*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 05:20:23 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: Parlour games as Roleplaying games  (Read 1140 times)
Oscar Evans
Member

Posts: 31


« on: September 29, 2006, 03:48:01 AM »

I think there is a lot of potential in converting some of the design principles from parlour games (and perhaps some improve theatre, theatresports and Alternate Reality Games) into roleplaying games. I think the spartan rules and the focus on creating interesting social dynamics (Rather than conflict resolution or simulating situations etc) could be rather refreshing in a roleplaying game.

In particular, i think Mafia (or 'Werewolf') and Wink Murder have a lot of promise, since they are essentially roleplaying games already. Though the elimination of players from the game is not very good design from a 'fun' perspective.

Obviously there is a lot of room for creating entirely new games using a tight structure for play which encourages interaction and relationships but essentially leaves the details of the roleplaying up to the individuals.

So, are there any games like this? Most importantly, is this a good idea?
Logged
GregStolze
Member

Posts: 152


« Reply #1 on: September 29, 2006, 04:28:58 AM »

I was kind of aiming at that with Executive Decision.

-G.
Logged
David Artman
Member

Posts: 570

Designer & Producer


WWW
« Reply #2 on: September 29, 2006, 07:30:40 AM »

Inciteful Games is all-about that style of parlor LARP: their system basically uses a trumps mechanic, and a character is nothing but a Motivation/Goal, a handful of Relationships to other characters, and a set of cards that represent "skills" or "abilities" in which they trump all other characters.

Having played in a couple of their initial playtest games, it works well to jump-start players in a party game, and if the story is sufficiently complex, then it can play for a good long while. But each game is only good for one shot, as their system is SO directly coupled to the situation and particular plot.

Or are you thinking more of a *system* for deriving such play and situations, so that one can get repeat play out of it? That is harder to handle, as you have to generate player points of contact directly in the situation setup, rather than through efficacy or abilities that are "poised" to handle a variety of situations. It's not impossible, I just think it could create a significant prep issue for GMs or require a lot of pre-prep, each game, for all players.

Or are you going in another direction? I have a fair bit of LARP experience, in a variety of play styles and formats: I could probably either point you to something already doing what you'd like, or help you build up a system that does. Unfortunately, the LARP system I am currently designing is the exact OPPOSITE of such a play system, so I can't go with my usual (shillish) recommendation to use GLASS.... :-)

David
Logged

Designer - GLASS, Icehouse Games
Editor - Perfect, Passages
Joshua A.C. Newman
Member

Posts: 1144

the glyphpress


WWW
« Reply #3 on: September 29, 2006, 08:35:58 AM »

Yeah, I've been thinking about that a lot, as well as Surrealist games. Shock: has a certain amount of both of these in it. Prime Time Adventures is closer than just about anything else, I think: it uses cards, some pieces of paper, and pencils. It also consistently makes good fiction.


Greg, I haven't played Executive Decision yet. It looks like the Western Mass Story Game crew might have to assemble for that!
Logged

the glyphpress's games are Shock: Social Science Fiction and Under the Bed.

I design books like Dogs in the Vineyard and The Mountain Witch.
Paul Czege
Acts of Evil Playtesters
Member

Posts: 2341


WWW
« Reply #4 on: September 29, 2006, 08:40:51 AM »

Hey David,

Inciteful Games is all-about that style of parlor LARP: their system basically uses a trumps mechanic, and a character is nothing but a Motivation/Goal, a handful of Relationships to other characters, and a set of cards that represent "skills" or "abilities" in which they trump all other characters.

Inciteful Entertainment is Joe McDonald and his game Perfect. Is there an Inciteful Games? Or do you mean Shifting Forest Storyworks?

Paul
Logged

My Life with Master knows codependence.
And if you're doing anything with your Acts of Evil ashcan license, of course I'm curious and would love to hear about your plans
David Artman
Member

Posts: 570

Designer & Producer


WWW
« Reply #5 on: October 09, 2006, 06:29:34 AM »

Ah, hell, I don't know what I mean. Yeah, I got Joe's company confused with my buddy's company that he is forming. I will ask him again about it and post an update.
Logged

Designer - GLASS, Icehouse Games
Editor - Perfect, Passages
Paul Czege
Acts of Evil Playtesters
Member

Posts: 2341


WWW
« Reply #6 on: October 09, 2006, 06:56:53 AM »

Hey David,

Shifting Forest Storyworks did a nice line of games they explicitly called "parlor larps". Jonathan Tweet gave one of them his Pick of GenCon last year:

http://www.jonathantweet.com/jotgamesgcpicks.html

But the Shifting Forest website looks to be M.I.A., and no one seems to know how to contact them. Your buddy isn't associated with them, is he?

Paul
Logged

My Life with Master knows codependence.
And if you're doing anything with your Acts of Evil ashcan license, of course I'm curious and would love to hear about your plans
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!