This is a How-To to help you when you’re constructing your own Guestbook characters should you have the drive to do so. (Remember, if you do, let us know so you can be an ‘Official Bootleg’ like all the cool kids.)
So I’m working from a Word template because that’s the program on this machine. We’ll also have a InDesign ‘blank’ I think we’re disributing when we get it finalized, so I guess I’ll be working in that when we have it. But basically here’s what it looks like:
(You know the deal, click to embiggen.)
There are actually only certain sections that I need to worry about. Sections like the Rules and the basic intro are all going to be the same from guestbook sheet to sheet. So too the place for signatures will be handled by the layout so that leaves me with the following to do.
- The Character Story
- The Character Descripton
- Conflicts
- Words
- and of course Story Seeds
I will also have to give consideration for the special hand sign, but that’s still in development, so I can’t give you the inside on that yet.
YET.
So there’s no right way or place to start, but I find the Story Seeds to be the toughest part so I tend to do them last when I’ve figured out everything else first.
Character Story
So this section is what people will first read about the character, in theory, and gives them an idea of why the character is fun. Fun being the operitive word. It should be a little twisted, a little funny, or if you’re doing a more dramatic character really compelling.
Easy, sure, so long as your remember this has got to be in around 100 words. Or, if you prefer, two short paragraphs. So in one hundred words, give or take, you need to:
- Give a feeling for who the character is.
- How they’re in the situation they’re in.
- Potential roleplaying hints, or suggestion of how they might behave.
- A hook to lead them into their seeds.
If you break it down to about one sentence to a paint above, you’ll probably be fine. If you can have each sentence hit on two points, you’re double plus good. Does this seem a little obsessive compulsive? Yeah, it probably is, but that’s me, counting projects down to 100 word blocks if I have to. More importantly, a Guestbook character is a lot like Gaming Haiku. All my favorite forms of poetry are very structured forms, so I’m bringing that to this project. YMMV.
So the character I’m doing right now is the Bonus Character we’ll be distributing at Gen Con Indy this year. (Yay! Woo!) In this case she’s a super awesome badass Space Marine. She’ll be a lose tie-in with our game Machine Zeit, you know, marketing and all that. Anyway, that gives me the following information for the sheet.
A hired gun with skills, experience in dangerous environments, she’s being paid good money to be set up to a derelict space station and scope the place out.
That’s 28 words, not bad. But I feel like I can pack more information into this opening line. I’m going to take out the mention of ‘money’ and replace it with ‘credits’ and adjusting the value attached to something more geeky. That propels the character into a more clear sci fi setting with a different system of income than our own. Also, ‘scope the place out’ is very weak. It says nothing about the character, the setting, or her purpose on the station, and so it’s got to go. After thinking about it a while, (and staring at the word ‘derelict’ while trying to figure out why I can never spell it right…) I decide ‘in search of profit and something far more personal. Something his employers don’t know he’s after.’ With a little more fidgeting, that changes out intro into:
A hired gun with skills, experience in an array of battlespaces and covert opts, she’s gotten a frak-ton of credits in search of ‘sensitive company property.’ That’s not the prize she’s got an eye on, however, she’s looking for something far more personal, and something her employers don’t know she’s after.
That’s about 50 words, and it might be a little obsessive, but I feel like almost every word suggests something about setting, character, mood, or motivation. “Sensitive company property’ and how she’s hiding things from her employers gives a feeling of paranoia and EBUL CORPORATIONS that’s vital to this subgenre as well as our game specifically without harping in too much detail about it. (Battlespace is real term. I found it on the DOD Military terms site. I love research!) Even the word ‘array’ feels better to me than ‘variety’ or other synonym because array has a sci fi military feel to it. Every double meaning you can cram into the character is a good one.
So with that, I feel like why She’s there, who sent her, what she’s after and who she is nicely covered. (There’s a little space between the cold hard mercenary and her search for ‘something personal’ so the player of the sheet can take it in either direction. Roleplaying suggestion, not demand, after all.) Now I just want to give a little more punch to the ‘setting’ and the hook for the story seeds to come and I’ve got a whole 50 words to do it! So I hit up the station itself, again, a tie in to our other game, but it needs to stand on it’s own. In this case, I’ll borrow a bit from our cover copy because these are words that have already been labored over and it saves me some work.
She’s heard the ghost stories about the stations and ignored them. She was wrong. The ghosts are real. Whatever they are, they’re hungry and they don’t like intruders. Whatever else she may be, the Space Marine is an intruder.
That satisfies me on the points I want to cover and gives me plenty of angles for my story seeds to come. That clocks the character story in at about 90 words. (I tend somewhere around 88 words. I don’t know why.) It gives me room for a sentence in case David takes a look and decides I’m missing something. But again, YMMV.
Character Description
This is actually just notes you’d give to an artist to describe what you want the piece. I’d give rough age, possibly body type, important details, what have you. In this specific case, we handed the art over to our cover artist George Cotronis. With him, because we know him as an artist we just gave him the layout requirements, that it’s a female space marine, and step back to wait for the magic to happen. If I were working with a new artist, I might get more specific and I might mention our Artist Guidelines. If you have some Creative Commons clip art you’re tossing in there, or you’re going to draw your own stick figure, you can skip this step.
