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Help on collecting my thoughts - new game/setting/system?

Started by Dionysus, January 07, 2009, 12:22:55 PM

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Dionysus

Howdy.

My group were doing some web browsing and eating pizza before we started our game session the other night, and we came across something that got all of us jumping up and down saying "cool" and "We wanna play in that" type expressions.

Animation short: "9"

then later on found it is being made into a movie

We've discussed this for a few days and come up with some things that we want to have in our game:
- A dead world, only mineral, no animal or vegetable
- the "living" stuff is all mineral. ie, normal objects infused with some kind of animating force.
- Tiny scale - leftover household appliances are bigger than the characters, a ruined house/city block is equivalent to a city/forest in other games.
- The characters are exploring the world, and they are struggling to survive and put together a society/culture against a hostile world
- The animating spirit is very important (good/evil, civilised/savage), but the body is able to be added to by the characters (sewing on a new arm, replacing a hand with scissors, etc)
- want some way of adding/defining the environment. ie doesn't rely on premade map,
- want a lot of "using the environment" - scrap and objects can be found and made into useable tools/body parts/traps

(related stories that were brought up were "toy story", "the Borribles", "The bromeliad trilogy" (truckers, diggers, wings), Redwall, and Mouse Guard)

I am not sure if i'm asking for pointers to existing games, or pointers in how to put together a new system...

we've been playing our current game campaign for a good 6 months, and it'll probably end in a couple more, so we'd like to have _this_ game ready to play....... Some advice on next steps would be nice :)

lilomar

I think All the Little Things might be what you're looking for, if not, it can certainly be used. The introduction specifies that it is good for "Toy Story or Brave Little Toaster style campaigns".

I haven't played this, but I have read the rules and it seems like a fun concept!

PDF
Context

I'm providing both, because I don't know when tailsteak will update his web page, and there is no permalink to the page until it isn't the front page anymore.

Dionysus

(imagine a person jumping up and down in silent excitement)

Thats just cool. It definently gives me a place to start

Dionysus

While it certainly has something, we do not want to have the "move around while humans are asleep".

I like the idea of some stats being derived from the components you are made from. The "magic healing" doesn't work for me.

The key things i'm looking to encourage (core conflicts?) would also include exploration and salvaging (finding and modifying scrap into tools) and using the environment and tools to overcome conflicts (building traps, shelter, methods of travel etc)

Dionysus

After a lot of brainstorming last night, our group came up with some ideas for this - we wanted to primarily keep it simple as possible, but to allow as much fun describing the weird and wonderful Its a bit of fate, and a bit of dogs in the vinyard.

Breath, Thread, Metal, scraps

We decided to use a semi-fudge based system, and we've come up with the following so far:

about: Little Scrappers struggling to protect their tribes against a hostile environment.

Characters: Will be exploring the ruined leftovers of the world to find useful pieces to repair and make tools, or protecting against maurauding Junk.

Players: gambling dicepools to get narrative points - building and filling out a map which describes the land of their tribe.


The Scrappers have 5 "stats".

Jury-rig -
Scavenge -
Size -
Relate -
Breath (new name) -

These are rated 4,3,2,1,0. (pick one at 4, one at 3, one at 2, etc) (this is the number of d6 you get to roll for actions relating to that stat) You say what you want to do, roll the dice and if you get a sum of 7 or more, the player gets to say what happens. You can gamble dice (ie, set aside and dont roll) to try to get utility points.

They also have a "utility" pool (like fate points), which they fill up by taking risks, or helping each other. You can spend a utility point to tag an aspect positively, or gain a utility point by tagging an aspect in a bad way for you.

You can only spend 1 utility point from your pool in a round - to get the second to identify useful things (make new aspects) you need to gamble dice, or get help.

You can make a new tag in the environment by spending two utility points.

Anyway - the scrappers are tiny usually 6-12 inches (15-30cm) in size. Because of this mos of the challenges in the world are too big for them to overcome by themseves (unless thay are singlularly awesome at that particular task). Normally one scrapper can come up with an idea and if it can communicate this to another scrapper, they can work together for a while to get things done (they can share utility pioints)

They use "Scavenge" to look for potential pieces in the ruins, all the while hiding from dangers and finding paths. (gamble gets you utility)

They use "Jury-rig" to work out how pieces can be put together to make tools and protection, or how to interact with the environment in useful ways. (gamble can define things or turn utility into tools)

They use "size" to fight against things, carry lots of tools and pieces, and hopefully resist damage. (gamble to do damage or risky moves, and defines the number of "tools" that you can carry ready to use)

They use "relate" to gain assistance from other scrappers, or work out which ones can become companions. (gambles allow you to share utility points and make deals.)

Breath is used to be able to put yourself into danger, or work harder. (you need to make a successful breath roll to do anything potentially dangerous, or do anything except run away/hide. If you fail you need to spend a utility point to even make a roll - for every dice you gamble on this roll, you get an extra dice to use in your next action) Breath is also the default starting number of utility points a character can bank.

