burning your skin rev3 - big bad con · 2016-07-28 · heard of. it freaks you out and you must...

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Burning Your Skin Burning Your Skin (Version 1.0) Entry for Game Chef 2010 Written by: Sean Nittner Play testers: Alec Ransdell, Travis Lindquist, Christina Lindquist and Jessie Stavely. Help with mechanics from: Fred Hicks, Travis Lindquist and Alec Ransdell Inspiration: (Movies) SixString Samurai, The Matrix, (Games) Ribbon Drive, Agon, Don’t Rest Your Head, Apocalypse World, Dogs in the Vineyard (Other) Arabic and Egyptian names pilfered from the Internet. Burning Your Skin is inspired by a game of Ribbon Drive I played at Gen Con 2008 with Joe McDaldno, Justin Evans and Zach Greenvoss. We played teenagers just after graduation on a final road trip before saying goodbye to go to college. The game was immensely powerful to me because it tapped into my own personal longing to live in two worlds, that which I was, and that which I would become. Please send feedback to: [email protected] Take a trip somewhere you’ve never been and you change. Maybe you ate different food, met new people, or found out something new about yourself. I love traveling for a lot of reasons, but self discovery and changing the relationships you have with those you travel with, is the one that fuels this game. Abaset, a small village centered around an oasis in an otherwise harsh and unforgiving desert, is slowly dying. Wells are running dry and a drought is eminent. You are your village's hope and dreams. To become an adult every generation is sent into the desert to burn their skin and now it is time for you to do the same. Your right of passage is a journey to the lost city of Anchenoptra in the hope that you can restore life to your people. As you walk through the desert sands the sun will burn your skin, removing the weakness that was a child and replacing it with the strength of an adult. What will you lose in this journey, what will you gain, who will you become? Terms used in the game: Jihal: Children (literally ignorant ones). That’s you. Teenage boys and girls who have reached the age of majority but have not yet burned their skins. Dhuka: The sun, the antagonist, the inescapable path to adulthood. The GM. This role passes around the table as you play.

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Page 1: Burning Your Skin rev3 - Big Bad Con · 2016-07-28 · heard of. It freaks you out and you must react to something you’ve never seen before. That’s burning your skin. Afterward,

Burning Your Skin

Burning Your Skin (Version 1.0)

Entry for Game Chef 2010

Written by: Sean Nittner 

Play testers: Alec Ransdell, Travis Lindquist, Christina Lindquist and Jessie Stavely.  

Help with mechanics from: Fred Hicks, Travis Lindquist and Alec Ransdell 

Inspiration: (Movies) Six‐String Samurai, The Matrix, (Games) Ribbon Drive, Agon, Don’t Rest Your Head, Apocalypse World, Dogs in the Vineyard (Other) Arabic and Egyptian names pilfered from the Internet. 

Burning Your Skin is inspired by a game of Ribbon Drive I played at Gen Con 2008 with Joe McDaldno, Justin Evans and Zach Greenvoss.  We played teenagers just after graduation on a final road trip before saying goodbye to go to college. The game was immensely powerful to me because it tapped into my own personal longing to live in two worlds, that which I was, and that which I would become.  

Please send feedback to: [email protected] 

Take a trip somewhere you’ve never been and you change. Maybe you ate different food, met new people, or found out something new about yourself.  I love traveling for a lot of reasons, but self discovery and changing the relationships you have with those you travel with, is the one that fuels this game.  Abaset, a small village centered around an oasis in an otherwise harsh and unforgiving desert, is slowly dying. Wells are running dry and a drought is eminent. You are your village's hope and dreams. To become an adult every generation is sent into the desert to burn their skin and now it is time for you to do the same. Your right of passage is a journey to the lost city of Anchenoptra in the hope that you can restore life to your people. As you walk through the desert sands the sun will burn your skin, removing the weakness that was a child and replacing it with the strength of an adult. What will you lose in this journey, what will you gain, who will you become?  Terms used in the game:   Jihal: Children (literally ignorant ones).  That’s you.  Teenage boys and girls who have reached the age of majority but have not yet burned their skins. Dhuka: The sun, the antagonist, the inescapable path to adulthood.  The GM. This role passes around the table as you play.   

