This is yet another blog about design for live games, primarily LARP.  It will be largely concerned with the games offered by Badgers and Jam Industries, and the thinking that goes on as we develop games.  There are a few posts in the archive prior to this post, imported from a previous blog on live game design.

Badgers and Jam Industries, at this point, is really just this blog, a domain name, and a collection of historical achievements that are being retroactively claimed as Badgers and Jam games.  Badgers and Jam Industries has been created to unify these things, and because we have some slightly more ambitious plans for the future, that mean it’d be useful to have a unifying pot to keep things in.

So, for the record, a list of the historical achievements of Badgers and Jam Industries:

  • Interregnum – 2008-2009 – old-school Vampire LARP.
  • Testament – 2010-2011 – experimental game about the second coming.
  • Restitution – 2012-2014 – Chronicles of Darkness LARP.
  • Armistice – 2015-2017 – Urban Fantasy LARP about war criminals after the war.

As things currently stand, Armistice has come to an end, and we’re taking some time to  help organise some short form work, while we do a lot of prep work for a bigger and more ambitious offering some time in 2018, of which more anon, in between rambling screeds on aspects of game design.

We vs I

I’m likely to use “we” a lot when writing here, because while Badgers and Jam is primarily the brainchild of one person at present (Alasdair Watson), the games we create are highly collaborative experiences, that require buy in from all the participants, so if “we” talk about “our” design philosophy, or similar topics, it’s because these things do require buy-in from others in the execution.  And because “we” want to involve friends and fellow-travellers under this banner in future, if “we” can.

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