Topic: Making a Game About Survival?
Started by: jdagna
Started on: 7/29/2004
Board: RPG Theory
On 7/29/2004 at 10:40pm, jdagna wrote:
Making a Game About Survival?
I'm mulling over the seeds of what might be a new game, but I'm running into some mental blocks with it. Since the game isn't even a full seed, I'm still dealing with it pretty theoretically (which is why I think this thread belongs over here in theory, but feel free to move it over to design).
The premise for the game: the character exist in a pseudo-Europe in the early iron age, where their people have been pushed off traditional farmlands into rough mountainous areas with nothing but the clothes on their backs and their herds.
So I want this game to be about survival, not just of the character, but of the tribal group (I envision extended-family units with 40-60 members of all ages and their herds). To do that, you have to find enough food, etc. and of course the best pasture and safest weather are down on the low-lands where the raiders would happily kill the herds and the people.
The difficulty I'm having is in coming up with mechanics and rewards that don't reduce the game to a Gamist challenge or to a Simulationist number-crunch - running the game as a series of random events and encounters seems like a recipe for failure. It doesn't necessarily need to be Narrativist, but I'd rather have players addressing a Premise like "What am I willing to do to keep my tribe alive?" than asking "Is it statistically safer to risk starving or face the bandits?" For that matter, the mechanics should make fending off starvation as interesting as fighting bandits.
So, are there any ideas about how a game can handle something like survival in an interesting way?
On 7/30/2004 at 1:22am, Zak Arntson wrote:
RE: Making a Game About Survival?
Script! Script! Write up a script of what the participants would be saying to each other!
Also, to make any conflict interesting, remember to keep whiffs out of the picture. "No" should always lead to "No, and" (as in further complication or benefit). With this in mind, you'll have to find ways to make survival not a "survive or die" thing. More a "things get tougher and leaner, or they get better for a bit (before getting tougher and leaner in a different way)".
Like how you put it, do you face the bandits? Or leave for safer ground?
So how are you picturing the participation to work? Traditional, with a GM and players? More round-robin? Are players in charge of a single person? A group?
I've always liked the idea of a PC's actions having a large holistic effect on the people around them. In warfare, a PC wins the battle with the enemy general and the tide turns. With a survival game, this could be easily refleted. The PC finds food, and his tribe (or subsection) finds food.
Also, how do you see the players interacting? Do they play separate tribes? Members of the same tribe? A gestalt hivemind which controls the tribe?
On 7/30/2004 at 5:15am, jdagna wrote:
RE: Making a Game About Survival?
Zak Arntson wrote: Script! Script! Write up a script of what the participants would be saying to each other!
So how are you picturing the participation to work? Traditional, with a GM and players? More round-robin? Are players in charge of a single person? A group?
Also, how do you see the players interacting? Do they play separate tribes? Members of the same tribe? A gestalt hivemind which controls the tribe?
At this point, I'm not even entirely sure what people would be saying. It has to be a series of choices, but I'm still trying to figure out what the choices are and who defines and makes them. I do see a GM involved, but I think players will need a lot more input than merely choosing options or responding to situations (otherwise, it goes back to a statistical analysis). More on that in a sec.
Players would have their own characters in a fairly traditional sense, but the characters would represent some portion of the tribal leadership (or the whole leadership, depending on how many players there are). I think that having the players be cousins, and therefore representing slightly different family groups would be good. They're all related enough that they have to work together, but internal conflicts are probably going to make a lot of sense (and we all know how families can blow a little issue out of proportion). The family will probably be some sort of resource for the characters (perhaps even like a Trollbabe relationship?)
I also tend to think that the PCs may spend a fair amount of time away from their tribe, scouting ahead, hunting, etc (though never more than a day or so away).
Also, to make any conflict interesting, remember to keep whiffs out of the picture. "No" should always lead to "No, and" (as in further complication or benefit). With this in mind, you'll have to find ways to make survival not a "survive or die" thing. More a "things get tougher and leaner, or they get better for a bit (before getting tougher and leaner in a different way)".
Like how you put it, do you face the bandits? Or leave for safer ground?
Absolutely. I'm strongly considering a mechanic that says "You will never fail, but you may have complications." So a hunter who rolls (or bids/whatever) badly may find his quarry, but another tribe or predator is there eating the creature already. A bad roll to find drinking water may find tainted water, or watre claimed by someone else.
I don't know whether the player, the GM, the group or some combination of them decide what the complications are, but like I said, it probably won't work if the GM just dictates everything. In fact, if players have to pick the complication, they'll probably pick the kind of challenges they want to deal with - be that fighting, negotiation, etc.
However, I think the issue of surviving requires some sense of being out of control. If players pick everything, won't that lesson the tension and conflict? Maybe that's just Gamist thinking creeping in where it doesn't really fit...
On 7/30/2004 at 7:35am, Tomas HVM wrote:
RE: Making a Game About Survival?