Page 2: Burning Your Skin rev3 - Big Bad Con · 2016-07-28 · heard of. It freaks you out and you must react to something you’ve never seen before. That’s burning your skin. Afterward,

Chapter 1: What you’ll need to play As players you’re going to need a few physical artifacts to play this game.  They are listed below: 

Players. 2‐5 of them. 

Character sheets (can be printed off from the last page of this PDF) 

Six‐sided dice.  Lots of them and preferably in four different colors. 

A sun token to represent who is taking the role of the Dhuka.  You can use a coin, a pocket mirror, or anything else that seems fitting to you.  For convenience I’ve included a sun token that can be printed and cut out. 

A good source of names. I’ve included a few throughout the game and at the end, but as a really excellent resource for this game and just about any other, I highly recommend the Story Games Name Project by Jason Morningstar. 

Chapter 2: What is this game about? To capture a story of change and of being viewed as an adult whether you are ready for it or not, we’ve got two mechanics, change and burning your skin.  Change is what the game is about, what happens to your characters on this journey.  It’s what I care about seeing.  But it’s not going happen on its own, something has to push you forward and that something is the crispy sound of burning your skin. Crazy happens. Raiders attack your caravan, a camel is lost and has to be found, your water runs out, strangers invite you into their home and speak to you about gods you’ve never heard of.  It freaks you out and you must react to something you’ve never seen before.  That’s burning your skin.    Afterward, you talk about it, with the people you meet, with your companions, with your god, or with yourself.  You’ve never seen it before and the experience changes who you are.  You’re still young, there are all kind of possibilities in front of you, but they won’t be there forever.  When your skin in burnt, like cookies, you’re ready to come out of the oven and like it or not, you’re an adult now.  

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Change  I’ll talk more about this in character creation and in game mechanics but it’s got to go up front that change takes place in a specific way.  There are three things I care about in a journey.   Hope ‐ Beyond the mission (finding the lost city) what do you want to see or do on this journey?  Will that hope be accomplished or squashed? Fear ‐ Outside what you know the world is full of danger and opportunity, what do you fear finding? Will you confront that fear or run from it? Faith‐ What do you believe is true; believe so much it is a part of you? Your experience will change when you travel and are exposed to new thoughts, new ideas, and new culture. What affect will this have on your faith?  Hasina turns to her companions “That scared the hell out of me. Who thinks its okay to leave a camel unattended? I never thought they could move that fast. Three hours of searching for it and all I got for it was nearly falling off that cliff edge. I thought crap like how many camels you have mattered; right now I’m just happy I’m alive....”  

Burning your skin  The desert is very real and it will turn you into an adult regardless of whether or not you're ready for it.  This manifests in challenges which will either:  

Force you to ask questions about your beliefs (is my fear of being left alone going to drive my friends away?), or make definitive statements about them (my hope of being a great leader will be fulfilled when I bring water back to the village), or  

Listen as the others describe how you’re becoming an adult (“Did you see Iman face down that merchant?  She looked like she was going to cut his head off if he tried to haggle her down any further!”) 

  Burning your skin is the limiting factor to put pressure on the discovery.  This is a pacing and urgency mechanic to keep the game moving forward and the action going after a moment of reflection in the change scene above. 

 

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Epilogue: Who have you become?  When your skin is burned, the city is found, its contents a reflection of what your learned.  Is the world a horrible place full of selfish people?  Perhaps the city is ruined.  Is the desert populated by people who have found away to exist despite all odds? Perhaps the city is humble and broken but provided enough sustenance for the journey home.  Each character will reveal what the find in the city as a reflection of how they view the world and reveal how they have changed.  This may lead to a very incongruous city filled with waterfalls and famine all at the same time, that’s okay.  The city is a reflection of who the Jihal have become, and it’s unlikely they’ll be very much like each other.

Chapter 3: How does it do it? Each player will create a Jihal, or child on the verge of adulthood, with a hope, fear and faith that they want to explore in the game.  These have to be things that the players are curious and uncertain about.  There may be some break between the player and the character here, that’s awesome.  Your Jihal should firmly believe in their faith in their father’s teachings for instance, but as a player don’t decide up front if whether or not you believe in them.  If you already know the answer, pick another value to explore. (c.f. Character Creation below)  

Once your character is created they are ready for their journey, where the Dhuka (sun, antagonist, GM) will test them by burning your skin.  This starts with a simple trial before the journey begins to familiarize players with the game mechanics and set your Jihal on the path of becoming an adult.  (c.f. Accomplishments in below)  

Recap: What is this game about?

