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Evening News: the concept

Started by Nathan, August 24, 2005, 01:31:34 AM

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Nathan

Hello,

It's been a good while since I've posted a game design. Since several of you at Gencon were interested in what I've been working on, here is the latest thing that I've gotten semi-done. I've been toying with structured game design, especially the idea of starting out with the preconceived idea of what gameplay might look like.

The concept: Evening News - the players are faces of an evening news team, bringing the news to their beloved city. Think Anchorman's pure hilarity and insanity. Pure ego, stupidity, and glee!

As you read it, keep these questions in mind:
1 - Does the simple system encourage player participation? How could I improve and encourage more player participation?
2 - I totally ignore conflicts. If a conflict happens, I'd assume that roleplaying it out for a humorous effect would be far more important. Does this seem okay?
3 - Sound like fun to you? :)

Next post contains the game...

Peace,
Nathan
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Nathan

EVENING NEWS
A ROLEPLAYING GAME BY NATHAN J. HILL
COPYRIGHT ©2005, MYSTIC AGES ONLINE. ALL RIGHTS RESERVED.

"It is a simpler time, when everyone believes everything they hear on tv..."

You Are... A News Team.
In Evening News, you get to play legendary anchormen, weathermen, and reporters, delivering the latest headlines, weather, sports, and big stories every evening at 6 o'clock sharp. The people trust you – the people put their faith in you. If you fail them, you'll sink to the bottom of the ratings and must slink off into anonymity, a disgrace to television forever. Can you meet the pressure, or will you wilt like a small child?

Players will create their crew, usually consisting of a single anchorman (or woman), weatherman, sports reporter, and man on the beat. Skip to Channel 2 for the lowdown on it.

The Station Manager gets to play the audience and the rest of higher-ups in the network.

You'll also need a handful of d6s to play the game.

Channel 2: Creating Your News Team
"We are like gods among men."

Each player should select one role, gift, and weakness, slip them a nice name, have a stiff drink, and get ready to play.

Step One. Your Role

Anchorman
Your job is to look good and read the news. And trust me, you don't just read the news – you GIVE the news. Some say you got the talent and charisma to make the national network, as long as you don't make a big mistake. And as long as you still look so damn handsome.

Good With The Ladies: You're adored by the opposite sex in particular. Anytime you're dealing with the opposite sex, you get to roll 1 bonus die.

Fame Sucks: Unfortunately, being on the television can make life rather difficult. The GM gets to use this against by rolling 1 complication die.

Weatherman
Your job is to give the weather and pretend like you know what you're talking about. You got to know how to use those hands and read those complex little graphs with the numbers, arrows, and clouds. The audience wants to know that you got everything under control.

Trusted: People trust you. Heck, you're a weatherman. When giving advice, whether or not you know a damn thing about it, you get to roll 1 bonus die.

Death Is Nearby: You have to confront death everyday, turn it aside, or roll with it. The GM gets to use this against you by rolling 1 complication die.

Sports Reporter
Your job is to deliver the latest sports headlines, scores, and rumors. Oh, it's a fun job. Not only do you get to talk about baseball, football, and tennis, you get to go to the games, harass fans, and get drunk. Plus, people don't mind if you report the scores while drunk – heck, isn't that how it's supposed to happen?

Catch Phrase: People love you cause you got a catch phrase. Regardless of the context, when you spout that unbelievably funny one-liner, people laugh. So use it, and you get to roll 1 bonus die.

Uncomfortable to the Opposite Sex: The opposite sex finds you uncomfortable and vaguely revolting. The GM gets to use this against you by rolling 1 complication die.

Man On the Beat
You got the street savvy. Your job is to hit the town and scoop the latest news from the people. You'll often do the tough investigative reporting that others won't, and the audience loves the way you can blend in with the people.

Multicultural: You got the skills to deal with people from any background, even if it's mostly talk and gesturing. Use it, and you get to roll 1 bonus die.

Mysterious, Embarrassing Past: You're street savvy comes with a price – you've done something in the past that comes back to haunt you on occasion. The GM gets to use it against and roll 1 complication die.