I like this idea. The challenge is interesting; how do you make survival the focus of a good game? Allow me to think out loud on some of the concepts...
---> THE TRIBE <---
It will break up into families, and individuals. Not all families are alike, some are stronger and some are weaker. Some have a tradition for special skills. There will be inter-family groups of herders, gatherers, hunters and craftsmen, to complicate the picture.
The various groups and individuals within the tribe will have differing views about what strategy to choose, and a relative status varying with the circumstances. Some will go for confrontation, while others will prefer to search for peaceful pastures (other side of the mountains?). The hunters may love the mountains, while the gatherers like the forest and the herders need to get their herds down on the open pastures...
Relations with family and friends may form alliances, but may also be the spur of conflicts. Relations could translate into challenges like:
- Your mother asserts her authority, and forbids you to spy on the bandits.
- Your girl is proud of you, and expect you to act the heroic leader.
- The wise grandmother of your family is too frail to traverse the mountains. If the tribe choose to do this, you will have to leave her. If you leave her, you will loose the one human dearest to you, while your family and tribe will loose a source of wisdom...
- etc.
---> THE NATURE <---
It will be full of beasts, and these people will have to deal with them as grave challenges, especially in times when resources are sparse (battling it out with hungry wolves and the likes).
To hunt will be a serious challenge, not only to keep from hunger, but to keep from being hurt while doing it. An angry moose can do considerable damage to a hunter who has to go in close to kill it. Damage may render you helpless in a time of crisis, and may change your status (from hunter to gatherer, from gatherer to herder, from herder to baby sitter, from baby sitter to beggar, from beggar to outcast). To make some research on likely damage gotten in such societies, and give GMs an idea of how to use it, may be useful. It is important for each and every individual to stay a useful member of the tribe. A character reduced to a certain level may be "eliminated", and used as a NPC (showing the players the possible downfall).
Weather should be used to complicate challenges. Sun will make the herds restless (grass drying up). Rain will hamper vision, and make the mountains more dangerous to traverse. Wind will sap the strenght out of weaker familymembers. You'll have to imagine beforehand how various weather may influence the tribe, and how to make it a substantial part of the drama (bonuses, challenges, atmosphere).
---> FRIEND AND FOE <---
The bandits are obvious foes in this game, but what make them such a grave challenge? Sheer numbers? Training as warriors? Better equipment? A great and brutal leader? is there any chance of the tribe winning a confrontation? Are there weaknesses to be revealed about the opposition?
Other tribes may be in the same situation, and that may be a problem (pastures in the mountains are sparse, and several tribes has been driven into the mountains). It may also be a source of help. Is there any hope of an alliance? Will an alliance help in any way, or will it only place undue restrictions on the tribe? Will a peaceful agreement on borders be threathened by bad balance: Our tribe got the better deal (huzza for you, our negotiator), so the other tribe feel tricked and threatened (bugger you, our negotiator). There may be peaceful tribes, and aggressive ones, and no sure way to meet them...
What about relations between tribes? The need to get fresh blood into the tribe may institute some kind of baby-snatching. More children means more work, possibly more enemies, but also a greater growth potential for the tribe. What about the man who meets the woman out in the woods, and the attachment they form, in spite of being from different tribes? How will their relationship complicate things, or help, when the tribes ends in conflict? What will your group of hunters or gatherers do, when you find a very rich resource, and a similar group from another tribe also want to exploit it? How do you resolve the shouting game? What will the players have to do, to initiate negotiations? What will they have to do, to scare the other group off? (no one will like to fight in an environment where any small damage may be a big threath)
---> DRAMA <---
How do you make scenarios for such a game, and how do you make a method which fascilitate an interesting drama. Conflict resolution, GM-techniques, character qualities.
Will you place the characters on top of the "status-track", as hunters (high "dramatic" potential), and leave the other groups for the GM to use as complicating elements?
How do the GM and the other players go about sewing the various elements of the game into a focused drama with it's own special "feel"? What will make the game session something out of the ordinary?
I hope this was helpful in some way. Good luck!
On 7/30/2004 at 2:19pm, Michael S. Miller wrote:
RE: Making a Game About Survival?
Ludography post: Check out and PLAY the game "Tribes" from Steve Jackson games. It's set in pre-agricultural hunter-gatherer times, but pay special attention to the rules for making rules (can't remember them off the top of my head).
On 7/30/2004 at 5:42pm, jdagna wrote:
RE: Making a Game About Survival?
Thomas, some excellent ideas and suggestions in there.
Your views on the internal nature of the tribe pretty well anticipated mine. There should be some rivalries and disputes internally, but with the committment that they're all stuck together. Still, it would be very appropriate if the hunters went out to face bears because they seemed less fearsome than that damned mother in law back home.
As for the bandits, they're better more or less for all those reasons. I haven't decided on a mechanic yet, but I'm stongly considering a racial set of skills based on upbringing. Bandits are raised as warrior, while the tribesmen are farmers and herders. This will give a bandit warrior an edge of a few points over a tribal warrior. Part of the inisistence on early iron age tech is simple: the bandits have it and the tribesmen don't.