Aspects (besides your name) will be basically tools and attachments. you can turn utility into "aspect" tools using jury-rig. Characters can store a number of tools ready for use. They are able to have a couple of tools attached at any one time depending on how old/experienced they are.

A tool can be attached to a character  - it then becomes an aspect (with all the associated tag, compel etc mechanics). When a tool is made using jury rig, the amount you gamble on it determines it's rating - how much utility can be banked in that tool. After every scene a tool is used, its rating goes down by one - once it hits zero it is broken and turns back into a piece of scrap.

So a character would look like

name aspect: [engineer 1]

Stats:
Jury-rig: 4
Scavenge: 3
Size:2
Relate: 0
Breath: 1

Slots:
[lightbulb] on head raise: tag+: to provide light, tag-: delicate, compell: to protect it from damage
[caliper tool] in hand tag+: to measure objects, tag-: gets caught on things, compell: to investigate surroundings


Description:
This is a little construct made of sparkplugs and wire. He's attached a lightbulb over his head to help him look into dark areas, and a set of calipers on one arm to help him find the precision parts he wants. He's very clever at putting things together and finding lots of parts, but is constantly distracted and finds it very hard to communicate with others. Prefers to silently make tools for others, or just follow orders. UNless it can be motivated it often will hide motionless  (imagine something like a pit-driod from the star wars movies)

Dionysus

Thanks for the PM - I've now got a hold of the "big 3, and power19" questions from socratic design.

I will be going through that to nail down my ideas a bit further and will post more.

Some things/mechanics I want to promote (but dont know really how and would love some hints)
- team work/support (2 people working together get more done that 2 people working apart)
- a single player fortune (roll of dice etc) will spur a series of to and fro description (DitV, I'm looking at you)
- strong ability for everyone to create the environment/setting
- ability to set/scale difficulty/challenge (the more you bring, the more dangerous things are, you will never overpower enemies through brute force)
- allow player/character ingenuity (tool making, mcGyvering, Jury-rigging "rube goldberg" inventions)
- community/society building - advancement is given to the "tribe/group" rather than individual characters.

Vulpinoid

Quote from: Dionysus on January 08, 2009, 04:25:36 PM
- allow player/character ingenuity (tool making, mcGyvering, Jury-rigging "rube goldberg" inventions)

HELL YES!!!

I've loved these things since before I knew what they were called.

I've only seen elaborate contraptions of this nature brought into a game once or twice and the game mechanics really hindered the bizarre interplay of parts, motions, causes and effects.

The idea with these machines is that the more steps there are, the better. But then again, the more steps there are, the harder they are to construct.

Here's a suggestion for how to make players want their contraptions to become elaborate.

1. For every success on a construction attempt, the character gets to add a step to the invention. They may make multiple attempts to add new steps, but for every skill attempt after the first, a degree of success is sacrificed (the character needs to work out what they were up to, before they can add any future steps to the invention). Multiple character may work together on a contraption, but one character must be designated as the lead, while every other character suffers the 1 success penalty (because they don't fully understand the full mechanics of the invention).

2. If anyone fails to get a success when adding a step to the contraption, then there is a chance that it goes off. If there are rules for botches or catastrophic failures in the system then these will automatically activate it.
 
3. When the invention is activated, each stage takes a turn to manifest.

4. Characters who might be affected by the invention have to make two rolls to successfully prevent the results. The first roll allows the victim to see what the contraption is doing, for every success on this roll they can see another stage of the inventions progress. If they gain two degrees of success on this roll, they will be able to determine what the contraption will do on the next turn and may make an attempt to stop it as it's happening.

5. Inventions with many steps gradually build up to some incredibly impressive effects. Once the invention reaches it's final stage, it gives a bonus equal to the number of stages that it passed through (I'm not sure if you'd want this bonus to come in the form of extra dice to roll, modifiers to dice rolled, automatic degrees of success...???).

As an example:

2 characters named X and Y are building a trap for the Scrapmonster [who is scared of light]. They only have three turns to build it, and they want as many stages as they can. X is the better tinkerer, so he plays the role of the primary constructor. The last success on turn three will be the climax of the invention.

Turn 1: X scores two successes, Y scores one success. X manages to add two steps to the invention, Y figures out what's going on but doesn't know how to contribute.
   [Stepping on a plank acts as a lever][which pulls a string](2 steps).
Turn 2: X scores two successes, Y scores two successes. X remembers what he is up to then adds an extra step, Y figures out how he can help and he adds another step.
   [Stepping on a plank acts as a lever][which pulls a string][which knocks a book to the floor][which sets off a mousetrap](4 steps).
Turn 3: X scores three successes, Y scores one success. X remembers what he is up to then adds two more steps, Y is confused about what's happening.
   [Stepping on a plank acts as a lever][which pulls a string][which knocks a book to the floor][which sets off a mousetrap][which connects rusty electrical contacts][and finally turns on a light](6 steps).

The Scrapmonster shows up.