Change – How the characters grow, making statements about their hope, fear and faith. Burning Your Skin – The challenges which prompt this growth and inevitably lead to adulthood. The sun

both physically and metaphorically burns the child away. Epilogue – After the Jihal is an adult, they will reach Anchenoptra and describe it as a reflection of how they

see the world at large.

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Following each of these trials the characters will begin their journey and set out into the desert is search of the lost city Anchenoptra and of self discovery. (c.f. Chapter 4: The play’s the thing below) 

Character Creation  Making a character (Jihal) is loud and public.  Don’t scribble down notes silently, share what you’re thinking.  There are only six things to decide on your own, so make sure to share them with everyone.  Note: If you’re still that person intent on hiding in a corner to make your character, this is going to compulsory pretty soon, so do everyone a favor and just shout out your ideas, you’ll have to sooner or later anyway. 

Each player will create an adolescent character (Jihal) on the verge of becoming an adult.   They are about to be sent into the desert, where their skin will burn and then will return an adult.  To complicate this further, their village Abaset is beset with a drought and they have been sent to find the lost city Anchenoptra in hopes of finding salvation for their village.  

Pick a name.  I’ve flavored this game with desert culture names; Egyptian, Arabic and Native American.  They are intentionally incongruous and evocative.  Choose a name that feels appropriate to the genre of desert cultures rather than a particular setting.  Perhaps this is only your child name and you’ll receive another when your skin is burnt, or maybe you have many names to depict your heritage.  For convenience sake I’ve included some list of sample names at the end.    Let everyone know your name.   

Choose a role in the village.  This could be a profession like herder or smith, an outlook people have about you like troubled child, or promising leader.  Whatever this is, it’s something that comes from your community.  You may enjoy, hate or ignore this label, but it’s not the sum of who you are, just what people expect of you.  Discuss your role with the other Jihal, get a sense of hierarchy and relationships based on your roles in the community.  Hope.  You’ve been sent by your village to find the lost city Anchenoptra. Also, in this process you’re inevitably going to become an adult.  So pick something besides those two that your Jihal hopes for on this journey.  This should be something you as a player want to explore in the game.

Hasina’s hope is to see the devil reef, an inescapably high cliff that is said to look out over the abyss itself. A place she has heard people can speak to their ancestors.

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Fear ‐ Outside what you know the world is full of danger and opportunity, what do you fear finding? Will you confront this fear or run from it? 

Al-Faruq has head that people outside of Abaset are mindless savages. He’s a xenophobe, afraid of everyone outside his culture.

Faith ‐ What do you believe is true; believe so much it is a part of you? 

Cochise says his trust is in his own steady spear hand.

Iman says she believes in the teachings of her father.  Get your starting dice pool – Preferably with four different color six‐sided dice, divide 12 dice amongst your hope, fear and faith (each of different color) and then take a single burn die which represents the beginning of their journey to adulthood.  The more dice you have in any pool the more you will explore it in game and the less likely you’ll be able to completely resolve it before you become an adult.  The fewer dice you have, the closer you are to making a concrete decision about the value.  Each pool must have at least one die.

Hasina decides she’s equally interested in all of her values, so she splits her dice pool evenly.

Page 7: Burning Your Skin rev3 - Big Bad Con · 2016-07-28 · heard of. It freaks you out and you must react to something you’ve never seen before. That’s burning your skin. Afterward,

Al-Faruq is really interested in his fear of other cultures, but is pretty convinced he knows where is faith is going, so he weights his pool towards fear and hope.

Find out what the others think of your Jihal.  Make sure everyone has heard your values (hope, fear and faith) and then find out what they think.  Ask one other Jihal at the table to tell you something about how they or your village sees you.  Mark these down next to your role as they will inform future results.   

Iman tells everyone her values and then asks Cochise to tell her what he sees. Cochise tells her that other women in the village envy her beauty and fear she will temp their husbands when she comes back as a woman.

 

Accomplishments – Learning the game  

Even in the village you have faced challenges that would slowly turn you into an adult.  Before leaving for the journey, each Jihal will chose whichever value (hope, fear or faith) that has the highest die pool (they can choose in the result of a tie) to be tested.   One of the other players will pick up the sun token (see Chapter 1: What you’ll need if this doesn’t sound familiar) announcing them as the Dhuka (or GM) for this scene.   

