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Archive => Indie Game Design => Topic started by: Garbanzo on April 19, 2004, 10:17:34 PM

Title: Quantification of Metagame Power
Post by: Garbanzo on April 19, 2004, 10:17:34 PM
The Forge Birthday forum was a great success for me - xiombarg, Mark Johnson, Shreyas and I ended up meeting in the back room of a seedy strip joint (ok, the food court of a mondo-mall) and talking about my game Ethos (neƩ Ashen).

Previous threads, for the curious, can be found here:
overview of the basic mechanics (http://www.indie-rpgs.com/viewtopic.php?t=5428)
premise/ race mechanics (http://www.indie-rpgs.com/viewtopic.php?t=8041) (shamelessly swiped from Cosmic Encounter)
begging for help with card mechanics (http://www.indie-rpgs.com/viewtopic.php?t=8077) (no replies, you bastards)



The question of the moment, though, is about the quantification of metagame power.
At character creation, you pick the specific trade-off you want between in-game efficacy and metagame power.

The current rules give numbers to your character's Unknown (the metagame power), but there's not a corresponding set of costs for the spending.  As for me, I'm fine with vague hand-waving.  My instinct in such cases is to make a quick decision and move on.  Jeph's great posts over here (http://www.indie-rpgs.com/viewtopic.php?t=10673) seem just right to me.

BUT, the opposing viewpoint is that, seeing as how it's in the rules, I ought to at least put in some rules about it.  A view that was heartily seconded by the assembled Forgistas.

Quote from: The Ethos rulesUnknown {which ranges from -30 to +40} has story effects, not game-world effects, so it's hard to quantify.  Having a weapon break means one thing when out hunting for dinner, another in the gladiatorial arena.  Someone with 5 Unknown might have a small setback or advantage per session.  A character with 10 Unknown could count on these happening fairly regularly, or may have one medium-sized effect (obviating or creating a scene-worth of complication).  By 20 Unknown, serious changes are occuring, either to the plot or to the character.  More than this and the plot (whether apparent or not) revolves around the character's destiny.

Possibilities:
Title: Quantification of Metagame Power
Post by: Asrogoth on April 19, 2004, 10:25:20 PM
Total non-sequitor and my apologies to all....

My dog GARBANZO loves to roam,
loves to wander far from home.

One day GARBANZO came wandering home...
Where in the heck has GARBANZO BEEN?  (pronounced with a long E)

You can replace the type of bean with any you choose:  navy, lima, green, etc.

I simply couldn't resist as my children have recently picked up this song from an old friend of mine and sing it rather obnoxiously daily.
Title: Quantification of Metagame Power
Post by: Shreyas Sampat on April 20, 2004, 06:33:10 PM
Suppose that you're playing Ethos with a kind of no-Myth conceit.

I imagine that you could use Unknown as a way for players to call Pool-style MoVs and MoDs:

You can "absorb" a point of Unknown from someone who has more than you when you win a conflict (or a single round of a conflict, maaaybe) to invoke a MoV, which is dealt with exactly as in The Pool (that is, social contract leads you to know when to shut up.)

Similarly, you can "transfer" a point of Unknown to somebody with less than you when you lose against them in order to invoke a MoD. Obviously, MoDs have to be bad for you. (Alternatively, you could force a MoV onto the other person in this way.)

What this means is that, while characters with high Unknown will be failing often, when they succeed it will likely be in spectacular or interesting ways.

With this mechanic I imagine that you'd want to also include a way for Unknown to be refreshed, and some way that Unknown can be translated into trait modification, because otherwise, Unknown will eventually equalize and lose its interesting effects.

I suppose you could also relax the applicability restriction and allow anyone to call or force a Monologue with the appropriate Unknown transfer; this would probably slow the equilibrium effect but not halt it completely.
Title: Quantification of Metagame Power
Post by: Garbanzo on April 21, 2004, 02:06:37 PM
Hey, Shreyas.

It took me a few read-throughs to get hip to your jive, but I get it now.
So, when the underdog wins (who, by definition, has higher Unknown), he gets a MoV.  This is rare - seeing as how he's the underdog - but much sweeter than a regular old victory.