Turn 4: X and Y run past the plank that starts the process...into a dead end near the light....they are acting as bait for the monster as it approaches the trap. The scrapmonster treads on the plank and the invention starts, it is now a bit confused about what is happening. It makes a perception check to see what's happening but is distracted by X and Y. The Scrapmonster scores two successes, but X and Y each score a success in distracting him. He doesn't see anything amiss and continues toward the pair. [The lever is depressed] 
Turn 5: The Scrapmonster takes a swipe at X and Y, who have both buried themselves in a pile of junk at the wall of the dead end. X takes damage as the Scrapmonster's scissor-hands tear across him. [The string is pulled]
Turn 6: The Scrapmonster is distracted as a book hits the ground. He suddenly realises something is up. He scores two successes on his perception check and he sees that the book is about to tumble onto a mousetrap. [The book falls]
Turn 7: The Scrapmonster doesn't think the mousetrap is dangerous, but knows it must lead to something, he focuses his attention on the contraption around him and scores three successes on his perception check.....trap...wire...light. He knows that he needs to stop the contraption or else he'll be engulfed in horrible light very soon. [The trap snaps]
Turn 8: Seeing that the Scrapmonster has unveiled their trap, X and Y look for an escape route in case he manages to disable it. No successes. The Scrapmonster has the jump on the invention and he tries to cut through the tangle of rusty wires that our little inventors have used for their trap. No successes, so he can't cut through it. [The wires make electrical contact]
Turn 9: The Scrapmonster knows what is about to happen, so he turns away and runs from the light which is about to turn on. He won't be back to bother them for a while...or at least until the power dies away on the light bulb [The light turns on].

Six stages to the invention might mean six hours of peace and the chance to recuperate, or six scenes to progress with other aspects of the story without needing to worry about the scrap monster. If the scrap monster had been caught in the glare of the light, it might mean six free turns to deal damage to the beast while it is paralysed in fear of the light.

Just some ideas, mostly based on the tension that builds up when these sorts of contraptions are used in movies.

Take them or leave them.

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

Dionysus

Yep, you got it in one - thats exactly the type of scene i'm hoping to get. :)

My big annoyance with some games is how the resolution mechanic changes and has all sorts of special rules for different things. I much prefer a single type of mechanic which has its own trade off somehow - easy to achieve gets basic results, if the player chooses to make the roll more risky then the character potentially gets more reward - the classic risk vs reward. I like the idea of gambling.

so a session might be something like:


* working out what is needed to grow the tribe (like needing A, B, and C for making a safe bunker for a nursury)
- this would be a player decision, effectively - "I want to make the next session about collecting these items for a certain reward".

* Difficulty decided
- players choose which of the characters to bring "i'll take Tinker 7 with his slicing and measure tools, and you take Clank 2 with his big hammer" This decides how much utility and importance the session has. A game should always be challenging and require teamwork from all involved - if there were 10 players with lots of predesigned tools, then the challenge should be that much more difficult, but if its only one little "baby" then the enemy should be a lot smaller - but the session should feel equally challenging.

* Session starts...
*Gather stuff
- players are guiding characters to use stats and tools to uncover potentially useful "stuff" in the environment, while keeping watch for / preemptively hiding from threats.
- the GM is using the "difficulty rating" to counter the player's rolls and introduce threats
- the "stuff" the characters uncover might be still undefined "Clank 2 is carrying 3 pieces of stuff"

* Threat uncovered
- players guide the character to decide/uncover what the threat is, and ways of possibly overcoming the threat. (ie, players are instrumental is saying what the threat actually is, and how it could be overcome - Threat could be animate like a monster, or inanimate like trying to get into a giant refrigerator which is currently shut)
- The gm is committing "difficulty rating" to match what the players are putting on the table

I see this as a kind of bidding contest. There is a "prize" or outcome, and the players use their stuff to bid against the GM and his pool from the difficulty rating. The bigger the threat is, the better the reward might be.

* Threat contested
- players guide the character to use stats to convert "stuff" into "contraptions/tools". The more complex the contraption and more "stuff" used to make it, the potentially better results it gets.

- If the threat is overcome, the "difficulty rating" bid from the gm is used up.

- the session is ended when either the players run out of "utility" or the GM runs out of his "difficulty rating" (thinking these should be measured in the same units) - If the Gm has leftovers, the players dont get the stuff needed to grow their trible, if the players have leftovers then they get some of the stuff needed.

The biggest issue i'm having is tying the mechanics into this now.
Questions raised:
- what is the "utility/difficulty" measure with?
- resoution mechanic? Needs to be such that you cant just overwealm, and bigger stakes are more risky and have more chance to fail, but the reward is bigger.
- want simple resolution:
  - Gather stuff until threat is triggered.
  - plan for conflict (what is threat, and what can overome it) (more risk of failure gets more reward if you succeed)
  - resolve conflict

All parts should have a somewhat equivalent mechanics (bid points from players and gm, make gamble, winner gets a portion of bid pool for use in next stage)


Callan S.

It's funny how the inanimate objects get a glowy, mystic looking energy that is their life to lose, as opposed to how RL living things, who die simply if their components are scattered. It's like the animation tries to grope at something more than material existance, by animating materials but because the author writes in them having a glowy life force. Instead of just moving, because they move.
Philosopher Gamer
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