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Archive => Indie Game Design => Topic started by: Jack Spencer Jr on May 06, 2002, 03:33:52 PM

Title: The Impractical Wheel
Post by: Jack Spencer Jr on May 06, 2002, 03:33:52 PM
This is linked to my Practicality thread over in RPG Theory.

Basically, I took a step back from my game and noticed a serious flaw, or I think it is. I invite people to comment and to do the same with their own designs, although for the sake of clairity, you should probably start a new thread for your own game :)

Anyhoo, my game is found here (http://www.geocities.com/greencatgames/WHEELrd1.htm). Or at least it will be there until Geocities gets around to deleting my site since I had canceled that account. There will be no updates on that page.

This is how I see the game working:
A group of players, ideally of 4-5, get together. There is no GM since this is a collaborative/GM-less thing. Each player has come prepared with an idea for what will happen to their character. The players take turns presenting this to the group.

Character creation is sketchy because I had gotten the idea in my head that the character should be fleshed-out during play. This way, you can't wind up with stuff on your character sheet that you never use. (This happened in GURPS for me. My GM let us take the 6 extra points for quirks but didn't bother making us play them nor assign anything to them. In fact, my wife was playing out one of hers {odius personal habit: constant humming} and he told her to stop because it was annoying.  Well, duh)

To keep this from simply being round-robin storytelling, I have a couple contrivances in place.

There is a deck of cards with generalized items on them that are meant to inspire a player who may have become stuck. Draw a card and then try to work what is on the card into the story. To mix things up, each player draws a card at the begining of the game. They must work this card into their story for a bonus of Tokens.

The Tokens is fairly similar to Baron Munchausen or SOAP, but different anyway. Players use tokens:
Title: The Impractical Wheel
Post by: jjkahrs on May 06, 2002, 06:39:39 PM
But the problem is, with a simple statement: "The player starts telling a story" I've put a huge weight on the player with little help in accomplishing this task. I suppose, based on all that I wrote above, that I don't believe that the players really need help in this regard or that those who'd play my game shouldn't, anyway.

You're right, you are putting a lot of weight on to the players. This has some advantages and drawbacks. On the plus side, everyone gets to play. You don't get one person stuck as the GM who has to do all the work and be creative week after week. The work is distributed. The downside is, the work is distributed. You've got story going in several different directions and it might never get any focus. My other concern would be that it would turn into round robin storytelling and that the pacing would get kind of bogged down eventually.

In the end it's all about what you want to get out of the gaming experience. Me personally, I just want to be entertained with friends for an evening, so take my opinion for what its worth.
Title: The Impractical Wheel
Post by: Jack Spencer Jr on May 07, 2002, 03:25:11 PM
Hey, JJ.  
Thanks for replying.

Part of my reason behind the design is the Search for a Decent GM. You know. There aren't that many good GM's out there so gaming sort of hinges on finding, and then sticking with someone who is at least decent at GMing. This and a common complaint I've heard from GMs is that they never get to play anymore. By going GMless, I change this bit it does mean that the entire group must tow the line that used to be the GM's job.

I think that it would wind up being 4-5 stories going in their own directions but this is part of play. I'm considering putting a six degrees of separation rule in there somewhere so that it's not 4-5 unrelated stories going on. But those six degrees can be fairly broad. For instance, if you had Robert Howard in your group, you could have a Conan story going on as well as a Kull story, since they're related (Kull is Conan's grandafther IIRC) Throw in HP Lovecraft as well and you get the idea.

However, this may be disconcerting to some. Kull and Conan may be similar, but Lovecraft's tales of the old ones just aren't the same. But this doesn't concern me either since people will channel surf on TV watching a sit com, then a drama, then a reality show, a game show, etc. So shifting from story to story is like changing the channel or, more likely, like when one show ends and another comes on. And stories with different colors can be related. Lou Grant was a spin-off of the Mary Tyler Moore Show and Trapper John MD from MASH. Drama from comedy.

Hmm.. maybe six degrees is a good idea, maybe I should also allow for a single story to be played out each week. I'll have to dwell on this.

One thing I definately need to put into the text is the importance of discussing the game before each session. I am reminded of the introduction to The Three Musketeers in my copy of the book in which Dumas's collaborators were described. According to the piece, Dumas didn't write his books in their entirety but had people do the writing for him and he would put it all together. I see the players discussing what will happen beforehand for the most part, in general term, maybe like "Your character needs to fall in love" or something to that effect. A genral statement of what will happen but not much of the hows of it or the consequences thereof since that's what play is for.

I believe I'd said this before on this forum, but I liken it to programing languages. High level languages such as BASIC provide tools for building programs, but also provide protection to keep the programmer from doing any damage to the computer. Lower level languages like C or assembly also provide tools, better tools some would say since they can be used more efficiently that the tools in BASIC. Therefore, you can do more with less work with C than BASIC. But, that protection isn't there so you can mess up basic functions in the computer, like how it does math and turn your computer into a $1000 paper weight. In short, you can do more with greater efficiency with a lower level language, but you'd better know what you're doing or it will turn out bad. Really, really bad.

In this sense, pace will only get bogged down if the players let it get bogged down. Same with other possible problems. Like Spider-Man, the game give you great power/freedom. But with that power comes great responsibility.

I get what you're saying about just being entertained, but that's sort of the point of any RPG, isn't it? Besides, I can be entertained w/ my frieds watching the D&D movie on tape. We just sit around laughing and shouting rude things at the screen