Shipwreck — a single player role playing game in two parts

Part one

You are the sole survivor of a ship downed in the middle of the pacific ocean. You have a raft, clothes on your back (white buttoned shirt, beige chino shorts, flip flops), a short pencil in your front left pocket, a credit card in your back right pocket.

You can make three actions a day. At the end of three actions, you go to sleep and wake up for the next day. In addition to this you can add to a map you are drawing on the surface of the raft at any time. Adding to your map does not cost an action.

List of possible actions
– Take off shirt and wave it above your head as a signal for any ship passing by
– Drink seawater. The cost of this action is any following rolls suffer a -1 for the rest of the game. This effect stacks.
– Use any of the items in your pockets

Materials for Play
– A list of possible actions
– A list of items
– Two d6
– Plain paper and pens

The player should have paper and pens in front of them for making notes.
The player will use two d6 whenever an action is made. When there is no clear number that must be rolled, the roll automatically fails.

As the player, you have five days in which to play. (A day is the length of three actions.) At the end of five days, you are dead and part one ends.

Part two

Any notes made in part one are folded in half.

To start Part two, the player must roll two d6. The number rolls is the amount of weeks that your character from Part one takes to be found. Presumably drifting on by ocean currents until discovered. When this time has passed (in real time), the player must open the notes made from Part one. Upon finishing reading the notes, the game ends.


Two player variation

Part one can be played by two or more participants. One player takes the role of the sole survivor. All other players take the role of the ocean. Each player uses 1d6. At the end of each day (A day is the length of three actions) each ocean player rolls their die. Each number is the amount of miles the survivor drifts in one direction. Each successive ocean player can choose the direction in which their portion of the miles go. At no point can the ocean players and the sole survivor interact. The sole survivor does not know how far or in which direction they drift.


Animations out of Performances

Often, when thinking about music I’m making for performances, I’ll make little gifs to illustrate the process. More for me than for the piece, but why not share.

Ania Gif.gif

This one is an altered snippet from a Polish folk dance at a community festival. I was working on the performance soundtrack for Ania Straczynska’s Grains, which premiered at Ignition Dance Festival.

when the flood comes.gif

These two were made during my semi-improvised performance as part of Karen Christopher’s Seven Falls piece.

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The San Andreas Deer


Or, the deer that walked the city, when it was a city

If you’re into digital art, you’ve probably heard about the San Andreas Deer. Digital artist, Brian Watanabe, built a mod for GTA San Andreas in which a it creates a deer and then follows it. Assumedly “creates a deer” means “put into action all of the in-game rules that constitute ‘deer'”. The game already has deer as part of the digital wildlife, that act as you’d expect. There are two rules for the San Andreas Deer that don’t follow our idea of real world deer.
1) It is seemingly indestructible
2) It has the power to teleport

Continue reading The San Andreas Deer



As ardent Nick Murray fans (so, no one yet) will know, I have been exploring the relationship between communication loss and sonic object-artifacts. In less floofy wording, I’ve been playing with cassette tapes. It’s been hugely interesting and finally I’ll be presenting a little of what I’ve uncovered at the upcoming Hackoustic event.

If you’re into sound art, new instruments, experimental music, or anything of that ilk, please do come on down. It’s on March 24th at Iklektik. Tickets here.