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[Storyline] Yet another Firefly inspired RPG

Started by sergeant_x, July 07, 2004, 07:25:26 PM

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sergeant_x

This is a continuation of some work I've been doing on a Firefly inspired game focusing on character development.  My initial plan was outlined here:

http://www.indie-rpgs.com/viewtopic.php?t=11576

I'm keeping an updated pdf version of what I'm working on here.

I've backed off my original plan to design an entirely new game system and chosen to focus on the whole 'improv script' notion as an add-on for existing games.  I just wasn't doing anything original in terms of conflict resolution or skill use, so I didn't see any point in re-inventing the wheel. I do plan to, eventually, provide a simple set of rules designed to work with the cards so the game will work as a stand-alone, but for now it's an add-on..

Due to observations made in playtesting and some of the insightful comments from Forge readers, I've made several changes to the set up.

The profile traits system seemed to cause a fair amount of confusion with my playtesters. Interestingly, new and casual gamers seemed to understand the concept readily, but the experienced roleplayers had trouble warming up to it.

I think this was caused by several problems. To begin with, I just don't think I was clear enough with my description of what these traits were supposed to represent.  The whole point was to develop a reward system that would encourage the roleplaying of activities that were dramatically interesting but were usually neglected in a roleplaying game. As I hadn't been clear on this point, experienced players were coming up with 'traits' that alluded to activities that are already part of typical roleplaying - 'tough' or 'determined' for example.

The terminology of "traits" wasn't quite right either. I'm looking for elements of a character's personality that will indicate specific activities.  Character traits like 'stalwart' or 'laconic' don't really fit that definition and are problematic.  "Hey, gm, I sat here and didn't say anything again, gimme a card."  So I've changed the name to 'Quirks', to avoid confusion with what people usually think of as personality traits, and included a concise list that displays clearly what would be appropriate.

Regarding the reward system, I now have things set up with two 'storyboards', one that applies at the scenario level and one reserved for before or after a game session, the campaign board. The scenario board functions much as before with in-game bonuses to rolls, along with other minor narrative tweaks and bonuses.

The campaign board works to represent out-of-game development as well as to give players access to opportunities not generally available. For example, in one of my playtest groups, the campaign storyboard includes entries for access to a scrapyard that can supply cheap ship upgrades,  a contract with a prestigious shipping broker who can provide more profitable cargo,  scholarship opportunities for players who want to add new skills for their characters, etc....   Any cards not used during the adventure, can be played on the campaign board.

A problem that I still seem to be facing is that some players, especially the more experienced ones, tend to equate the 'quirks' with the 'disadvantages' or 'drawbacks' frequently used in rpgs.  With that attitude they tend to see them as something to be avoided or minimized.  The intention is that these will provide the player opportunities to earn cards that will let them have more influence in the game.  In no way do they dictate activity or directly limit a characters abilities.
http://www.sunflower.com/~gamearts/storylineff.htm">Storyline Firefly An RPG in development, inspired by Firefly and Traveller.

jdrakeh

While this has absolutely nothing to with the system itself, I wanted to say that I saw your poster at The Gatekeeper the other day and thought that it was absolutely brilliant.
Sincerely,
James D. Hargrove

ErrathofKosh

Damn!  I'm excited...

Based on a real quick read-thru, I'd say this has great potential.  I will playtest ASAP and let you know how it went.  I think I'll try adapting it to the old WEG stuff. (Which I have lots of...) :-)

Too bad my friend who loves Firefly just moved to Texas...


Jonathan
Cheers,
Jonathan

Sydney Freedberg

This is neat. This also doesn't have to have anything to do with Firefly (of which my wife gave me the complete series on DVD, so don't look at me like that; I like Firefly plenty). If you concentrate on developing the "storyboard" concept (which so far is an intriguing placeholder) and don't worry so much about the "business cycle" concept, you've got a complete generic system for encouraging roleplaying that hitches onto any RPG.

(Obligatory GNS note: Not sure if this is "Simulationist Exploration of Character" or Narrativist. Expect it could be either depending on individual group's use).

Doyce

I'm currently futzing around with a Firefly game riding on the Unknown Armies mechanics (stripped of the magic stuff), and I have to say this would make a very cool addition.  I hope to playtest this in the future and give you some more concrete feedback, but I'll echo others' comments about the nice storyboard idea.

Also, thanks for the link on your page over to Fireflywiki.org -- I'm pleased that people find it useful :)
--
Doyce Testerman ~ http://random.average-bear.com
Someone gets into trouble, then get get out of it again; people love that story -- they never get tired of it.

sergeant_x

Quote from: Doyce.... I hope to playtest this in the future and give you some more concrete feedback, but I'll echo others' comments about the nice storyboard idea.

Also, thanks for the link on your page over to Fireflywiki.org -- I'm pleased that people find it useful :)

Thank you for putting the site up. It is incredibly useful, especially for gameworld background.

I'm working on expanding the storyboard concept. So far, I'm using two separate charts listing the hands and what they will trigger.  One is for use during a scenario and focuses mostly on bonuses to actions with some minor plot events ("Unexpected Ally" or "Idea" - gm hint) for example. This is pretty much the common drama point usage, with the added element of collecting and trading cards to build hands.  The other is for after a scenario and guides campaign level events. This requires a bit more pre-planning by the GM.

Does this seem like a reasonable division?

The other issue is, for the campaign level board, how complex do we really want it to be? One of the reasons (apart from general laziness) that I've been vague about it is that the more complex the storyboard is, the more work will be required from the GM in planning a campaign. My thinking thus far is to leave it relatively freeform, subject to gm customizing.  Well developed potential story arcs could be kicked off by events form the chart, or it could be used for more generic campaign level events that I mentioned.

The other angle I'm considering here is using the campaign storyboard as a chance for players to generate their own story arc ideas. Perhaps have a hand that allows players to create and introduce npcs, another that lets them trigger a scenario designed around their personal goal or secret. Another could allow a player to determine the theme for the next scenario.

Any suggestions?
http://www.sunflower.com/~gamearts/storylineff.htm">Storyline Firefly An RPG in development, inspired by Firefly and Traveller.

Juicetyger

What's the final goal of the project?  Is it going to be for sale or just an offering to the RPG community?
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