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Weight of the world

Started by Phil, November 06, 2007, 07:56:28 PM

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Phil

In college I began to create a world (seriously how many times have I seen something like that posted, apologies for the ubiquity).  The website is [url]http://www.alatha.com/url] for those who would care to look around.  Anyway, last spring, with some small help from friends, I began to create a role playing system to use within the world.  I decided to use most of the basic mechanics of the original West End Games Star wars D6 system as that was what we all had been playing for some time.  In the initial period of setting everything up it went smoothly, but as it needed to be flushed out we struggled with the magic system, the damage system, and a few other things.  But more and more I find myself as GM for our test sessions, creator and developer of the world, role playing system mechanics creator, and website publisher with soo much to do in addition to having a life outside of this/ working and all.  Is there a good way that any of you have found in getting your gamers to participate in the creative process itself, without making them simply the lackey that types something up for me?
Alatha.  Your new favorite fantasy world without elves.  www.alatha.com

Phil

With apologies for posting to my own post...
Our games are fairly puzzle and story based, the rules are there but most of the mechanics are seldom used especially due to the specific types of characters  people have chosen.  In light of this, the actual role playing sessions usually include one test session of arena fights.  But aside from this, the story is the prime driver, so I can't imagine a way for the players to get involved with that aspect of creating.  Am I doomed to bear the weight of my own world alone?
Alatha.  Your new favorite fantasy world without elves.  www.alatha.com

Vulpinoid

Great question and I'd love to hear the answer to this one...

I've been toying with creating worlds and games for fifteen years or so. Most of the guys I play with are all enthusiatic about the idea that they might know someone who's written their own game and maybe even makes money from it...but they only want to play games that are already written. They only want the pre-packaged stuff in shiny covers from professional publishing houses, even though they'd love the kudos of having their name found as a "playtester" in such a book.

It's a dilemma I've been working with for a while.

The closest I've managed to get so far in many of these groups is to insert test rules into some of their other regular games, just to see how well they'd flow. Some of the other groups are a bit more open, but not by much.

The only person I found really useful in helping me design a game a year or two ago was my wife who said "I'm bored". So I told her what I was working on, and she helped me out for a while (until she started trying to inject ideas that went purely against the structure of the game I'd laid out so far...when I tried to explain this to her it just led to a series of arguments and ended up with her walking out on the whole thing because she didn't think I valued her opinion. But that's another story...)

I guess the road of a designer and genius is a lonely one. I'm sure there are plenty of people around here who could sympathise.

V
A.K.A. Michael Wenman
Vulpinoid Studios The Eighth Sea now available for as a pdf for $1.

David Artman

V is right: you're best off alone or MAYBE collaborating with one other who shares the precise same vision.

I made the mistake of trying to somewhat share design notions with someone who, in fact, totally didn't comprehend some of my basic design goals (that, or he intentionally ignored them to serve his own agenda). A lot of heated arguments later, we're not even friends anymore (for clarification: this was the straw that broke the camel's back; we had a LOT of history that we generally tried to ignore; it wasn't all due to arguing over rule systems).

You're better off designing progressively, testing often, and taking playtester feedback to tune elements and add functionality.

Or... go to Endeavor and try to drum up support for a Design By Wiki RPG--you can establish "core" or "inviolate" elements (on locked pages), and others can expand upon them or add systems or what-not. Check out this thread for an example:
http://www.indie-rpgs.com/forum/index.php?topic=24945.0

Good luck!
David
Designer - GLASS, Icehouse Games
Editor - Perfect, Passages

Phil

My fears confirmed.  Hmm.  I do like the idea of a wiki style format.  Ill see what I can do on that.  AT any rate it would give my players someplace to throw in whatever they want without stepping on my sandcastle as it were.  The link to the other discussion is appreciated.
Alatha.  Your new favorite fantasy world without elves.  www.alatha.com

Anders Larsen

Hi

I have for more than six years now worked on a game together with a friend, with the approach that we have to agree on everything which goes into the game. So this is absolute possible if you find the right person to work with.

Here are some of my observations on this process:

* You have to find a person how is as excited about the project as you are, and who is as interested in game design as you are.

* Do not expect the development to go significant faster if you have to agree on everything. On the other hand if you try to take the leadership and try to make the final decisions, do not expect the other person to stay excited about the project for too long (there may be exceptions to this).

* Be sure that your relationship can handle a lot of (sometimes heated) discussions; discussions is the only way to reach agreement.

* it is easy to lose the overview of the game when you use a lot of time discussing small detail.

* But when you reach an agreement the result can in many cases be much more interesting than what any one of you could come up with.

* The best thing about being two or more is that you are more motivated to continue the project, and it is of course much more fun to be two.

* I could not use this approach with some of the other game I am working on. Especially games where I have a strong focus, on a concept which I am very interested in.

- Anders