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Author Topic: Troupe "Universal" World Building Simulationist Shared Nar  (Read 3826 times)
RobMuadib
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Posts: 230


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« on: July 14, 2001, 05:36:00 PM »

I am in the process of writing up my RPG, tentatively titled The Million Worlds: Chronicles Of The Eternal Cycle, which I hope to "commercially" publish in some form, and wanted to get some feedback from the indie community here at the Forge on what you guys think of it, or rather the concept. (For those interested, you can find more info blogs and bits about it at my website, http://www.wildmuse.com/games/ )


It is interesting to me in that my thrust and focus for the game, designed first and foremost to do the things that I most like about RPG's, is fairly under represented in the industry. Specifically having detailed, rich, imaginative worlds WITH designable and modifiable gearhead cool bits such as powers, weapons, vehicles etc.

As the subject says, my Game is focused on getting the players, as a troupe to build rich detailed worlds with strong simulationist representation, and then spin shared narratives with what they have built, along the lines of Ars Magica type troupe play.

The obvious influence here is of course Aria: Canticle Of The Monomyth. Save that my scope is bigger and my focus shallower, in that I want to facillitate and encourage the creation of rich, detailed, (mostly) believable worlds of all types, not just fantasy. And the game is geared to the creation of the various game-important elements of the world in hard mechanical form.

So consider having the rich culture/heritage type creation of Aria, as well as a Magic & metabilities creation system, something like the generic Hero powers system but done with the rich/detailed mind set of Magic creation in Aria, multi-plexed for all sorts of Meta- abilities, i.e. psionics, wild super-powers, cyber/nano ware, etc. Plus Hero-esque Weapon & Vehicle design done with an eye to culture/world considerations and a nod to more detailed 3G3/CORPS/GURPS vehicles/Fire Fusion & Steel gearhead style elements.

All this is built up from the rock-solid underlying MEGA-GAUGE system of mine. Which is a logarithimic trait scale and action resolution system similar in design to the seamless abstract TORG/Masterbook mechanics, but built with finer human resolution and a detailed realistic talent/skill simulation model.

Oh yeah, it also has built in "Reality Rules" switches and allows for Narrativist/Gamist Input/Fudging through Hero points.

Now to glue all this together I pour on a thick layer of my meta-universe mythos that focuses both the style/feel of the world building and the nature of the game narratives, and creates a "massively multi-player" persistent universe that can exist via web support and such. It also includes the options for world spanning meta-plots by adding mythos elements or even Torg like craziness via conjunctions/destructions/mergings  and such.

The feel of this meta-universe/mythos is inspired by Million Spheres of Moorcock's Eternal Champion Series, but rather than being fueled and driven by a "war of the balance", it is powered by a solipistic "dream force" driving the creation and destruction of new realities, the aforementioned Eternal Cycle.
 
Anyway, (assuming you have recovered from your narrativist rules-light insulin shock)what do you guys think of my concept/vision for my game. (Needless to say, I doubt there are many other people out there trying to make the same game:) )

Rob Muadib

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Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
kwisatzhaderach@wildmusegames.com --   
"But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune (The Movie - 1980)
Ron Edwards
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« Reply #1 on: July 14, 2001, 07:42:00 PM »

Yoicks.

(recovers)

Here are my questions, comments, wonderings ...

1) Why have any metagame at all? And if present, exactly what mechanics would it override? It seems as if your goal is to generate an engine in which the rules may be, for lack of a better word, "trusted." That trust would be the basis for playing in the first place.

(See, simulationist-folks, I'm tryin' to get it, OK?)

So if the engine may be trusted in that exact sense, then why permit over-rides? If you keep this, then you might consider carefully (and maybe already have, in which case tell me more) whether the metagame affects task resolution probabilities, specific dictated outcomes, presence or absence in a scene, or even features of the surroundings.

Oh yeah ... and how would the metagame mechanic be regulated? Points to use up? Fixed instances?

2) I'm a little confused by your claim to uniqueness. TORG would appear to have had exactly the same goal, and certainly Multiverser too. Is the ability to TRAVEL among the multiverse part of the picture? By what means, and for what purposes? If so, then I'm curious about how your vision compares to these two games.

(Side note: I've been reading Aria lately ... slowly, I confess ... and I give it immense credit for its ambition.)

3) You mentioned metaplot, too - this would imply a large-scale conflict, especially if it applies across the multiverse (megaverse? omniverse? or since it's all connected, universe? agh!) How does your current plan compare to similar ones, again, TORG, and the wars in Rifts?

4) The Forge is intended to be a resource for ALL independent role-playing games. If you can't get constructive advice from the Assembled, and yes, fellow Narrativists, I mean you too, then we're not doing our job.

Best,
Ron
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RobMuadib
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Posts: 230


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« Reply #2 on: July 14, 2001, 10:01:00 PM »

Quote

On 2001-07-14 23:42, Ron Edwards wrote:

1) Why have any metagame at all? And if present, exactly what mechanics would it override? It seems as if your goal is to generate an engine in which the rules may be, for lack of a better word, "trusted." That trust would be the basis for playing in the first place.

(See, simulationist-folks, I'm tryin' to get it, OK?)