I like the idea alot.  I'm not sure what I'm going to do with it, but it's going into the stew-pot.  Suddenly, we have a bridge between in-game and metagame efficacy.  Hmm.

Maybe this is a factor of PvP contests?  Maybe this is a standard option?  Hmm.



*********

And meanwhile, I'm hearing a ringing silence on clear rules and limitations on Director power (which is, whether clear or not, what I was intending by metagame power).

It would be easy to come up with a limiting set of costs like,
Stave off death - 4pts
Redo failed attempt - 3pts
Nice equipment - 2pts
Find a contact - 1pt
blah blah.

But (#1) I'm not at all excited about bean counting and (#2) I want less constraint.

The classic director-stance move is mentioning a hithero-unknown fact that, while small in itself, has strong implications for what's immediately playing out.  I love this stuff, and want to encourage it in Ethos.
Simultaneously, though, I want to restrict this in certain ways in order to give more leeway to some players.  

My epitome of weak character with high Unknown is the beginning of Akira, with #26 (Takashi).*  He's the freaky wrinkled kid in the middle of the road.  Clearly, he's a puny kid.  But the biker gang is stopped cold, the military shows up, all sorts of funky shit is going down, and he's the motive factor for all of this.
Kei and Kaneda are more competent and get smaller breaks.  Stumbling across laser-rifles, not getting killed, all that.  
Tetsuo is uber-powerful, and has to deal with crippling pain, addictions, whatever.

See also LotR.  Gandalf takes the big fall, while Sam and Frodo manage to survive well beyond what you would assume from their abilities.

Y'all see what I'm saying.
But how to model this?


-Matt

*Yeah, you can argue that he's actually absurdly powerful, just not physically.  I don't want to hear it.
Title: Quantification of Metagame Power
Post by: Shreyas Sampat on April 21, 2004, 04:05:45 PM
From what I can tell, you're thinking about using this mechanic to do a few different things:[list=1]
Title: Quantification of Metagame Power
Post by: Garbanzo on April 21, 2004, 09:11:51 PM
Shreyas, you're forcing me to think clearly about exactly what this big fuzzy blob of mine is meant to accomplish.

I don't want mechanics-tinkering.  This should be the total flip-side of that. I'm not worried about screen time, per se.  I am worried about game balance between players, but I think that'll sort itself out by the time this gets straight.

As far as introduction of new scenario elements, you bet.  Not just for color - that's all free of charge.  Instead, color that explicitly helps or hinders the character.



This is what I'm hoping for:
Title: Quantification of Metagame Power
Post by: Shreyas Sampat on April 23, 2004, 12:47:44 AM
I'm sure that there's a way to accomplish what you're trying to do...I'm not doing well figuring out what it is, though.

One thought I had was that there's absolutely nothing wrong with appealing to social contract in one way or another... but if you're going to do that, then I guess you would want to put in a list of example Unknown uses, with the note, "These are meant to be examples of things you can do, not precedents for Unknown effect costing." Sure, that'll end up depending on how the players and GM use it, but any mechanic is like that. If you are happy and comfortable with a less structured mechanic, then the best advice I can give you is to present it clearly and give lots and lots of examples of how you see it working.
Title: Quantification of Metagame Power
Post by: Mark Johnson on April 23, 2004, 07:07:36 AM
Matt,

Sorry that I am a bit late to the discussion here.  However, I have been looking up at your copy of Ethos that you printed for me in the meantime.  
My feeling is that ultimately the entire key to this games success will be due to the way that you handle Unknown.  But I do have many questions about it.

Is Unknown more of a stat or a currency or both?  In some descriptions, it resembles Amber's Good Stuff/Bad Stuff and in others it looks like plot or story points.  In other words, do you derive benefits from HAVING Unknown or SPENDING Unknown, or both?

Is there anyway of gaining Unknown?  Can you gain Unknown in lieu of character points?  Could you purposely lose points from a stat to gain Unknown?  One possible way to make this work would be to make character points and Unknown the same thing.   But that could certainly introduce difficulties as well.

Later,
Mark