Step Two. Your Gift
You get to choose one extra gift of choice.

The Hair: You have amazing hair. Women and men alike are stunned into silence by your hair. Somewhere, a cult probably worships your hair. Use it, and you get to roll 1 bonus die.

Secret Weapon: You have some sort of secret weapon – be it a rare cologne, stylish hat, or intelligent pet. When you use your secret weapon, people are often overwhelmed by you. Use it, and you get to roll 1 bonus die.

The Name: You have a Name. A Special Name. A Name That Other Men and Women Fear, Revere, and Love. Your name is a one way ticket to the top, if you play your cards right. Use it, and you get to roll 1 bonus die.

The Voice: Your voice is legendary. You could lull a grizzly bear to sleep and ignite a riot at the same time. Use it, and you get to roll 1 bonus die.

The Eyebrow: With a simple flick of your eyebrow, you make the opposite sex melt. Use it, and you get to roll 1 bonus die.

Guns: You have a physique that is striking and intoxicating. People love and fear you for it. Use it, and you get to roll 1 bonus die.

Intelligence: You're pretty damn smart. You must have gone to Oxford or something, because you know a lot of things. Use it, and you get to roll 1 bonus die.

Step Three. Your Flaw
You get to choose one extra flaw of choice.

Lush: You can't operate unless you're drunk. Hey, it's your parents' fault. The GM gets to use this and roll 1 complication die.

Dumb: You're not smart, at all. In fact, you regularly break things, eat the wrong kind of food, and stand in the middle of oncoming traffic. The GM gets to use this and roll 1 complication die.

Spoiled: There are some things you simply won't do. You won't stoop lower than that, because your daddy said not to. The GM gets to use this and roll 1 complication die.

Scar: You have a wicked bad scar. People can't seem to take their eyes off it when they are talking to you either. The GM gets to use this and roll 1 complication die.

Insensitive: You're very insensitive to other cultures. You often say things that are derogatory and downright mean. Shame on you. The GM gets to use this and roll 1 complication die.

Paranoid: You're paranoid. Men in white suits are coming for you. Sometimes, it might be a giant penguin. The GM gets to use this and roll 1 complication die.

Receding Hairline: You would look 30 years old if it weren't for that damn hairline. The ladies know this too. The GM gets to use this and roll 1 complication die.

Makeup Addict: You're addicted to makeup. You got to wear it at all times. The GM gets to use this and roll 1 complication die.

Channel 3: Showtime!
Playing Evening News is centered on a process of group roleplaying, a give and take of actions and funny one-liners. You'll need a big handful of d6s to play. Stick all these d6s in the middle of the table.

Each scene has a complication rating. All characters involved in the scene will have to beat that complication rating to gain points. At the end of the session, points are tallied, and we figure out whether this news team got number 1 in the ratings. It's that simple.

A scene begins with the hook. A player takes a turn describing what his character is going to do. It usually should align with the character's role, gifts, or flaws. For example, an Anchorman might decide to cheer himself up and go buy a new suit. Next, the GM sets the complication rating. A normal complication rating is about 3 dice. A tougher or bizarre scene might require a higher number of dice, while a simpler scene will require less. Use the hook as guide. Next, the players announce who is involved in the scene. It's pretty normal (and probably more fun) if all characters are tagging along, since it allows everyone to try to gain some ratings.

The GM will then fashion some sort of introductory description of the scene. The players then take turns, responding one by one about their actions. Throughout this process, every player should try to be as funny, bizarre, or witty as possible. If another player says something that makes you bust a gut, toss them a die from the dice pool as a reward. The GM can respond throughout, playing the non-characters and creating other bizarre circumstances.

Once per scene, a player can also invoke his character's gifts, gaining a bonus die from the dice pool. Once per scene, the GM may also invoke any character's flaws, adding an extra die to his complication pool in the process. For further coolness, a player can invoke his own character's flaw and gain a bonus die as well. (Note: The GM still gets a complication die too.)