Words
I actually like to do the Words to Use next, because this is simple and gets me juiced about the character. This is a mix of five verb and five Nouns. (Though, admittedly, I cheat sometimes and use adjectives here and there.) Usually, this process involves putting music on too loud and dancing around in front of my white board until the words spring to mind. Sometimes, like with this character, I can borrow from their profession to help with words. In this case, I’m going to hit up words from the DoD site I mentioned above and maybe some words from the Halo playing community. (If I can stand it.) Or maybe movie and TV related, Battlestar Galactica comes to mind and some words that suggest body horror to go along with the ghosts in the setting. After a little research, I come up with these words.
Nouns: Sticky, Intangible, EMP Intrusion, Trap, Radiation.
Verbs: Frag, Strafe, Agonize, Decay, Freeze.
Again, there’s some double meanings here. (Frag could have been a noun, but I think it says more if it’s a verb.) A lot of your micro setting can be drawn out of these words and some of it took some tightening. For example, at first I used EMP Emitter because that sounded like a cool toy. While cruising the DoD site, though, I saw they had the term “EMP Intrusion” which says so much more with less. Now I could have a device that could do such a thing, or maybe monsters or station environment or whatever you want to do with it when you’re running the sheet.
The other fun thing about the Word to Use is that they’re not for you as a player. When you’re being the Space Marine, you can totally ignore this section if you want. It doesn’t come into play until your running the story for your partner. You have a bunch of words that imply things about your character and your setting, but challenge you as a GM because you have to jam them into the story of a character who has nothing to do with them.
Complications
There’s only three of these babies, and again, we’re going to be using the themes and setting tropes and so on from the character sheet even though they don’t get used by the player during his character turn. I like to draw on cliches or things that would regularly be a problem for a character like this. Why? Well, let me show you. Let’s say, these are your conflicts:
- All Out of Ammo: During your story, being completely out of ammo is going to be a big problem.
- Fracking Piece of Junk!: Some big important piece of technology will fail during your story and hinder you big time.
- This Sucks: In your story, a vacuum will threaten your life.
This is all stuff that ties into a Space Marine in a Sci Fi horror pretty well, clearly, but it isn’t for her. These are complications her player throws at the other player. So, if the other player’s sheet is, say, a teenage super hero trying to pass a midterm without getting caught using her powers, that suggestion of a vacuum may not mean the vacuum of space, it may mean a vacuum cleaner that’s gone wrong somehow. Likewise, say the other player has a fantasy elf princess, they’re going to have great fun trying to figure out what ‘technology’ means within their story for the sake of the second conflict. This is really what this game is all about, twisting your head sideways and telling a short quick story while standing on your head.
And, so far as word count and all, lean on the short. Imply instead of say. I don’t say ‘vacuum can be space or a cleaner.’ I leave that to the players to decide. Ambiguity is a good thing when used on purpose, it’s especially useful in poetry, for example, and as I said, this is much more like poetry than it is like prose.
Story Seeds
For me, for whatever reason, this is THE hardest part of a Guestbook character. Partially because we’ve created some really crazy restraints and partially because I know these seeds are going to be what really inspires stories and I’m LOATHED to have them suck. Basically, these are ten (or nine, we’re working on the layout on that,) three sentence story starters that bloom into the adventure your character is going to go through. So, you look at your list on the character, pick a story seed you haven’t done yet, and tell the other player, your GM, what adventure you’re going to tell with her help. Clearly, every time you sit down to play this game it’s going to be different because the conflicts and so on come from a different sheet and person, but with several seeds to choose from, you have even more variety to play the same sheet over and over again.
How are seeds constructed? Well, first I decide if there’s a theme I’m using, or if I’m just drawing from the character. For example, with The Taco Girl, I wanted most of seeds to be ‘about’ her wanting to help her community and her family. This helped me narrow down what sorts of stories would come out of her hook.
For the sake of our Space Marine, I think that each of the seeds is going to draw from either what she’s personally looking for vs what the Company wants her to look for.
Beyond that, the format is very specific. One sentence to set up the story. One sentence to introduce the main conflict or problem the character will face, and one sentence to tell both player and GM what they character must to to resolve the story successfully. That’s it. That’s all the time you have for your seed. But no pressure, because you’ve already got in your head plenty of methods to help with this micro writing. Here’s my process.
1. Once on the station, you’re free to start looking for your daughter, held in cryostasis from before the crisis that shut the station down. Unfortunately, you’re not the only one looking for your daughter, as a bounty hunter appears on the station and now you’re racing to get to her first. Figure out why this bounty hunter wants your daughter and protect her from him before he can escape with her.