The Dhuka will review the value chosen and frame a scene that will present some obstacle to that value.  This is Burning your skin. 

Page 8: Burning Your Skin rev3 - Big Bad Con · 2016-07-28 · heard of. It freaks you out and you must react to something you’ve never seen before. That’s burning your skin. Afterward,

Cochise picks his faith in his strong spear arm to test. The Dhuka decides to complicate this a little and tells Cochise that during practice a spear flies wild, misses the target, and hits a clay pot full of camel’s milk, shattering it instantly. A furious merchant howls at the children. He does not know whose spear it was but he blames Cochise who is the oldest of the boys. He threatens to tell his parents, which would surely make them furious.

The Jihal must react to this challenge by stating intent (Cochise will tell his parents it was an accident but it was not his spear that broke the pot) and then picking any number of dice from the appropriate pool plus their one burn die and rolling them.   

If two or more dice match, the Jihal describes the outcome, flavoring the narrative with how their hope, fear or faith guided their actions.  The Jihal also removes one of their dice from that pool, indicating they are getting closer to resolving this value.  If none of the dice match another player (anyone but the Jihal) narrates the outcome, describing what it looks like from the outside. (Note: Protected as you are inside the village of Abaset, there is no reason for you not to roll all of your dice in this first test; it’s just to learn how the core mechanics works.  Danger will be afoot as soon as you head out into the desert) 

Cochise has four dice in his Faith pool as well as one Burn die. He rolls all five. He’s got nothing to lose. He at least two dice match, so he describes how even though he’s honest with his parents they scold him and pay the merchant. They tell him he had better learn to hunt with that thing, so it might be of some use. Cochise removes a Faith die from his pool and is that much closer to knowing for sure if he can always trust in his steady spear hand.

 After each Jihal has completed their accomplishment, the journey into the desert begins. 

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Chapter 4: The play’s the thing 

 This is how it works.  From here until the Epilogue the game will proceed by repeating a pattern of Burning Your Skin (which a simple version was sampled in the Accomplishments above) and Change.  Both will be described below as well as the trigger to start the Epilogue. 

One player will elect to take the role of Dhuka, the sun, to challenge the others.  To make it clear the Dhuka will hold the sun token (any coin, hand held mirror, or symbol of the sun you choose.   I’ve provided a sun you can print and cut out for convenience at the end of the PDF). 

The Dhuka will describe their travels (at first out of the village, but later whoever takes this roll will simply continue from the last Change) and then build a scene around one of the other Jihal and one of their values (a hope, fear or belief).  Other Jihal should be included as necessary as appropriate to the scene.  The components of the scene are: what’s going on (you’re feeding the camels), whose in the scene (Hasina is holding

Recap: How does it do it?

Character Creation

Choose name, role in the village, an important hope, fear and faith that you want to investigate in game. Assign dice to your Hope, Fear and Faith. Divide 12 dice amongst the three pools, each pool must

have at least one die Add one die to the Burn pool. Reveal your values to the other players have one of them tell you something they see about your

character from the outside.

Accomplishments

Each player will take the role of the Dhuka to challenge another. The Jihal challenged will roll all the dice from the respective pool plus their burn die. On a match they narrate the outcome and remove a die from that pool. Otherwise another player narrates how they look from the outside.

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the reins while Iman feeds them) and then starts Burning Your Skin (The Dhuka knows that Iman’s fear is being alone, so he set up a burning to separate her from the caravan “A wolf, hungry and desperate approaches. A camel bucks and breaks free, it’s about to run off, what do you do?”).  Burning Your Skin doesn’t have to happen immediately, it’s good if you want to start a scene with some sudden or explosive action but it’s also just fine to let the Jihal wander and explore for a time before facing them with this challenge. When the challenge is presented, however, it’s time to see what the Jihal is made of.

 

Burning Your Skin 

At its core, Burning Your Skin works like the Accomplishments above, but adds some risk as well as a follow up scene called Change where the Jihal will reflect on the encounter.  So you don’t have to go looking back at the Accomplishments, I’ll go through the whole system here, but it should start looking familiar. 