Bonus dice can also be gained two other ways. If any character nabs a beautiful/handsome member of the opposite sex for a romantic outing, you get a bonus die. Also, if any character saves someone from harm's way or other such heroic actions (a kitty from a tree), you also gain a bonus die.

All these actions should be introduced with a crazy bit of roleplaying. For example, if a weatherman with the gift The Hair has tagged along with the anchorman above, a player might say, "Harry wanders off from Ron and spies the makeup lady at her counter in the department store. He walks up to her counter, flips the mirror over, and smoothes back his hair." Flaws are introduced similarly. The GM might retort – "The woman looks up and giggles at the site of your awesome locks. She leans forward, but her right elbow tips a bottle of perfume off the counter. It smashes into the bottom of a trash can, where the makeup lady just dropped her smoldering cigarette. The trash can explodes." Again, a wonderful use of the Death Is Nearby flaw.

Once the scene has transpired, everyone rolls their pool and hands the GM their tally. Just add all the dice together. The GM however should not show the players the result of the complication roll. Secretly, the GM will compare the tallies. If a player beats the complication roll, subtract the two. The difference is how many ratings points are gained. Of course, if a player loses, the difference is how many ratings points are lost.

At the end of the session, everyone has to get back to the news station on time (which could be a whole new scene). For those who get there on time, roll 1 extra die and add it to your ratings. The GM will tally all of the ratings together and compare it to the nifty chart below.

How the Ratings End Up
0 or Below : Your newscast was a disastrous event. You are all fired. Immediately. And hated too. Get out of town!
1-15 : You are the lowest ranking news team, getting crushed by public news. Pathetic fools. One of the team is definitely fired.
16-30: You come in fourth place, a valiant effort for an amateur. You get one more day to prove yourself, maybe two if you're lucky.
31-45: Child's play -- you get third place, a worthy position for a new station or rookies, but you have much to improve upon.
46-60: Second place is close, amigo, but no dice. You put together a decent newscast, but may the gods strike me down if you can't do better.
61+ By the Beard of Zeus! You are like gods walking amongst men! Your newscast is truly the best in the city, and the people flock to you. However, the pressure is on... will you be able to keep things going?

A Starting Point
A good way to start each night of play is to have things begin with a Morning News Conference. The Station Manager will hand out assignments, and players can also brainstorm stories and courses of action. Each player should come up with a hook for at least one scene out of this. Note: The Morning News Conference does not count as a scene.
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http://www.mysticages.com/
Serving imagination since '99
Eldritch Ass Kicking:
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Graham W

Hi Nathan,

Let's see. To answer your questions:

1. Does the simple system encourage player participaion? How could I improve and encourage more player participation?

Yes, it's fine, I'd be participating. I think it helps that your characters are all so over the top - which I really like - and which I think makes it more likely that players would take risks and do interesting things.

One problem, I think, is that some characters seem inherently more interesting. The reporter characters will spend the day chasing a story, while the anchorman will probably just buy a suit and flirt with women. I'd rather be a reporter.

As regards player participation: how about any player can introduce a flaw, not just the GM? So, in the scene in the make-up store, any player could have suggested the perfume bottle igniting. (The GM could always act as a general arbiter, ruling out any suggestions that seem unfair or would derail the story).

2 - I totally ignore conflicts. If a conflict happens, I'd assume that roleplaying it out for a humorous effect would be far more important. Does this seem okay?

Totally fine.

Having said that, what do you do if the reporter decides to punch the anchorman?

3 - Sound like fun to you? :)

Yes...there's definitely fun bits in there.

Though I don't really like the idea that all players should try to be as funny, witty and bizarre as possible. I think lots of people trying to be funny could get very tiring. In fact, I don't think you need that: I think the characters are so big that the game will be funny by itself, without people trying to make jokes.

But I do like the idea that funny players should be given an extra dice.

Hope that helps.

Graham

Sydney Freedberg

People have been complaining for years, "why are all RPGs about swords, spells, spandex superheroes, or monsters? Why can't we tap into mainstream popular culture, like shows about cops or doctors or lawyers or, oh, Murphy Brown?" It's cool to see somebody actually do it.

