Tuesday, December 20, 2011

Writing: the Blathering

Okay, this comes across as way bitter, and I'm really not. I just found the concept amusing and went with it, hopefully you can get a laugh out of it. Or at least a wry grin.

Writing: the Blathering (tm), "An Exciting Game For One Or More Players!" Proclaimed the box, shrink wrapped, laying invitingly in the impulse buy isle of that local book store you like to support. Or at least pretend to support and wander into now and again.
You bought it, didn't you? Of course you did. One of these days you won't be the only one playing it. Like the Buffy card game, or that one that mixed H.P. Lovecraft and NASCAR.
Right.
But you brought it home, and you slid a nail into the seam of the plastic and sliced it open. You relish the smell of printing ink and new cardboard, card stock, whatever processed paper product gives off the acrid tang of chemical finishing agents.
You would compare it to the smell of a new car. Had you ever bought a new car.
Inside is a booklet of rules. You ignore it, you can figure stuff out yourself.
You open the rule book, the table is a mess of ill-conceived card designs and seemingly contradictory rules.
"You are about to play Writing: the Blathering." It begins, "But first, wouldn't you like to make a pot of coffee? Perhaps some toast, you can't write on an empty stomach after all. Maybe you should be sure you've laid down a bottle of red wine - just in case you get stuck.
"That bookshelf is out of order, why don't you...? No? My, you are committed aren't you. Going to get some writing done... A quick nap? No? Fine.
"Separate the cards by type; Ideas, Inspiration, Interruption, and then pile all the random ones together. If you don't like them throw them away, if you do then keep them. It's a subjective game, I won't be offended.
"If you're playing with more than one person choose the most blank-faced sadist amongst you. They will be the publisher and play will begin to their left. Or right.*"
You find the footnote; "*That's not to say that publishers are bad people necessarily, just that all you'll be seeing is their rejection letters, and that makes it awfully hard to get to know someone. Please, please, please don't hurt me."
Back to the rules, "But, lets be honest, you're playing alone. So, deal four idea cards face down, draw three. Your hand can never have more than five ideas in it, if you have more discard at random until you are down to five or less (cards like the Notebook, Tape Recorder, and Patient Friend allow for exceptions to the rule).
"Each turn occurs as follows, draw an idea, develop it by playing it in front of you and alienate a number of people as listed on the card. If you think it is the same as, or similar to, a card in the Publisher's House play it face down in front of them. When you have four cards face down reveal your submission and the Publishers House and if they match you win and if they don't you lose.
"You can dick around with the other cards if you would like, in fact there are probably more fun things to do with them. I really wouldn't know. Also at any point you can quit and no one will blame you, take a White Collar or Blue Collar job card to see if you still lose, take the Publisher's House and convince someone to play with you, or just start calling yourself an agent, and maybe sell the game on eBay."
You regret reading the rules. You put the game on the shelf between Gloom and Who Killed Doctor Lucky? and you try to forget about it.

1 comment:

  1. Haha that is pretty good. To move it out of the realm of accidentally bitter and depressing...I like the ending, it's solid and just like it should be. So maybe you'd have to add some of the "self" voice into the middle to cut up the monologue. Overall I like it!

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