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Archive => Indie Game Design => Topic started by: TonyLB on April 28, 2005, 02:15:33 AM

Title: [That's Not Roleplaying!] Draft mechanics
Post by: TonyLB on April 28, 2005, 02:15:33 AM
Okay, after a productive rambling-session with Selene this afternoon, workable mechanics are starting to come together.

That's Not Roleplaying is a game of simulating (at break-neck speed) the evolution of social contract within a gaming group.  Each player will take on a character.  These characters will, in turn, be players within the fictional "Game-within-the-game."

Characters have four Skills:  Manipulation, Artistry, Tactics and Passion.  These are randomly generated, off of straight 1d6 rolls.  You're stuck with them (at least until that character leaves the gaming group in disgust and is replaced by another randomly generated one).

There will be two interlacing sections of the game:  "Sessions" and "Downtime".  During sessions, characters actually "play" the game, accruing Satisfaction, Frustration and Authority (the variable resources of the game).  During downtime, characters spend those resources to change the structure of what the game will be for the next session.

So far I've got good thoughts on Sessions.  In each Session, four Tasks are created, one from each of these categories:  Character, Challenge, World and Meaning.  Each Task has a "baseline difficulty" which is generated in the Downtime phase.  A d6 is added to each of these baseline difficulties.  That gives the difficulty of the Task this session.

Each player rolls four d6 dice for their character.  They then choose how to combine those with their skills in order to apply them to Tasks.  Each Skill can conceivably apply to two types of Task:
Title: [That's Not Roleplaying!] Draft mechanics
Post by: Callan S. on April 28, 2005, 12:49:31 PM
QuoteCharacters have four Skills: Manipulation, Artistry, Tactics and Passion. These are randomly generated, off of straight 1d6 rolls. You're stuck with them (at least until that character leaves the gaming group in disgust and is replaced by another randomly generated one).
RL gamist question here. Why don't I keep declaring my PCP (player character player) storms off in disgust, every time I roll badly here?

If it's because people will glare at me, is it because that's screwing up the simulationism? Or because that's not stepping on up to the gamble?

If it's the sim one, but latter on I suffer for my stats and then realise no one will appreciated my RL guts in playing with the 'cards' handed me, I'm just going to start doing what I put off before. Making and ditching PC's. Or get annoyed with the game and leave.
Title: [That's Not Roleplaying!] Draft mechanics
Post by: TonyLB on April 28, 2005, 02:36:08 PM
Well, two answers:  One is that it's not at all clear to me (yet) what a "bad set of stats" would be.  Low stats help you when target numbers are low.  High stats help you when target numbers are high.  Either generates Frustration when they're out of synch with the target numbers, and Frustration should help you to drag those numbers toward what you want.

The second answer:  If your PCP (heh... dont' do drugs, kids!) is genuinely and totally mismatched with the group, storming off in disgust is a legitimate outcome which helps further understanding of the dynamic of RPG groups.  People do leave in disgust, and sometimes that's good for everyone who remains.  Likewise, people do stay even when massively frustrated, and that has its own dynamic.

Does that answer your question?
Title: [That's Not Roleplaying!] Draft mechanics
Post by: anthony kilburn on April 28, 2005, 05:55:38 PM
Is the the game-within-a-game actually played in entirety?  What I mean to say is, is the role-playing session depicted within the course of the game actually fleshed out?  Or is it simply to be summarized by that a series of big 4d6 rolls?
Title: [That's Not Roleplaying!] Draft mechanics
Post by: TonyLB on April 28, 2005, 09:41:53 PM
Summarized.  The most I'd want a "session" to take is five minutes.  The point of the game is to explore long-term patterns, not delve into minutia.
Title: [That's Not Roleplaying!] Draft mechanics
Post by: Vaxalon on May 01, 2005, 03:38:21 AM
So is this a game that people would have fun playing, or a simulation that quantifies social mechanics as you understand them?
Title: [That's Not Roleplaying!] Draft mechanics
Post by: TonyLB on May 01, 2005, 03:40:41 AM
Yes.
Title: [That's Not Roleplaying!] Draft mechanics
Post by: Larry L. on May 03, 2005, 05:06:51 PM
I'm getting that the benchmark for success in this design is that the game will successfully model dysfunctional game dialogue. You understand this thing is damned to simulationist drift, no? Soon you'll have a whole set of mechanics for adjucating how material from splatbooks gets used, and it'll snowball from there...

If you really want to turn the "meta-" dial to 11, aspects of the game could be modified in play, a la Nomic. So if I push my "system doesn't matter" agenda the system starts using d20s and discrete PCP classes, or I could push my efforts to "RPG=actor stance" and now everyone has to get into character.
Title: [That's Not Roleplaying!] Draft mechanics
Post by: Vaxalon on May 03, 2005, 05:08:57 PM
Gah.  I get enough disfunctional play in REAL life... why would I want to create more of it on purpose?  :)
Title: [That's Not Roleplaying!] Draft mechanics
Post by: TonyLB on May 03, 2005, 05:41:01 PM
Because functional and dysfunctional play both follow distinctive patterns of social behavior, which players find very hard to perceive or communicate (even as they act exactly in accordance with them).

The mechanics of a game can bring those subconscious patterns into the light of conscious inquiry.  A session of "That's Not Roleplaying" could (conceivably) actually show you how to avoid dysfunctional roleplaying in future.

Or at least give you a few laughs at the revelations.
Title: [That's Not Roleplaying!] Draft mechanics
Post by: Larry L. on May 05, 2005, 12:52:10 AM
Okay, I've read the initial post like eight times now trying to figure out where the "fun" part is. I've come to the conclusion that your current description is really, really dry.

I think tufts of color need to be attached. I guess I'm imagining straight-up lampoons of real products and recurring pointless debates. I don't know that that's what you're seeing for the game, though.