buffoon with the chalk and the dates. History is fun. The bad chaps are really very bad indeed. Genocidally bad. The good guys are mostly bad too. That would appeal to my players, who don't do good and evil. They varying shades of evil. Jaap has included some superb hooks and adventure plots - which are absolutely ideal as there is a lot of background to get your head around.

To do next

Jaap didn't quite manage to complete The French Invade Texas in 24 hours (it took 30), so it is ripe for my usual improvements. As the game is inspired and built upon history, there is a lot of it and it still feels very Wiki in the way it reads. I think it needs a bit of trimming and representing for the modern roleplayer. There are some spelling mistakes and I think the organisation could be improved. On a minor point, the game is written as a game for brand new gamers and I think that's probably not the target market. I'd rather see it written with experienced gamers in mind.

Conclusions

The French Invade Texas is a superb idea that will be bread and butter to history buffs and intriguingly novel to the rest of us. A dark section of European history that is rife for the plundering and yet rarely is so. Written with Jaap's usual flair for English, even the historically illiterate will find La Salle an interesting personality. It is rough in places and can be heavy but like a good rocky road brownie, it's delicious because of it.

Tuesday, 3 November 2009

Illuminate your tired grey matter with the brilliant Nevermet Press

Nevermet Press is a website resource bursting at its seams with superb content you can drop into your existing campaign or inspire your next. It's not just the written word either. For those (like me) who can't stand to read a page of text without some eye candy - there is original art. None of the content is system specific and you would need a mind like granite for it not to blister with ideas. Having ideas is what you do, after all, you're a roleplayer.

Gadzooks, he's reviewing a website

Scoff ye not, PDF snobs! Great content is just that, regardless how its served. Nevermet Press's format is ideal for those browsing for inspiration or short on time. Beyond content, the site has a Forum (which is quiet but does give you a visible opportunity for feedback), RSS feed, Twitter updates, search and a taxonomy system. All you might hope for. I've been sitting on this for a while, waiting for the right time when there was enough content to review. There is now.

Tell me about Content

The content is categorised as:
  • NPCs

  • Player Guide - example characters that players can draw inspiration from

  • Distributed Workshops - where the generic content is given popular system specific statistics to make it even easier to use in your favourite system.

  • Genre Adaptation - difficult to say what this category is but it suggests that one genre has been squished into another

  • Adventure Hooks - idea for GMs with adventure block

  • Short Fiction - slightly out of place here but still worth a read

  • Location - places to go

  • Objects - stuff to find

  • Portraits of a Villain - these are special NPC outlines with more detail than the normal NPCs. Ideal for an arch nemesis

  • Organization - guilds, secret societies and so on

  • Encounter - no wandering monsters here


Quality often suffers with quantity but not so here. Nevermet Press has a band of merry contributors, who all each give a little every so often. This keeps the quality brimming too. Especially with the artwork, which is ceaselessly beautiful.

All the content is system independent but not in a mind bendingly annoying way but in a delightful, tip-toe-through-tulips way. Many of the villains only need a sprinkling of statistics and skills to drop into your favourite game system. In my next campaign, I'm going to use one as a template but I can't say any more as the congealed evil filth that disguise themselves as players have rumbled me an keep an eye on this otherwise untainted blog.

Props

Being a chalky skinned Englishman places me ideally for using the word 'Props'. Not the spinning-death-blades on the front of a piston aeroplane but proper respect. I'm so street, I'm paved. I normally name authors, place them on a plinth and built an altar in the shed but in this community project, it isn't possible. There are just too many. Instead, let my creepy praise be aimed at the Founders: Michael Brewer and Jonathan Jacobs. Michael you may know from the 2009 Ennie Nominated Mad Brew Labs. A superb blog. Jonathan wrote The Core Mechanic, which started around the same time as this blog and was always a rocking read. It is some consolation that Nevermet Press was born from its ashes. He also was a fevered brain behind the Open Game Table an Anthology of the best RPG blogs. Respect to both of you.

How I would improve it

For this section, I am going to remove my flamboyant crimson felt RPG blogger hat and affix my rather severe web designer top hat. All of my comments are based on using the website as a tool for finding something in a full tilt rush.