The thing that strikes me is that the current rules suggest a structure of "everybody does a bunch of stuff, they do well or poorly, and everybody's success just adds together." This is simple enough, but ignores two really neat possibilities that come with a collaborative endeavour like a news team:

1) Infighting -- What if I can use the success points I earn for myself instead of for the whole team? What if I can take points from the team for myself? There're a lot of interesting temptations here. (Jared Sorensen's Inspectres, which portrays a start-up ghost-hunting company, does a lot with this kind of "me or the team?" mechanic).
2) Synergy -- Instead of "I earn X points and you earn Y points so together we get X+Y," maybe it's possible to do things together that are greater than either of us could do apart, so that we get X * Y.

Either of these options (and especially both at once) gives players a strong incentive to interact with each other instead of just going off and doing their separate things.

Nathan

Thanks for the great feedback!

Quote from: Graham Walmsley on August 25, 2005, 09:45:41 PM
1. Does the simple system encourage player participaion? How could I improve and encourage more player participation?

Yes, it's fine, I'd be participating. I think it helps that your characters are all so over the top - which I really like - and which I think makes it more likely that players would take risks and do interesting things.

One problem, I think, is that some characters seem inherently more interesting. The reporter characters will spend the day chasing a story, while the anchorman will probably just buy a suit and flirt with women. I'd rather be a reporter.

As regards player participation: how about any player can introduce a flaw, not just the GM? So, in the scene in the make-up store, any player could have suggested the perfume bottle igniting. (The GM could always act as a general arbiter, ruling out any suggestions that seem unfair or would derail the story).

I can definitely see that certain roles would be more fun than others. In my first draft, I was going to require that every role had at least a singular event to partake in. Obviously, getting a scoop on a hot story would be the reporter. I could make the anchorman possibly hit a charity/community event. The weatherman is a toughy -- maybe get some footage from a bizarre location or of bizarre weather? The sports guy would obviously have to visit a local game of some terrible minor league team. Any suggestions out there?

And I think I will allow any other character to "punch" someone's flaw. That sounds good, though I'm not sure how I will fit the dice mechanic there.

And really, I didn't even figure out what to do with the newscast at the end. Do I have everyone roleplay it out? My idea was that the news team's general antics throughout the city would end up being the news. That's why I wanted to reward the news team doing heroic things -- obviously, it's great p.r. and great news. The slo-mo shot of the weatherman with two donuts stuffed in his mouth, catching the falling cat or whatever.

Quote from: Graham Walmsley on August 25, 2005, 09:45:41 PM
2 - I totally ignore conflicts. If a conflict happens, I'd assume that roleplaying it out for a humorous effect would be far more important. Does this seem okay?

Totally fine.

Having said that, what do you do if the reporter decides to punch the anchorman?

I think I should come up with a fun feature that does provide some conflict and "infighting" tools. Stealing dice from one another? Rock, paper, and scissors? Or how about this simple one -- if two characters come into conflict, they each roll 1d6. Whoever gets the highest wins the conflict. If you get a tie, reroll. If a character has a "gift" or "flaw" that can give them an edge, roll an extra d6 for each one and keep the highest roll. Winner gets all the dice rolled in the conflict, since they saved face and looked cool.

Quote from: Graham Walmsley on August 25, 2005, 09:45:41 PM
3 - Sound like fun to you? :)

Yes...there's definitely fun bits in there.

Though I don't really like the idea that all players should try to be as funny, witty and bizarre as possible. I think lots of people trying to be funny could get very tiring. In fact, I don't think you need that: I think the characters are so big that the game will be funny by itself, without people trying to make jokes.

But I do like the idea that funny players should be given an extra dice.

I see your point here. So, just tone it down a bit. Obviously, somebody will have to be the straight guy so others can bounce the insanity off of them.

Thanks again.
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http://www.mysticages.com/
Serving imagination since '99
Eldritch Ass Kicking:
http://www.eldritchasskicking.com/
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Nathan

Thanks for the great feedback!

