Well, why not toot my own horn today?
The genesis of Violence was a conversation I had over lunch with James Wallis some years ago when he was in New York for a visit. He asked if I had any desire to go back to designing tabletop RPGs, and I said "not much"--but mentioned an idea I had for a wholly satirical and very likely unplayable game intended mainly as an attack on both the business practices and unspoken assumptions of RPGs. I believe my original title was "Bloodshed." We chortled a bit, Wallis went away, and a few years later wrote saying he was launching a line of short, brief, experimental RPGs by the likes of John Tynes and Robin Laws, and would I be interested in doing that repulsive game idea I had. Well, good company to be in, anyway, and I had some time between projects.
Violence is intended to be a good read, but not really intended to be played, though I'm told people have. It's a lot like D&D--you roll up a character, then wander corridors, kick in doors, and kill what you find on the other side. Only instead of taking place in a fantasy "dungeon" it takes place in a modern apartment building, and instead of killing "monsters" you kill other humans beings with hopes and dreams and aspirations. And instead of being a "hero," you're an evil sadistic murderer. Which of course raises the question of what those D&D characters are really doing, and why.
Violence was originally published at GenCon, but GenCon has a policy against selling anything that might offend parents, in essence; consequently, Wallis sold brown paper bags over the counter, refusing to state exactly what was in such bags; apparently, attendees understood the ruse, and this was enough to pacify the GenCon police. Indeed, I'm told that Peter Adkison was spotted wandering around the convention reading choice bits aloud to people and laughing.
Anyway, Wallis went on to greener pastures, the New Style line went out of print, and a few years ago, we decided to release the game under Creative Commons. So the link above is a free download.