On the front page I would like the categories front and centre. The tag cloud is good for tags but if I need to find an NPC in a hurry, I want to be able to click to go to a list. I would prefer lists of entries to have just a snippet, with a "read more" link. At the top of each entry, I would like a precis in two lines regarding what the entry is about. I would also like to see a PDF compendium in the future.

Conclusion

In theory, Nevermet Press feels like a RPG project built on Bondai Beach. Michael and Jonathan have bested all RPG community statistics and created a superb content driven site with entries that can actually be used. Nevermet Press is a triumph.

Picture Credits: Masks of Truth by James Keegan, Hidden Kingdom house by Matt Meyer.

Tuesday, 20 October 2009

News! I'm a Dad, 24 Hour compo gets a People's Choice and 2 lite bite RPGs

In this post, I'll explain why I've been a bit quiet on Twitter recently and why service for the next week or so might be a bit interrupted. The 24 Hour competition I ran with 1KM1KT last May is now accepting votes for a 'People's Choice' (you'll need a forum account for that, sorry) and I spotlight a couple of new games that have appeared from a couple of my favourite authors.

I'm a Dad

Felix Lang, my son, was born last Sunday and as you might expect, I'm terrified, tired and time has taken its leave. He's a lovely screamy little thing and we're going to have some great laughs. As a rather unfortunate side affect, the next two weeks of blogging/tweeting might be a touch sporadic while life settles down. May I thank you in advance for your patience! Next week, I have my guest blogger Jason Kline (Chainsaw Aardvark on 1KM1KT) taking over with a review of the Fallout pencil and paper RPG.

Go and vote 24 Hour RPG Competition People's Choice Award

tygertyger, a 1KM1KTite has organised (entirely indepedently of I) the People Choice Award for the last 24 Hour Competition. It's a splendid idea. The standard of games from the entrants was astronomically high and so more recognition is a good thing. Nominations for five categories were collected from other 1KM1KTites and I've set up polls on behalf of tygertyger. Please do go and show your support by voting for your favourite game and please don't let my reviews taint you. Not that it would, dear reader, you probably look upon my gushing, sycophantic outpourings with healthy cynicism.

Thank you for the Birthday wishes

The comment thread after my lambasting of Icar in my last blog post has had me chortling tears of joy. I particularly liked Jonathan Ridd, who read the review before the introduction and rightly thought I was an utter bar steward. A response I could have only ever dreamed. Thank you to everyone for joining in so whole heartedly.

New games from Great Authors

Only one thing makes me happier than receiving an email from a free RPG author letting me know of a new work - that's a free RPG author emailling me about another new work of theirs. Imagine my frothing joy when two emailled me in a short space of time. For your brunch delectation, may I present two lite bite RPGs worthy of your attention.

Chronicles of the Drenai by Dariel Quiogue

Chronicles of the Drenai is a free fantasy roleplaying game based on David Gemmell's fantasy novels. I'm not familiar with David Gemmell but I discovered that he writes heroic fantasy with a dark edge to it. Dariel's RPG is admittedly lite but has enough roleplay material in there for a Gemmell fan to get a good game out of it. I've been a fan of Dariel's work since
Lost in Smaragdis and although Chronicles of the Drenai contains less of Dariel's fevered imagination (being a fan game, of course) it's still worth a look and has gone in the towering review pile.

The Beast of Limfjord by Nathan Russel

The Beast of Limfjord is a beautifully produced free RPG set in the vikingesque dark ages. It has mythic substance to it, rather than trying to reproduce the dark ages accurately. An unspeakable beast is threatening a village and your heroes have returned from a voyage to deal with it. We've had the pleasure of Nathan's company before. In fact, you're probably sick to death of me blowing sunshine up his bottom in regards to Here Be Gamers and the wonderful steampunk city 24 hour RPG of Verge. When it comes to layout and design in free RPGs, Nathan sits in amongst the elite and The Beast of Limfjord is another excellent example of it. I will review it but I'll probably read and send back some sneaky comments to assist in version 2 - then review that.