So if the engine may be trusted in that exact sense, then why permit over-rides?  
Quote

On 2001-07-14 23:42, Ron Edwards wrote:
If you keep this, then you might consider carefully (and maybe already have, in which case tell me more) whether the metagame affects task resolution probabilities, specific dictated outcomes, presence or absence in a scene, or even features of the surroundings.

Oh yeah ... and how would the metagame mechanic be regulated? Points to use up? Fixed instances?
Logged

Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
kwisatzhaderach@wildmusegames.com --   
"But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune (The Movie - 1980)
RobMuadib
Member

Posts: 230


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« Reply #3 on: July 15, 2001, 12:03:00 AM »

Quote

On 2001-07-14 23:42, Ron Edwards wrote:

Here are my questions, comments, wonderings ...

2) I'm a little confused by your claim to uniqueness. TORG would appear
to have had exactly the same goal, and certainly Multiverser too.
Is the ability to TRAVEL among the multiverse part of the picture?
By what means, and for what purposes? If so, then I'm curious about
how your vision compares to these two games.

(Side note: I've been reading Aria lately ... slowly, I confess ...
and I give it immense credit for its ambition.)



Umm, I don't recall using the word unique:), I did mention
under-represented. Well the only game that is primarily focused on what
I want to focus on,troupe based world design, is Aria, however
it is strictly limited to fantasy/medieval worlds, where I want
to focus on all types of worlds/Universes.
(Though I don't plan to provide as detailed and in-depth world design
as Aria, shooting for a step more than verisimilitude,
I want to evoke the rich detailed feel without as much work if possible.)

One could argue that GURPS/CORPS/HERO/SOL/ETC/ETC/ETC are similar,
but I don't want to create "generic worlds". I want to promote a certain
depth and style of worlds, much as Aria does, but with unlimited scope
and not as much depth. The thing that I do want to take from the Pure
Generics is the more simulationist/hard mechanical vehicle/power/weapon
world design type stuff. That is the Design Architecture is the most
important part of the system in terms of thrust, it is where I want
to focus the efforts of the players. Secondly, my universal Game system,
DOES have a definite universe, with a definite mythos and other
elements that all worlds created under the system will share, another
reason don't consider it a generic system.

Torg/Rifts, etc have no Design Architecture elements as such,
they are simply, Multi-genre Apocalytpic Invasion scenarios.
Torg does have a definite Universe Mythos, and I have employed
some of the ideas in Torg in the construction of my universe.
I like the idea of the Axioms, which I incorporated in my idea of
the Axiomachtae, when a world is created, and in the idea of the
Ontologues. (This is the stuff that still needs the most development
at this time:) )

Multi-Verser, does have a major design architecture element, however
it is not its primary focus, in my opinion. It's all about your
immortal verser character and his adventures. I plan on implementing
Meta-Play/Meta-Design ideas put forth in Aria
in my system as well, perpetual genealogies and other meta-characters.
The idea of Bias from MV was also a major influence on my
(still evolving) concept of the Axiomachtae and Ontologues.


Quote

3) You mentioned metaplot, too - this would imply a large-scale conflict,
especially if it applies across the multiverse (megaverse? omniverse? or
since it's all connected, universe? agh!) How does your current plan
compare to similar ones, again, TORG, and the wars in Rifts?


Well, with the Tenets above you should have a feel for the universe
concept. That travel is possible between the spheres, and Aerts can
become active during certain cosmic alignments and such. Indeed you can
even have a situation where the entirety of the Million Worlds are in
alignment and Aerts open among them all. Also you can have torg like
collisions and convergences and stuff. Also, players can declare
the Spheres they create Flat, with no Aerts etc possible etc.


This is high concept stuff that is still up for development. One of
the main concepts for community is that potential players can post the
Spheres they create with information on their Aerts and Barriers
and such assign them to "constellations" and alignments and such,
a, to purloin some terms, creating a "persistent massively multiplayer"
reality. Also, part of the Myrae mythos is that of The Sundering,
whereby means of great magic the Myrae escaped the destruction of their
Sphere by spreading their spirits among all the Spheres. And
these Myraen Spirits can reincarnate with memories of Midian and
a urge to seek out the Ubiqnomen artifact within that sphere, which
allow them to open up the Aerts and travel among the Spheres, following
their geas to seek out Midian among the Million Worlds and
rebuild the temple of Alphain, putting their artifact back among its
place among the Ubiqnomen.

Anyway, I have lots of neat ideas for mythos stuff to inject into the
worlds and such, just haven't firmly developed it all. And plenty of
such ideas to create major Metaplots for The Million Worlds and such.

Anyway, sorry for how long this is, but it's like a million things
to talk about.:smile:

[Qoute]
4) The Forge is intended to be a resource for ALL independent
role-playing games. If you can't get constructive advice from the
Assembled, and yes, fellow Narrativists, I mean you too, then we're
not doing our job.
[/Qoute]

Cool, I appreciate everyones interest and comments.

Rob Muadib.

[ This Message was edited by: RobMuadib on 2001-07-19 11:03 ]
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Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
kwisatzhaderach@wildmusegames.com --   
"But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune (The Movie - 1980)
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