The Dhuka has created a challenge that will test one of the Jihal’s values that still has dice in the pool (see below for what happens when the pool is empty, for now just note you can’t challenge an empty pool).  To respond the Jihal will pick up one or more dice in the pool plus all of their Burn dice, roll them, and look for at least two dice that match.  If there is at least one match, the Jihal narrates the outcome. If not, one of the other players does, from and outside perspective (i.e. how others see the Jihal).  See, pretty similar so far.  Here are the additional complications: 

If there is a match, the Jihal must flavor the narration of the scene with the dice that matched.  If both of them came from a value, the Jihal can continue to be innocent, and full of wonder or questions.  If there is a single Burn die in the match, the Jihal must resolve the challenge with a degree of pragmatism and responsibility.  If both match dice are burn dice, the Jihal must resolve the challenge in a manner that is expected of them. 

If there are any 1s rolled, a Burn die is permanently added to the pool, reflecting how the Desert is turning them into an adult. 

A die is only removed from the Hope, Fear or Faith pool if both dice that matched came from the same pool.  I’ll get into the how this is different in the Change section below, but for the mechanical bits, know both match dice need to be from the same pool to remove a die from the value. 

Al-Faruq has that big fear pool the Dhuka just knows he wants challenged. In their travels Al-Faruq’s caravan bumps into the strangers on the road who speak a language he doesn’t know; it sounds rough, guttural and crude. One of the others in the caravan understands them and it looks like they

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are making some kind of deal. Al-Faruq can’t figure out what they are saying but every so often the stranger leading the negotiation looks at him with an appraising eye that send chills down Al-Faruq’s spine.

The player really wants to win this one. He’s got a big Fear pool after all, why not roll it. Well, he got what he wanted, but at a price. He rolled a 1 (three of them in fact but that doesn’t matter) so he’s adding another die to his burn pool. Since the dice that matched were both from his Fear pool, the player describes Al-Faruq facing his fear and trying to communicate with the strangers, revealing that he means them no harm.

 

 

Later in the game, Al-Faruq must face his fears again. This time though he’s down to 2 dice in his Fear pool and up to 4 in the Burn pool. He rolls all six hoping to get a match from either color and get closer to overcoming his fear, but knows by this time Al-Faruq has been hardened by the desert and chances are, he’ll have to respond to his fears based on others expectations, perhaps hiding them, or creating making up justifications for them.

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Sure enough, he gets a match, but it’s a mix of Burn and Fear, meaning he’s torn between confronting his fears and hiding them. Worse yet, he rolled another 1, so his Burn pool goes up again.

 

Change  

After each Burning Your Skin, the character will have a moment of reflection, flavored by the outcome of the roll made during the challenge. 

If there was no match and another player described how the Jihal appeared, then the scene should be between those two, discussing what happened.   At the end of the discussion the other player will make another statement about how the Jihal is seen by others, which the player will write down next to their role.  

 

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If there was a match the player will have their Jihal talk to whoever they want, another Jihal, their god(s), the sand, other members of the caravan, or strangers for that matter.  The player will do some brief exposition about how their value has changed or been re‐enforced and then write that down on below their respective pool.  The only restriction on the narrative is that it must be flavored by which pool(s) the dice that matched came from.  If they were both from a value (Hope for instance) the reflection should be optimistic, flexible, and eager.  If the match was mixed, the reflection should be conflicted and strained.  If both dice came from the Burn pool, it should be pragmatic and responsible. 

Iman has Faith in the teachings of her father, but in the last scene her match was a mixed result. She pulls Hasina aside and confesses that her father is a good man and even though he says she should follow her dreams, he has raised her to be a bride and earn him a handsome dowry.

 

Check for Endgame conditions 

There are a couple ways in which the characters will permanently grow.   

If all dice are removed from a pool, they have decided on their value (Hope, Fear or Faith) and are ready to face adulthood (at least in that regard).  That pool can no longer be challenged in a Burning Your Skin scene.  The player should describe their Change scene with an air of finality. Happy or sad, they have decided what they believe. 

If the Burn pool has reached 7 dice or if six statements have been written near their role, they Jihal has become an adult, whether they were ready for it or not.  This character will not have another scene until the Epilogue (when all of the characters are adults) but they may still act as Dhuka, describe how another Jihal is seen or be in other Jihal’s scenes.   