Tuesday, 13 October 2009

First Birthday - Celebrate by joining me in rubbishing my own game

I have been blogging free RPGs for a year now. 63 posts scribed and 38 games 'reviewed'*. I ran a 24 hour competition, completing my own - Cloudship Atlantis. I've offered advice, started a Dictionary that will one day rival John Kim's and made some great friends.

So, how do I celebrate a year of enthusing and celebrating other people's work? By picking to death my own free game. Think of it as a mix of healthy self critique and an inevitable backlash of being nice for a whole year.

Icar - a dreadful vat of excrement

Icar by Rob Lang is a free science fiction roleplaying game set in a bland, plagiarised future. The fat of other genres has been scraped off and boiled in a stinking vat to produce a stock kitchen sink Sci Fi. Unintelligible rules, disparate formatting and penis inspired space craft are wrapped in a deceptively colourful cover. As we will discover, if you paint a turd then what you end up with is a painted turd.

Character Creation

Icar goes as far to provide a torturously long character creation mechanism that relies upon character classes called 'Skeletons' but fails to provide any. Every familiar term you have become accustomed to in roleplaying has been changed. Classes are 'Skeletons', Attributes are 'Stats' and Skills are... well, Skills but that's purely by accident.

You begin your journey into Icar with defining a character concept. How you are supposed to create a character concept without any idea of how the universe is put together is beyond me. After that, you define your Deviant. A Deviant is a representation of your characters personality. Are you Selfish or Generous? Foolhardy or Prudent? By how much? TELL US NOW! This must all be set from the start - a constricting fascistic approach to character creation. There is no room for exploring the character as you play in the Icar Third Reich.

Statistics can be rolled randomly or point applied (a good example of Rob's indecision - including both systems to bloat an already bursting tome), roll some skills (of which there are hundreds). It goes on. A never ending ocean of options, tables, detail, location based hit points, height, weight, age, hat size and underpant colour and texture. Still with me? Still awake? I forfeited my front teeth when I collapsed against my insufficiently padded keyboard.

Finally, you have the option for rolling randomly for Advantages and Disadvantages (confusingly named Psychotheatrics). Random selection will ruin the character concept you loving crafted at the start. It seems like a cruel final blow in the long struggle to create a character.

All of this is written down on a decimated copse load of paper, the first character sheet looking like the product of teenage nightmare.

Mechanics

Rob is not averse to packing a huge number of different mechanics into a single game. There's one for skills checks. One for close combat. One for firefighting, one for vehicle combat, one for hacking and one for space combat. There might as well be one for doing the dishes and breeding alpacas. Complexity is piled onto complexity, leaving your head spinning and eyes bleeding with the strain.

The close combat system is barely damaging and the weapons make firefighting lethal to the extreme. With no healing rules and no armour in the equipment section, your character can be vaporised in an instant. A horror that sends to back down the snake to square one, character creation. Hacking is so utterly complex that attempting it should be a MENSA entrance exam. It isn't fun. It isn't like hacking. As they say in flying circles: see and avoid.

Robert Lang shuns numbers

The most maddening part of the mechanics is that Rob has arithmophobia. Instead of plainly writing numbers into a nice plain box, you are forced into learning a system of triangles, circles and squares placed in a disc. It's the most senseless waste of game design I've ever had the misfortune to come across. I can write numbers perfectly well, Rob, don't force me to draw little glyphs. This isn't 2000 BC.

Setting

Icar is set so far into the future that most Sci Fi fan will lose interest. Although there are no vestiges of the real world, there is enough plagiarism from other Sci Fi it spawned to make you feel uncomfortably at home. Warrior monks with light swords, power armoured military types who are only mentioned in passing, a race of human-created robots hell bent on killing everyone, big nasty corporations, bland criminal organisations and a virtual world. A cornucopia of cliche. An Empire, which pretends to be benevolent but seems to be so all encompassing to be truly so, rules every minutiae of life. Just about every aspect of Icar is recognisable in a jarring, embarrassing sort of way - as if Rob has not realised that he is ripping off decades of Science Fiction.

It gets worse

The artwork is plain and the simply enormous number of unaffordable weapons, vehicles and space craft is mind boggling. One can only imagine that Rob feels inadequate about his genitalia as penis shaped space craft thrust from every page - pages that pleed to be printed. You can't write down a weapon's statistics in Icar, you must deforest the Amazon. Images scythe through the centre of pages, breaking the flow of text and are unlabelled. And a mystery to the reader. There are inexplicable areas of white space and he has clearly never read my guide to organising an RPG. Only the first of three character sheets is provided in the book, so you have to dig around on the website for the others. I have wasted enough time and bandwidth downloading this drivel, I don't want to be forced to return to the drab website to hunt for more things. The author claims that Icar has been playtested, making me want to set up a fund for those forced to endure years of this nonsense.

Where to go from here

The best thing Rob can do is copy the source files onto a hard drive and fire it into the sun. Then, with funding I will happily supply, chase down every printed copy and toss them into the heart of a nuclear reactor.

Conclusions

I can say without any doubt that Icar is definitely one of the most mind bogglingly dreadful roleplaying games I've read. A disparate, disjointed and disappointing mess. Mechanic heavy with no good reason, childishly decorated with penis space craft and teenage wet dream guns. If you have had the misfortune of laying your eyes on this pustule then I can heartily recommend scouring your eyes with bleach and undergoing a double lobotomy to rid yourself of the memory.

* It could be said that I don't really review the games I write about as I only read them. A fair comment. Ironically, the only game I have played is this one - the one I'm pouring scorn onto!

Tuesday, 6 October 2009

Wild West John Waynery in Big Hearts in Big Country by CC Chamberlain

Big Hearts in Big Country by C.C. Chamberlain is a wild west roleplaying game that aims to replicate the iconic themes of western movies. Big Hearts has one of the best gun fighter mechanics I've ever read, is beautifully presented and you cannot help become engrossed in the love and attention that has gone into it. I can't see you ever needing another Wild West Game.
[Link directly to the PDF]

Characters

Characters in Big Hearts are those heroic, historic do-gooder types. There's filth all over the west (some would argue there still is!) and you are sent in to clean it up. Characters are not specified in Big Hearts, instead they are simply acted. If the GM can describe three words about your character then the difficulty changes given an action. For example, if you have been portraying your cowboy is tender, poetic and quick on the draw and doing so consistantly then the GM will give you a beneficial modifier for seducing the female owner of the saloon.

I have mixed feelings about this mechanic as a replacement to character definition. On one hand it coaxes players into playing a coherent, consistent archetype (something I am in favour of). However it puts a great onus on the player to decide the precise style of their character before play and restricts them from modifying during play to fit into the team.

Mechanics

The GM sets a target number, 10 being the start. You're aiming to roll over that. If your character is believable, you get a negative (beneficial) modifier. The player can then deliver an Acting Job, which urges the player to perform the scene, adding futher modifiers. The dice are then rolled and if the outcome is dreadful then you can spend Goodwill or Clout*.

Goodwill is a representation of how much of a good guy you are and is represented in white poker chips. You can only use Goodwill in positive, 'Good Guy' interactions. A player performs another Acting Job and the GM decides how much Goodwill needs to be spent to pass the check. You use these chips to reroll the dice you don't like. Goodwill can also be used to wrestle control of the narrative. Clout is represented with Blue chips and performs the same object but is used when you want to be mean.

Gun fights are a an entertaining physical affair. You sit on one hand, put the other on a deck of cards and then stare down your opponent. You overturn the cards in your deck, some face up and some face down and then when you think you've got a high value series of cards then you start turning over all the face down cards, roll dice and then reach for a bandana in the middle of the table. Exciting stuff. I'm butchering the brilliance here. As a favour to C.C., please do download Big Hearts and give it a read. Then give it a play.

Sample Adventure

Without me needing to blither on about a lack of setting, C.C. has kindly provided a sample adventure! A sample adventure! Let me exclaim thrice: A sample adventure. And by goodness it's a goody. It's got everything in there: bad baddies, good goodies, a mission, a mercantile and splendid description all. C.C. has also provided plot hooks.

