Best Friends (Who Hate Each Other) Every now and then, I trick my friends into busting out some old indie game, precisely because I think it has cool features that are lost to time. As a design community, weāre sometimes pretty bad about learning from our past, which I think is both counter-productive and a crying shame. Most recent case in point: Best Friends from 2006. Have you heard of it? Iām guessing you havenāt. Canonically itās a game about girlfriends who on the surface are (ahem) best friends but are actually boiling with i and jealousy. It was designed by Gregor Hutton, the same Gregor Hutton who made Remember Tomorrow and 3:16 Carnage Amongst the Stars. Iām going to talk about just one aspect of the game which I think is genius: the character creation. What Do You Hate About Them? You start with naming your character. Just a name, and then you stop. You donāt say anything else about this person. No description, nothing. Then our character sheet has a list of five hatreds: I hate ____ because she is prettier than me I hate ____ because she is cooler than me I hate ____ because she is smarter than me I hate ____ because she is tougher than me I hate ____ because she is richer than me Each player secretly puts one other charactersā name in each of those slots (and yeah if you have fewer than 6 players there are rules for how you double up and fill out the remaining slots evenly so everyone receives the exactly 5 hatreds). Then you reveal and count up the number of people that hate you for each reason. That total is your score and how good you actually are at that thing. Youāll get 5 points total, regardless of the number of players. 1 is normal, 0 sucks, 2 is great, etc. So if two of your girlfriends hate you for being richer than them, your Rich score is 2. Youāre rich! If no one hates you for being smarter than them, you are Smart 0 and not a bright bulb. Blair is Pretty 0, Cool 1, Smart 1, Touch 1, Rich 2 Then using that info, you come with the concept for your character. In effect the other players make your character for you, and when you get in conflicts, winning will be based directly on whether your stat is higher than the other person. And when you interact with other characters you immediately know what you think about them. āQuiet, Dana! Blair will figure this out!ā Thatās a pretty sweet way of quickly making characters and relationships all in one fell swoop. But thereās another angle to it that might not be immediately obvious, which is that our opinions of each of other may not be even slightly correct. Letās say I hate Blair because sheās smarter than me (and effectively give her 1 point of Smart). But what if no one else thinks sheās smarter than them? What if two people hate me for being smarter? Because weāre all picking secretly, right? So now I have Smart 2 and Blair only has Smart 1. I am objectively smarter, but I still think Blair is smarter than me and hate her for it. Or maybe another character is smarter but I think Blair is the brains. So you get these tangled scenes where Iām like āOh, Blair will know what to do! Sheāll figure this out!ā while I ignore the smarter character standing right next to her. āQuiet, Dana!ā Whatās In a Name? Another thing that is fascinating to me is that when we make these decisions we know only two things: we know the name of the character and we know who is playing them. I know Joe is playing a character named Lily. Thatās all. Even though you arenāt describing your character, I would bet cash money that the name you pick influences other peopleās decisions. If I name a character Judith does it subconsciously make you respond differently than if I named them Roxy? I think it does. And because I know the player, Iām also choosing a dynamic of play for them, whether I think about it not. Iām saying they should be playing the cooler character, or the smarter character, etc. Of course because everyone else is voting too, the results are nowhere near predictable. But when one character gets a 3 in one score that is really bucking the odds and I think tells you that everyone jumped to the same conclusion (looking at you, Lily). And then we organize a bake sale⦠If Iām being honest, the rest of the game doesnāt have great guidance for making scenes or a story arc (compare it to Remember Tomorrow where each character has story goal, or 3:16 where conquering each planet is a chapter). Itās a pretty common problem for a certain era of games, where a designer would just make a conflict resolution system and then leave figuring out what kind of game to run to the GM ā some extremely popular games do this even now. Of course we are playing GMless (which the rules provide as an option), but even with a GM that part of the game is loose. It hasnāt slowed us down, because we recognized it was missing and made sure to create a current āissueā to focus on. But the character creation and conflict system? Itās clever, fast, feeds directly into role-play, and closely reflects the intended fiction. A+ https://arsludi.lamemage.com/index.php/5492/best-friends-who-hate-each-other/ #bestfriends #hate #smart #because #gregorhutton #blair #rich #pretty #rss #feeds #linksharing #qwibbit