Quote from: Sydney Freedberg on August 25, 2005, 10:14:17 PM
People have been complaining for years, "why are all RPGs about swords, spells, spandex superheroes, or monsters? Why can't we tap into mainstream popular culture, like shows about cops or doctors or lawyers or, oh, Murphy Brown?" It's cool to see somebody actually do it.

The thing that strikes me is that the current rules suggest a structure of "everybody does a bunch of stuff, they do well or poorly, and everybody's success just adds together." This is simple enough, but ignores two really neat possibilities that come with a collaborative endeavour like a news team:

1) Infighting -- What if I can use the success points I earn for myself instead of for the whole team? What if I can take points from the team for myself? There're a lot of interesting temptations here. (Jared Sorensen's Inspectres, which portrays a start-up ghost-hunting company, does a lot with this kind of "me or the team?" mechanic).
2) Synergy -- Instead of "I earn X points and you earn Y points so together we get X+Y," maybe it's possible to do things together that are greater than either of us could do apart, so that we get X * Y.

Either of these options (and especially both at once) gives players a strong incentive to interact with each other instead of just going off and doing their separate things.

These are some good things I will have to think about more. I proposed a conflict resolution above. Obviously, the dynamics of a news team does include some infighting, jockeying for position type of stuff. Who is going to be lead anchor? Who is going to get the hot scoop on the panda being born this summer?

And a news team that clicks... maybe that should be the overall focus -- more than just delivering a newscast with good bits, do you have a team that clicks? A news team that can't live without one another? A news team that does a monthly pancake breakfast?

Thinking, thinking...
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Serving imagination since '99
Eldritch Ass Kicking:
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Nathan

And by the way, I'm totally changing the name of the game to...

BREAKING NEWS!

Yeah!
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http://www.mysticages.com/
Serving imagination since '99
Eldritch Ass Kicking:
http://www.eldritchasskicking.com/
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mangaocid

Suggestion....Why not make the role of Anchorman the GM! He could control the news "displayed" to the public, but also, turns over control to the players "And now to you...Sports Reporter guy"

Thought that would add a nice interactive GM twist on the game as well...so that EVERYBODY is fully involved in the news.

DJ
Sleep? It's only a caffeine substitute

Kirk Mitchell

QuoteAnd a news team that clicks... maybe that should be the overall focus -- more than just delivering a newscast with good bits, do you have a team that clicks? A news team that can't live without one another? A news team that does a monthly pancake breakfast?

Yeah, that would be cool. What would happen if one of them got sick? What crazy shenanigans would result because somebody gets a cold, and then the news doesn't come on because they all go and visit their sick comrade instead (maybe even do a special on them).

And then the news-team that absolutely despise each other, can't stand the sight of one another in the news-room and fill every news report with derogatory remarks about that "...idiot on LSD in the news room who only got employed because the network CEO lost a bet with a man who can count his fingers twice and come up with a different result..." I realise that you are putting in the "infighting" rules, but either way makes for some cool play potential.

The infighting rules and such could be implemented without any conflict mechanics in the same way that you deal with flaws. Perhaps each character has another characte that they absolutely HATE, and whenever that person is involved they are overcome by how much the HATE them (and get bonus dice for the more extreme they are in HATING that person). Similarly, have each player assign their character somebody that they are in love with or are really good friends with, and that will have a similar impact. Although obsessions and insanely strong (and very physical and obvious) love would be much funnier. The camera turns on and finds the anchor-man and the weatherwoman making out on the desk, but can't figure out what everybody is yelling at them about (we're on air! See the red light!). Ratings shoot through the roof.

Yes, sounds like a hell of a lot of fun. I can wait to try this one out on my brother (who will take to it like a fish to water).

Kirk
Teddy Bears Are Cool: My art and design place on the internet tubes.

Kin: A Game About Family

Sifolis

how bout "anchor-person" not "anchorman"????

nothing pisses off our female gamers more then a design that assumes women are flawed things that cant be a certain roll..or worse...sideline spectators who are not wanted in game...

just a suggestion. yknow...it looks better in any design if its not sexist.