24 Hours and then some

To my overspilling delight C.C. returned to his 24 hour concoction and tweaked, expanded and painted with more grace than was possible in the first 24 hours. The original 24 hour core was excellent but the revised edition is a more polished delight. The layout and graphics are excellent and although it makes for slightly daring printing (a toner killer) the effort that went into giving the book real flavour is obvious.

And next

I would like a character sheet, not for statistics perhaps but instead for recording derring dos, bounties collected or gunfights won. Some kind of record. Perhaps a criminal record? Perhaps a place to record Clout and Goodwill between sessions? Just something. I would like the background to be a shade or two lighter to improve contrast and reduce the toner bashing on printing. Oh and I want another version. Bigger. Better.

Conclusion

Big Hearts in Big Country is an innovative Wild West game that goes above and beyond the call of duty. Mechanics and setting are woven together inextricably. I would happily set C.C.'s game on a pedestal as an example of why you should carefully craft a mechanic to support and uplift a setting. A superb work, many thanks for sharing it with us, C.C.


* I chortled merrily with nostalgic reminiscence when I read 'Clout'. Back when I pretended to attend University, a friend once festered a vat of homebrew 'beer' under the stairs of his dank Victorian townhouse. He referred to it as "Clout". Rightly named too, it managed to floor a mountain of a man whose unenviable party trick was to drink a pint of his own vomit and sing God Save the Queen.

Tuesday, 29 September 2009

Free resources to help you find players

You know you're a gamer, it says so on the label on your underpants. But how do you go about finding other gamers? Unless you live in a very friendly culture, you can't go around yanking on y-fronts and inspecting labels. Instead, wire up your difference engine to your elastic trickery pipe and take a thrilling ride on the global information super tramway. In the name of web journalism, I will be plunging into these sites and immersing myself if their online goodness. All that without any consideration for my own personal well being. How I suffer for you, dear reader!

How are you testing?

In the least scientific manner possible. I shun science! I put myself in your shoes, I want to find a game. I want to find an AD&D/D&D/D&D&DA&D&D&D game and a free game (Jags, Fudge, Icar). I will also search by location. As the internet still orbits the USA, I will pretend I am in Reading UK and in 90210, which is the only Zip code I know off the top of my head. Why? I'll let you figure that shame truth out. I generally found that searching by location was more useful than searching by game.

Access Denied

Inappropriately named and long in the tooth, Access Denied is part of the old guard of player databases. It has been online since 1997 and I can believe that as I found myself on there using a nickname I haven't used in at least a decade! You can search by city or by game. There are 2500 people listed as AD&D and I am not sure how many of those players are still active. I couldn't contact myself, for example. Icar is in there because, well, I probably put it in 10 years ago. I could find gamers in Reading but could not search by Zip code.

Board Game Geek

Board Game Geek is a superb website that concentrates on board games. There is an RPG version, Geekdo but I can't find the game finder on that site, so I used the BGG one. I tried to search for a game in blighty but it only accepted Zip Code. However, when I used my assumed 90210 zip, it did show a lovely load of gamers nearby. They might be board gamers, though and I know a few of them. From a distance. Through binoculars. I liked the Google Maps output, though.

Nearby Gamers

Nearby Gamers is designed purely for the purpose of finding your gamers. It uses Google maps and to get the most, you need to register an account. So I did. I managed to find some gamers both in Reading and in 90210. Gamers and games are categorised by tags, so it was very easy to find free RPGs (under the Indie heading). The level of granularity is just right, you can browse into the tags to find something new or head straight to an old favourite. The design could do with a bit of sprucing up but then so could this blog. I like Nearby Gamers, it works a treat.

Pen and Paper Games

Pen and Paper Games is a forum haunt that I like to drop in on once in a while. It has a registry search, which uses Google maps, of course. There are 9000 users in the database, I can't say how many of those actually appear on the map. I know I don't. Still, if you like having a community around the search facility then PaPG is definitely good for you. The site also lists people as either player or GM, which is a cool idea but what if you do both?