When all of the Jihal have become adults, move to the epilogue.   Otherwise pass the sun token to another player and have them take the role of Dhuka.   

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Recap: The Play’s the thing?

Burning Your Skin

One player will take the role of Dhuka and challenge an unresolved value (Hope, Fear or Faith) of another Jihal. The Jihal will roll their Burn dice plus one or more dice from the respective value. On a match they narrate, flavored by which dice made the match.

o One die is removed from the value pool if both the dice that matched were from the same pool. If there isn’t a match, another player narrates how the scene looks from the outside. If any 1’s are rolled, add a Burn die to the pool.

Change

A reflection scene either describing how other people have defined the Jihal or what discovery the young one has made about themselves.

Check for End Game conditions

If a value pool is empty, the Jihal has resolved their belief and is prepared (at least in that regard) to become an adult. If the Burn Pool reaches 7 or six statements are made by the Jihal’s role, the desert has burned their skin, making

them an adult. They won’t have another scene until the Epilogue.

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Chapter 5: Epilogue  This is a straight copy and paste from the introduction with some notes added at the end. 

 

When your skin is burned, the city is found, its contents a reflection of what your learned.  Is the world a horrible place full of selfish people?  Perhaps the city is ruined.  Is the desert populated by people who have found away to exist despite all odds? Perhaps the city is humble and broken but provided enough sustenance for the journey home.  Each character will reveal what the find in the city as a reflection of how they view the world and reveal how they have changed.  This may lead to a very incongruous city filled with waterfalls and famine all at the same time, that’s okay.  The city is a reflection of who the Jihal have become, and it’s unlikely they’ll be very much like each other. 

 

The Jihal, now adult should have a character sheet filled with notes about what they believe and how the world has shaped them.  Have their dreams been fulfilled or were they lost in the business of being an adult.  All of these things should affect the epilogue as the city is a metaphor for your lot in life. 

 

Chapter 6: Why is this fun? Being a kid on the edge of adulthood (heh, look I brought in the “edge” ingredient too) is scary and exciting all at the same time.  There are so many expectations put on you and people all act like you’re ready for them.  This game you get to try and make it out the other side knowing what you believe.  Maybe you won’t have it all figured out (mechanically speaking it’s pretty unlikely) but you’ll have given it your best shot.   And if you love personal tragedy and unfulfilled dreams, then this is your game for sure. The desert is tough, it’ll burn you up, and you’ll love it. 

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Chapter 7: Fiddling with the dials? Why 7 Burn dice, or six statements?  Well, because it seemed like a pretty good number.  And… after you’re rolling 6 dice, you’re going to get a match no matter what.  But, this game hasn’t had the benefit of extensive play‐testing.  The numbers may be too high or low.  Burning Your Skin should be able to run in a single session or a very short campaign (2‐4 sessions).  The story by nature has to be short as the desert just won’t give you more time.  That said, you might find one condition gets hit too fast or too slow and I heartily recommend turn the dials some if you feel that’s the case.  Just know if you get over 6 dice in a pool, chances are you’ll start having to look for 3 or more dice that match to create a challenge there. 

 

Supernatural.  Are their Dune style sandworms out there? Djinn? Sorcerers?  Heck if I know.  Burning Your Skin is intentionally setting‐less.  I mentioned god or gods a few times in the game because religion is a part of culture, but the game is utterly unaffected by the level of supernatural and/or spiritual faith in the game.  Have fun with it. 

 

Chapter 7: Feedback This is a Game Chef 2010 entry. Written in a week.  Is it worth perusing and turning into a fully fledged game?   I really won’t know without feedback.  Please send any thoughts you have to [email protected].   I thank you in advance for trying out my game and would love to hear anything your thinking about it. 