Larry L.

I think "anchor" is the vogue term these days.

Unless you're trying to invoke images of the Will Farrell movie...

Nathan

Thanks for the continuing feedback, everyone.

First, I am totally conjuring Will Ferrell's Anchorman movie. If you haven't seen it, sure, it's a little sexist, but the movie deals with this transition from "only men can do the news" to "women's equality". It's an insane little movie, and that was the whole feel I was going for. The news team wanders around in several scenes just doing stuff (including encountering a rival news team, which totally needs to happen in Breaking News!).

Of course, some of the other suggestions would change the scope of this. I don't mind really the idea of the Anchor being the GM. However, I'll have to muse that some more. It would change the game from my first concept. It could work though.

As in the movie, the delivering news part is not the focus -- it's the insane, ego-driven life of the team and their drive to be the best (sort of). That is the focus I am going with right now. But I do feel that there should be obstacles presenting the team from doing their best each night, whether it's an attack by a rival news team, the loss of a favored suit, an arrest, the death of a pet, or whatever.

Let me do some brainstorming.

Thanks,
Nathan
-------------------------------------------
http://www.mysticages.com/
Serving imagination since '99
Eldritch Ass Kicking:
http://www.eldritchasskicking.com/
-------------------------------------------

Jason Morningstar

"Anchorman" is actually a very game-friendly premise and your idea works well to support it ("beard of Zeus" indeed!)  This would also be effortless to arrange in PTA, so you'll definitely need to answer, in your rules, why it is the right tool for the job. 

--Jason

Larry L.

Nathan,

You are not kidding about what drives TV news personalities. I used to work for a TV station in a small midwestern city. Now mind you, everyone was super nice and everything, no one was doing anything unethical or sleazy, but there was this bizarre level of one-upsmanship regarding the other channel's newscast. Stupid things, like spending a pile of money to build a new set or a new SGI for the weather graphics or what not. See, the other station, they had considerably deeper pockets, so there was this whole drama about how we're better... and we're the underdog! And there was always a palpable loss of morale when one of the better personalities left to pursue more lucrative opportunities in a larger market. (I got fired for fucking up in the control room during a newscast. Inexcusable!)

gsoylent

Funny you should mention it., As it were I've just started running a humours news-team game myself incorporating many of the same kind of ideas. So yes I can say that with respect to question 3, it is fun. I am not sure how much long-term play it's got, given the formulaic structure, but it will fill in the odd evening nicely.

For what it's worth I am using Greg Stolze's "In Spaaace" game as basis, with a few ideas borrowed from Inspectres. The game itself is unashamedly set in the world of Futurama., not so much because I want to interact with the Bender and crew, but it just helps people stay on the same page. So yeah, everything is stolen from some where but then its just a game to run among friends.

The concept is that the characters are responsible for a weekly news review program. My feeling is that the (in-game) weekly format gives the plots a bit more time to develop. It also means they can go to Mars one day, to Paris the next; it keeps things varied. I am not sure, but I have a feeling that trying to cover a complete story within a 24 hour game arc might be too restrictive. You might want to think about that.

The adventure I am running is structured as such: I've given the players three totally different stories to cover (sort of like the Station Manager conference). Each story has a minimal requirement to be considered "covered" (i.e. 2 interviews and a photo). However if the players want a "scoop" rather than basic coverage, then it is up to them to come up with the idea about "what is really behind the story" and pay tokens (game's main resource) accordingly. The more the story ties in the various rumours, details and NPCs associated with the story, the cheaper it is Token-wise. Even then, they still have to get some sort of evidence to back the scoop.

It is also possible for the party to fail to cover a story because they've either run out of time or because they just screwed up some other way. That counts as a bust.

At the end of the week, the sum of the busts, basic stories covered and scoops translates into the show's ratings. In theory the limit on Tokens and time should make it difficult for them to get all three scoops, but I still have to see how this will work out.

Anyway good luck. I would have like very much to have picked a game like this off the shelf rather than having to figure out stuff myself!