RPG Game Find

New on the block RPG Game Find is a text based tool that once you scroll past the huge header and adverts is a good game finder. Sadly failed to find anything in Reading without hopping on a plane. 90210 did turn up some results but the categorisation of roleplaying games is too coarse for me to locate a free or indie game.

Meetup.com

Meetup is a social networking site that is general purpose and I didn't manage to find too many gamers on there. If you are organising a regular get together, it might be worth a look. I prefer those aimed at Gamers, though.

RPG.Net Gaming Gatherings Forum

If you're not afraid of your post sinking without a trace then the ever active big purple might be for you. It's not really a searchable thing but games are regularly added and you can't fault big purple for the huge number of people on there. I also made good use of their list of player finders thread to compile this.

Conclusions

My favourite? Still Nearby Gamers fits my bill. It does the one job and very well. And I like maps. With Google.

A final thank you to Derek (Little Sherpherd), without whom I would have never ventured to write this post!

Tuesday, 22 September 2009

Glorious multiple personality disorder with Joe in Ten Persons by Daniel Ravipinto

In Joe in Ten Persons every player plays a version of the same person, called Joe, each from a parallel world. Wandering between parallel worlds, you have become obsessed with one Joe called Joe Prime. Your task is to find out what Joe Prime's big decision is and why he's avoiding it. If you have felt that The Free RPG Blog has failed to offer you anything new then Joe in Ten Persons is for you. Designed for a one shot. Joe in Ten Persons was written in 24 hours for the FRPGB and 1KM1KT competition.

Character Creation

Before you start creating the individual Joes, you must decide in which decade he was born. This is important from a time frame point of view. If you choose 1920 then modern day would make Joe nearly 90. It's best to choose an era such that your players are familiar with it. You then choose the setting but more on that later.

Unlike most roleplaying games, you do not create your own character individually but you create ten Joes simultaneously with a pseudo random process. The players engage in some free thinking anarchy and scribble random words on folded pieces of paper, which are assigned randomly to ten Joes. These words act as inspiration for one of the two Statistics: "My Obsession". From there, you decide on a "My Decision" for the Joe you have. You finish by choosing an age that you feel is appropriate to the obsession and decision. Now that all of the Joes have been created, each player picks one to be their character.

Setting

Joe in Ten Persons is set wherever you are. You are encouraged to utilise local landmarks. This is good because stepping from dimension to dimension through time is rich enough without having a detailed setting on top. You could set it in the same universe as your recent roleplaying campaign. The one connection between all the Joes is that they all met someone called Keeton, who showed them how to travel between parallel universes.

Mechanics

The system perches uneasily between a roleplaying game and board game. It shuns its wargame roots giving it a more storygame and less traditional feel. Joe in Ten Persons has a winner. The person to have the most influence over Joe Prime. To influence Joe Prime, you must influence the Joe NPCs. In a turn, you can either increase your influence with a Joe NPC, move the influence from one Joe NPC to another or destroy the influence of another player. These actions are taken by risking existing influence tokens, rolling some dice and roleplaying a scene.

There is considerable help with deciding the scene, although it is driven entirely from the players - there isn't a GM as such. The players compete in these scenes to gain influence and roll dice to decide who wins.

Improvements

[24 Hour Proviso] Joe in Ten Persons is superb. There is very little I can recommend to improve it. The only thing that comes to mind is more graphics. Before you ask to change the record, the graphics are inspired from the excellent web comic xkcd and as such they should be easy to produce in droves.

This didn't win?

Joe in Ten Persons is excellent. It's novel, interesting, thoughtful and exceptionally presented. My biggest problem with Joe in Ten Persons is will a group of players accept it? On two fronts, is it actually fun to play - as the burden is on the group, it requires a good dynamic and people willing just to make things up. Most groups aren't like that. The second, more wintery front is that Joe in Ten Persons is a very difficult sell. How do you go about explaining and selling this to a group? I think it might be just too left field for 90% of gaming groups. The proof is in the playing but getting over that hurdle may be too much for a group to jump.

Conclusions

Joe in Ten Persons is a work of genius. It's inspired. I cannot begin to imagine how it might play but if you read one roleplaying game this year, make sure it's Joe in Ten Persons.