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Author Topic: [Idea] vision  (Read 1961 times)
beacon
Registree

Posts: 2


« on: September 09, 2006, 11:31:50 AM »

Hello,

it's my first thread at the forge, so please - don't shout at me too much ;p

While reading Wiki searchin' for some information about terrorism, I've come out with an idea. Why not to write a RPG, where players are communists, democrats or anarchists, and GM serves them frames to complete. Then, after all, their characters change and everyone goes to another frame.

Basic: players create characters using three stats which are communism, democracy, anarchy. They are determined with points. Each character has two about 6 points.

Another stats are: violence, dialogue, terrorism. They also are point-based. Each one represents a method used to make other people change their minds do character's ideology.

Frames are simple. E.g.:
USA's president has changed. Vox populi has chosen a democrat. You have only 1 point in category 'democrat' and 4 in 'comunist'. You have to do something.

You also have 3 points in 'terrorism', and only 1 in dialogue. It will be easier for you to deal with it simply blowing everything (including politicians). But it also will make you go anarchist. Besides, there'll be many other victims. Dialogue won't generate that many victims, but it is much more difficult to success.

Everything depends on decisions.

If my english is bad please notice it. It's just not my national language.
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beacon
Registree

Posts: 2


« Reply #1 on: September 09, 2006, 11:33:36 AM »

I forgot to paste my question:
Do you think something like this is playable?

Moderators, please put this in post before.
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Anders Larsen
Member

Posts: 270


« Reply #2 on: September 14, 2006, 04:11:15 AM »

Hi beacon

Well, something like this is absolutely playable, but you have to use some time to think about how a story in this game should unfold, and how scenes should be framed.

I have some questions:

You have two concepts that describe a character here, the one is the ideology, and the other is the method. Is there a reason for only have three possibilities in each category?

Quote
You also have 3 points in 'terrorism', and only 1 in dialogue. It will be easier for you to deal with it simply blowing everything (including politicians). But it also will make you go anarchist.

You seems to hint here that the characters will change ideology and maybe method when they engage in a conflict. Can you tell more about how this work?

 - Anders
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brainwipe
Member

Posts: 113

Icar Author


WWW
« Reply #3 on: September 14, 2006, 06:04:32 AM »

The idea is good but I agree with Anders that we need an example of play. I think having political view as stats is a really good idea. Can this change during the game? If the stats can change, is it possible that a character will have the same value in each?

How will each frame work, will there be a situation and the players have to decide how to deal with it? What is the aim or goal? Are the players trying to gain favour in the country?

Sounds like an interesting Idea, keep going.

(And your English is fine!)
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Adam Dray
Member

Posts: 676


WWW
« Reply #4 on: September 14, 2006, 11:36:39 AM »

Yeah, this sounds cool but I don't see the role-playing yet. What do the characters do?
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Adam Dray / adam@legendary.org
Verge -- cyberpunk role-playing on the brink
FoundryMUSH - indie chat and play at foundry.legendary.org 7777
joepub
Acts of Evil Playtesters
Member

Posts: 569

Joe Thomas McDonald


« Reply #5 on: September 14, 2006, 03:12:30 PM »

Quote
Basic: players create characters using three stats which are communism, democracy, anarchy. They are determined with points. Each character has two about 6 points.

Another stats are: violence, dialogue, terrorism. They also are point-based. Each one represents a method used to make other people change their minds do character's ideology.

This is brilliant, but I have one suggestion that I urge you to think about:
Let people define their own Ideologies and Methods.

This could either be done individually...
EX.
Tom: Oh, my Ideologies are Communist and Dictatorship, and my Methods are Propaganda and Torture.
Jill: My Ideologies are Democrat and Socialist, and my Methods are Imprisonment and Debate.
Rex: My Ideologies are Dictatorship and Facist, and my Methods are Violence and Blackmail.
Tom: Okay. rock solid. We're ready to begin now.

Or, this could be done collectively...
EX.
Tom: I think this game should focus on Communism and Facism.
Jill: Okay... but I want there to be an Anarchist uprising, universally.
Rex: Hm. Right now I'm more concerned with Methods. I want to see both insurgent violence, and political dialogue.
Tom: So... Jill, you're saying Communism, facism, and Anarchy?
Jill: Works for me. I'd also like to see Blackmail as a Method.
Rex: Communism, Facism, Anarchy. Blackmail, Violence, Dialogue.
Tom: Okay. Rock solid. We're  ready to begin now.

There are several reasons I suggest player-defined Ideologies and Methods:
a.) It gives the players more initial buy in.
b.) It cuts down on the amount of political squabbling: "Communism isn't the opposite of Facism! It's the opposite of Anarchy!" "No, it's not!"
c.) Players are more comfortable with sensitive topics that THEY'VE created, than with designer-created. People will come up with twisted, haunting things when developing a Master for My Life With Master... and they'll push their own boundaries.
d.) People will feel more passionate about things they define themselves.
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