The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 07:30:21 PM
1 Hour
1 Day
1 Week
1 Month
Forever
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)
The Forge Archives
Archive
Indie Game Design
(Moderator:
Ron Edwards
)
Relationship map as core mechanic
Pages: [
1
]
« previous
next »
Author
Topic: Relationship map as core mechanic (Read 696 times)
Clay
Member
Posts: 550
Relationship map as core mechanic
«
on:
October 01, 2002, 09:40:38 AM »
I've been tossing the idea around for a year or so to create a game where the relationships between characters (PC and NPC) is a core mechanic. My models are detective fiction, Buffy the Vampire Slayer (the series, not the movie), and an online fiction series that I wrote with a friend after college.
Conflict is settled by choosing the largest counter out of the pool of counters. Current design has me using dealt cards for the counters, but play tests indicated that some people preferred rolled dice.
Characters are defined by two things.
The first is a set of descriptors, such as "Bad Mother ****er" or "Wild Driver". Each descriptor gets a score, based on the number of meaningful words in the descriptor. So "Wild Driver" has a score of 2, and "Bad Mother ****er" has a score of 3. These scores contribute to a pool for resolving conflicts.
The second is a relationship list. For each person with who the character has a significant relationship (that's going to show up in the story), a relationship strength value is assigned. This value is added to the score from the relevant descriptor when that person is involved (either as the opponent or a third party). The score doesn't reveal the nature of the relationship so much as how strongly the person feels about it. The nature of the relationship can be seen by examining the strength from the other side.
For instance, in Bob's relationship with his boss, Bob has a strength of 1. His boss' relationship with Bob has a strength of 4. Bob's Boss owns Bob. So if Bob is late for work and his boss is a clock watcher, Bob gets 2 cards for "Wild Driver" and another card for his clock-watching boss. His boss gets 2 cards for "Clock Watcher" and another 4 for his contempt of his slacking employee Bob. So whoever gets the high card from their hand will be the one who succeeds. If Bob gets the high card, Bob gets to work without his boss noticing that he's late (or 'too close' to on time). If his boss gets it, he catches Bob slinking in guiltily.
Is this completely whacked? Does anyone see problems?
Logged
Clay Dowling
RPG-Campaign.com
- Online Campaign Planning and Management
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
Relationship map as core mechanic
«
Reply #1 on:
October 01, 2002, 10:18:25 AM »
I'm assuming that you've seen
Isolation
? Discusses a lot of the same sort of ideas (but in a very different way).
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Clay
Member
Posts: 550
Relationship map as core mechanic
«
Reply #2 on:
October 01, 2002, 11:32:25 AM »
Quote from: Mike Holmes
I'm assuming that you've seen
Isolation
? Discusses a lot of the same sort of ideas (but in a very different way).
I hadn't seen it until you mentioned it. I haven't had a chance to read in detail, but on the surface it looks like probably a hyper-kinetic variation on my idea. Or to get things in the proper order, my idea looks a little like Isolation on valium.
Logged
Clay Dowling
RPG-Campaign.com
- Online Campaign Planning and Management
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
Relationship map as core mechanic
«
Reply #3 on:
October 01, 2002, 01:14:22 PM »
Quote from: Clay
my idea looks a little like Isolation on valium.
I'd say your idea looks like Isolation without the, well, isolation. Which is cool; I've been waiting for something like this to come along which took more of a long view on relationship mechanics. Isolation seems cool, but only for limited applications that are readily obvious. Your game would hopefully have a broader application.
Do you see using it for a particular setting, or is it intended to be generic?
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Henry Fitch
Member
Posts: 149
Relationship map as core mechanic
«
Reply #4 on:
October 01, 2002, 06:53:08 PM »
Two of my semi-baked ideas have systems like this; the older one is incredibly simple and intended for larp, and is about immortal people, and the new one is much rulier (though still lite) and is focused on shojo manga like Ranma 1/2. Cool to see other people think it works!
Logged
formerly known as Winged Coyote
Ron Edwards
Global Moderator
Member
Posts: 16490
Relationship map as core mechanic
«
Reply #5 on:
October 02, 2002, 05:58:31 AM »
Hi Clay,
Dav's Violence Future comes very close to this idea, although I don't know what's up with this game - it seems to have stalled at the 99% level of production and release. I'll do some digging.
The basic idea is completely sound, though. I was hoping that Clinton's Panels would be exactly this.
Best,
ron
Logged
Clay
Member
Posts: 550
Relationship map as core mechanic
«
Reply #6 on:
October 02, 2002, 07:18:42 AM »
My initial plan is not only for a specific setting, but a specific adventure. The first story-arc from the online serial I mentioned as inspiration. It's a complete adventure with characters and introductory scenes and the rules. Additional inspirations for this product include the How to Host a Murder series, and the thread elsewhere about "gateway" games. I don't know if this would be a gateway game, but I thought it might be fun to apply my system ideas to a complete package that someone could download and play with about as much prep required as the average board game.
I don't forsee this as a generic system, in that it really only works for certain types of stories. It wouldn't, for instance, be a good replacement for the types of games where Traveller or Call of Cthulhu really excels, where plot is paramount. When character and relationships drive the plot, this system will reinforce them. Where plot rules, these mechanics are going to be very unsupportive.
Logged
Clay Dowling
RPG-Campaign.com
- Online Campaign Planning and Management
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
Relationship map as core mechanic
«
Reply #7 on:
October 02, 2002, 10:44:36 AM »
Quote from: Clay
My initial plan is not only for a specific setting, but a specific adventure. The first story-arc from the online serial I mentioned as inspiration. It's a complete adventure with characters and introductory scenes and the rules. Additional inspirations for this product include the How to Host a Murder series, and the thread elsewhere about "gateway" games. I don't know if this would be a gateway game, but I thought it might be fun to apply my system ideas to a complete package that someone could download and play with about as much prep required as the average board game.
I think that's another really cool idea. I've been saying that someone needs to do something like this for a while. My theoretical example was a Scooby Do RPG where you play the characters. But you've even gone one further, and included a single scenario to play. Nice. I think that might just have some of that "Gateway" potential. Since the game is presented as "how to run this scenario" players will get a general introduction into how to run scenarios in general. Good idea.
What's next?
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Clay
Member
Posts: 550
Relationship map as core mechanic
«
Reply #8 on:
October 02, 2002, 12:17:45 PM »
Quote from: Mike Holmes
What's next?
First, complete the writeup on "How to Play." Specifically, I'm giving them a few starter scenes to play out, but they need to know how to navigate between them. I also need instructions so that the narrator/players can create their own scenes, because I'm pointedly not interested in railroading them down a certain story path. My hope is that every group that plays it will play it to a different conclusion.
Logged
Clay Dowling
RPG-Campaign.com
- Online Campaign Planning and Management
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum