Acts of Liberty Released


Company: 1000mg Games

Contact: James Glover

The 2016 Release of Acts of Liberty

1000mg Games has announced the release of Acts of Liberty, a new roleplaying game using the Prototype System. Acts of Liberty is a story roleplaying game for 2-4 players that takes place in an alternate history. Over the course of four acts, each player assumes the dual role of both suspect and witness as they take turns revealing evidence and building testimonies in an interactive environment.

Cast as both suspect and witness, the players are caught in the crossfire of a democratic movement and an existential threat that seeks to undermine the promise of freedom during the waning days of a pre-Constitutional America. In the uncertain days before ratification, Loyalists, anti-Federalists, and profiteers are reporting their own neighbors for a few coins. Accused of crimes against the state, the players now stand before the Council, a rogue judicial syndicate.

Using the included world blueprint charts, players collaborate or go it alone to combine archetype story elements such as characters, terrains, incursions, and judgments with dozens of descriptors and over 150 interrogatives. No two story elements are alike. 

Inspired by the classic kishōtenketsu narrative structure, the Prototype System relegates conflict resolution to the periphery, and explores the contrast of unique story elements, narrative-bending twists, and dramatic conclusions. All you need to play is a deck of playing cards and a few tokens.

Acts of Liberty is the first game to utilize the Prototype System, with more planned for release in 2017.

Copyright © 2016 James Glover and 1000mg Games. All rights reserved.

Phase 1 Playtest

Before embarking on a vacation to Arkansas, I had managed to whittle down the to-do list for my first game Acts of Liberty to about three items. I felt like it was in a fairly sturdy condition and ready for the first playtest. Right. Afterward, it became apparent that there were still a few things that needed to be refined.

Since then, my to-do list has ballooned again to about 17 items. Which means I’ll be working hard to iron out those wrinkles and prepare for the Phase 2 Playtest. In the meantime, here’s a peek at the cover art:

Copyright © 2016 James Glover and 1000mg Games. All rights reserved.

Welcome Back Kotter

In November of 2015, I retreated to develop a tabletop rpg system and the first title that it would feature. I shut everything down and told myself no incremental updates or teasers until I had something substantial to report. During that blackout time, I halted work on all of my other projects and spontaneous flavors of the month to hunker down, work out the details, and get the damn thing done. I can now see light at the end of the long tunnel, which means development is almost over.

It’s been an incredibly rewarding and educational ride.

When I started this studio in 2014, I had just completed a stint working on half of the Post World Games series 1 Protocols, and a handful of titles that appeared in series 2. I came away from that experience with a strong desire to tell my own stories, and began my search for an interesting architecture that I could incorporate or reinterpret into an enjoyable game system. In the following months, I stumbled upon kishōtenketsu, a classic narrative structure that was used to explore plots without conflict resolution.

Kishōtenketsu has been around for a very long time to say the least, and is featured in many popular art forms such as poetry, manga, and video games. Around 2012, there was a flurry of attention centered around employing it in tabletop rpgs, but then suddenly the topic died off. My research led me to believe it had remained under utilized. In fact, the only game I could find that used the structure was in what would become the second version of Raspberry Heaven by Yaruki Zero Games. In my estimate, the field was wide open, and in late 2015 I chose it as the inspiration for my system.

To be fair, others had shopped kishōtenketsu as a narrative platform for rpgs. However, the overarching opinion was that it was dull or impossible to implement. More popular storytelling frameworks included conflict resolution, and this didn’t have it. The truth was, in Kishōtenketsu there could be conflict, but resolution would not be the focus. I found this to be appealing. Also, the component parts were simple and linear, and could support a variety of themes and dramatic elements.

Right now, the completion of my first game looms on the horizon. I’ll be posting more details in the coming days as we head toward its release, so stay tuned.

Copyright © 2016 James Glover and 1000mg Games. All rights reserved.