I feel like that’s a fun little seed with plenty of little mysteries to explore, but I think it can be tightened up. A lot actually. For example, we know the Space Marine STARTS on the station, so there’s no need to say ‘once on’ and so on. No need for bridges between the story hook at the end of your character story and your story seed. Start these little monster ‘in media res’ as the smart guys say. (In the middle of the action, if you can’t be bothered to google it and don’t know it already.) Additionally, some of the language can be tightened up and a lot of excess language can be dropped. Honenstly, I wouldn’t try to write the sentences perfectly tight the first time through. You’ll waste a lot of time thinking about doing instead of doing. With writing, especially mircowriting like this, it’s easier to perfect something that exists than it is to create something perfect out of nothing. Write your whole seed first, than go in and trim and adjust. With that in mind, here’s what I cut the seed down to.
1. Your daughter is being held in cryostasis on the station and you’ve got to find her. A cut-throat bounty hunter is on the station with you, he also wants to find your daughter, and it can’t be for any good reason. Get to her before he does or risk losing her forever.
Now, I’ve left some stuff out to make the story more flexible. Finding out why the guy wants her isn’t as important, but mostly that’s because I feel like the player will tend to include that anyway in order for the narrative to make sense as she’s creating it. In this case, I don’t mention ghosts, the evil corps that sent her up or anything like that. The player will again, potentially drawn in from that flavor, or they might not depending on the sort of descriptive words and complications they’re throwing into the mix. I don’t think it’s necessary for each story seed to hit on all points on the character. Quite the contrary, using some and not others gives you more variance out of one sheet and increases the chances for replay which is vital to this game. Three seeds based on the same idea with different parts of the sheets ‘setting’ can help you fill a sheet up pretty fast.
Here are some of the other seeds I’m going to throw on this character.
2. There’s a black box on the station you’re supposed to collect. Not only does it contain the reports of how your husband died up here, but the ghosts of all the other victims up here are trying to protect it from falling into corporate hands. Destroy the ghosts or prove to them that if you get the box, you’ll make sure their deaths are exposed for what they were; murder.
3. Your daughter is being held in cryostasis on the station and you’ve got to find her. Only, your dead husband is up there and he can’t see the difference between friend and foe anymore. Convince him that you are there to help so you can get past the protective spirit before the life support fails and your daughter dies.
4. You know what’s in the hardcopy you’ve been sent up to retrieve, and you know what it’s worth. Due to structural failing, the hardcopy has probably fallen into the lowest section of the ship, through a few ‘circles’ of ghostly-hell. Descend through several floors of ghost infested horrors to find the hardcopy without joining their ranks.
5. They told you it was just some equipment, but as soon as you see it, you know it’s a weapon. So you’ve got a huge radiation-producing megaweapon, but getting out a live with it is going to be hand since it seems to attract the ghosts on the station. Make good your daring escape with the weapon as the ghosts, monsters, and station itself try to stop you.
6. While collecting your bounty, you realize there are still about ten people alive on the station in need of help. They know how to avoid the monsters better than you do, but they don’t know how to survive the mercenaries sent up to ‘erase’ the ‘loose ends.’ Get the survivors out while they help you dodge the ghosts and you help hold off the mercs.
7. The station is supposed to have been ‘dead’ for about six months when you go up. And yet, as you are searching the wreckage for your bounty, your reality keeps getting overlapped by visions of that final fateful day. Don’t lose yourself to the horrific flashbacks of death or get dragged into it by the ghosts who can’t let go.
8. If there’s anything you hate more than bounty hunters, it’s pirates. The station is crawling with a team of pirates up here to steal company property. Fight off the pirates and prevent them from getting to anything too useful without them fragging you and adding your ghost to the community up there already.
9. You’ve been sent up with an engineer who is as brilliant as he is daring. What he isn’t, is prepared for the physical danger of a malfunctioning station full of hungry dead. Keep the man alive while he risks his neck to study what destroyed the station.
Some of these seeds will have identical set ups, they’ll share details, but because of little additions of setting or pieces of background left out, there’s a lot of room to play. Other things to keep in mind while you’re creating your seeds.
- The seeds do not need to be related. They’re only ‘cannon’ in the story they’re used, so even if the seeds contradict each other completely, no worries. (As in the case of number 1 and 3.)
- Cheat if you have to. There are times even the greatest poets broke form, and there’s really no problem with that. If it was good enough for The Bard and Dylan Thomas, it’s good enough for me. (Just try not to do it too much, that’s half of the fun of the creation.)
- You don’t need to use the conflicts or the words in your seeds. Remember, they’re for the other character’s stories. They should fit themes and tropes and so on, but they don’t have anything to do with what happens to this character.
- Be exacting. Ambiguity in idea is good, in word choice it isn’t. Use exactly the word you mean, and use every word you can to fill in colour and concept. Spare nothing. Abuse your thesuraus. No risk of being flowery here, the work is too brief. (Micro writing fascinates me, but that’s another post.)
- Leave room for interpretation whenever possible, but especially in your ‘solution’ sentence. Don’t tell them ‘kill the monster, get the gold.’ Tell them ‘get around the monster, get whatever he’s hiding.’ Solutions that do not require violence are very good solutions indeed. There are plenty of games focused on slaying the monster. This is a game about solving the problem instead.
So, if you happen to still be reading at this point, thank you so much for sticking around, and I really hope you try your hand at this yourself. I look forward to hearing what you do with these sheets in play, in hacking, and in creation.



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