 

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Appendix A: Desert Culture Names Male Names 

Aban, Abbas , Achak, Adjo, Ahiga, Ahmik, Ahmose, Ahote, Akhom, Alosaka, Amenemhat, Amenhotep, Anpu, Apenimon, Ashkii, Aten, Azizi, Badr Al Din, Baraka, Bes, Bimisi, Busiris, Chayton, Chochokpi, Chogan, Chuma, Chunta, Dabir, Dakarai, Dhul Fiqar, Dohosan, Elan, Enapay, Esam, Etu, Fadil, Faisal, Farid, Fariq, Faruq, Fawzi, Fenuku, Ghassan, Ghazi, Guyapi, Haddad, Hadi, Haji, Hakan, Hakeem, Hamal, Hanif, Haroun, Hasani, Hawiovi, Hesutu, Hilal, Hinto, Honani, Honovi, Husam, Idogbe, Ihsan, Imad Al Din, Imhotep, Irfan, Ishaq, Ishaq, Istu, Jabir, Jafari, Jalal, Jamal, Jawhar, Kadeen, Kafele, Kaga, Kaliq, Kangee, Kaphiri, Karif, Kasib, Kestejoo, Khai, Khair Al Din, Khaldun, Khalfani, Khalid, Kono, Kwatoko, Lapu, Latif, Leyati, Lokni, Lonato, Mahir, Mahkah, Mahmud, Majid Al Din, Malik, Marzuq, Maska, Maskini, Matwau, Meti, Mingan, Mohammed, Moki, Moswen, Motega, Mu'Ayyad, Mufid, Muhsin, Mukhtar, Nadhir, Nadir, Nahele, Najjar, Nasim, Nawaf, Nawat, Nizam, Nkuku, Nuri, Odakota, Odji, Ohitekah, Okpara, Osaze, Osiris, Oya, Patwin, Ptah, Qasim, Qutaybah, Radi, Rafiq, Rahman, Rashad, Rashid, Rashidi, Riyad, Saad, Sabola, Sadiki, Sa'Eed, Sahale, Sahir, Sakima, Sami, Saud, Sayyar, Sekani, Seth, Sewati, Sik'Is, Sudi, Taima, Talib, Tariq, Teetonka, Thabit, Tor, Tutankhamon, Umar, Unika, Ur, Wafid, Wafiq, Wahkan, Wakhakwi, Wapi, Wati, Weayaya, Wohehiv, Ya'Qub, Yasin, Yasir, Yiska, Yusuf, Zahir, Zahur, Zuka 

Female Names 

Abia, Abida, A'Dab, Afaf, Ayishah, Alimah, Amani, Amber, Anan, Asima, Ayah, Badra, Bahiya, Bari'Ah, Batul, Bilqis, Dahab, Duha, Falak, Fatinah, Firyal, Ghayda, Hadeel, Hadiya, Haifa, Hanan, Hessa, Husniyah, Iman, Intisar,  Jala', Johara, Karida, Lamis, Layla, Maha, Makarim, Manar, Mawiyah, Mayyadah, Nabihah, Nadia, Nadwah, Najat, Najiyah, Nashida, Nasira, Nawar, Qubilah, Rabab, Radwa, Raja', Rasha, Rayya, Rihana, Safa, Sakinah, Salwa, Sana', Shadiyah, Suhayr, Thana', Wafa', Wahibah, Widad, Yamha, Yasmeen, Zahra', Amisi, Azeneth, Dendera, Djeserit, Ebio, Ekibe, Eshe, Fukayna, Halima, Hasina, Heqet, Ife, Jendayi, Kesi, Khepri, Masika, Monifa, Mukarramma, Mut, Naeemah, Nafretiri, Nailah, Nathifa, Nuri, Odjit, Paniwi, Rabiah, Rashida, Rehema, Sabah, Salama, Sanura, Shani, Shepsit, Siti, Tameri, Theoris, Zahra, Zesiro, Abetzi, Aiyana, Alaqua, Altsoba, Angeni, Aponi, Aquene, Asdza, At'Eed, Ayita, Catori, Chenoa, Cocheta, Doba, Dyani, Etenia, Halona, Helki, Huata, Huyana, Imala, Isi, Kachina, Kanti, Kasa, Kaya, Koko, Kuwanlelenta, Lenmana, Liseli, Macawi, Mahu, Mai, Maka, Mansi, Memdi, Mika, Namid, Nara, Niabi, Nidawi, Nukpana, Ogin, Onawa, Onida, Pakwa, Pakuna, Pati, Salali, Shima, Sisika, Soyala, Tadita, Takala, Takchawee, Takhi, Tala, Una, Waki, Waneta, Winema, Wyanet, Yamka, Yoki, Zaltana, Zihna, Zitkala  

 

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Appendix B: Props  

A sun token for you to pass around 

 

 

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