However, I don't see the bandits being unreasonable savages. Trade them a couple of goats for a sword. Or sic them on your enemies. Or give them tribute for free passage (though the setting would rest on the assumption that the tribute for going back home is simply more than the tribesmen can pay). And bandits can still be killed depending on force sizes and situations - it's just that battles are costly in manpower.
There are also other tribes. In fact, I'm thinking that the player's people broke up into dozens of tribes when they were pushed into the mountains. These tribes are basically friendly to each other, but when survival is on the line disputes are likely. This would make negotiation important.
As for status, characters would have status both inside and outside the tribe.
I'm split on weather. Obviously, seasons will drive certain general modifiers, but I'm not sure if I'll worry about it on a day to day basis. In fact, I think weather might be the result of rolls, not a modifier (see mechanic ideas in a second).
Scenarios: I'm still rough on this too, but one specific idea is that the GM think of a theme for each year, which gets played out as one scenario per season. For example: one year's theme might be meeting a girl in a forest - the rest of the year, you spend courting and getting her tribe to go alogn with the marriage. (Inter-tribal marriages would be common, I think, if only to keep inbreeding down. But the tribe losing the woman would want recompensation - if she's a ten-goat woman, can you afford her?) Another year's theme might be stopping a particularly ruthless bandit leader who's decided to hunt tribesmen in the mountains because he's bored. Or one tribe has gotten uppity in some way and is causing problems for everyone else.
The challenge in scenarios in a survival game is handling transitions. This has always been challenge for me as a GM, particularly in fantasy-type settings. Here, you're going to be frequently going from a week to week (or even month to month) scale of hunting and farming down to a minute to minute scale for negotiation and combat. Handling that without psychological whiplash will be a key, I think. This is part of why I see scenarios focusing on particular events during a year, so the rest can provide a backdrop that still lets people get into the moment (so to speak). A scene framing structure may help too.
Tribal rituals may also help - if there's a formalized greeting dialogue that players have to learn it might force them into character and active dialogue and out of summary/math mode. Hmmm, that's a good idea, I think.
OK, Mechanics time.
Here's what I realize I don't want. Most game handle this by saying "In winter, you have a 10% chance of finding food and a 30% chance of getting frostbite." (or something that amounts to that). In other words, players always playing the odds - it might work, it might not. It can literally come to a point where the GM says "Well, that was a bad roll. You all die."
I think players need to choose the bad outcomes. Your roll will only tell you the quality of what happened, not the specifics. So if you're going hunting, you make a roll. I'm thinking you'll add a skill (I think I'll do away with attributes) to a die roll and compare it to ao target number. The difference between TN and roll is the quality of your result, which translates directly into things like how much food you get.
So if you need 3 food for the week/month and get 3 or higher as a success, you found enough and everyone's happy.
If the hunter needs 3 food, and succeeds by only 1, he has a choice. He can either come back without enough food and face those consequences. Or he can take a -2 result in order to boost his success up to 3. The -2 result might affect him personally... he could deduct it from the quality of equipment or from his wounds or attributes. (obviously, still rough here). He could also parlay it into some other effect - finding the food, but it's already claimed by another tribe or animal.
If the hunter needs 3 food and gets a -5 result, he's in trouble. To get a +3 out of it, he'd have to make it into a -8. Let's say a -8 would be sufficient to kill him. He could choose that - staggering back into town as he dies of frostbite or injuries. He could choose to bring home the food, but put the -8 into making it diseased - the tribe eats, but gets sick. He could bring it home, having stolen it from another tribe, and the -8 now figures into the future relations of the tribes. Or he could come home without food, putting the -5 into personal injuries (or anything else).
This also gives you a sort of dynamic resource management system (ew... DRM... better find a differe name ). In other words, instead of having pools or stats for food, health, morale, etc... everything is covered by modifiers. Players make rolls to meet the needs of the tribe, and the result of those rolls gets turned into modifiers that the tribes "keeps" as a resource. So plentiful summer hunting doesn't just mean extra food. You can put those successes into health, happiness, tribal relations - whatever. In winter, that gives you options. You can bring back diseased meat if you have a bonus of health already. You can piss off your neighbors if you've established strong ties. Etc. Oh, and the PC's status within the tribe (as well as his immediate family's) will undoubtedly be one of the resources he can modify with success and failure.
How does this sound?
On 7/30/2004 at 7:06pm, JamesSterrett wrote:
RE: Making a Game About Survival?
Another ludography post:
Grab a copy of "King of Dragon Pass" (computer game for Mac or PC); the focus of the game is on providing the "guiding spirit" of a Bronze Age clan (set in Glorantha). It does a superb job of educating and encouraging the player to think in an Orlanthi mindset in order to survive and prosper.
King of Dragon Pass Website
A restrained assessment: I think it's *really good*. :)
On 7/30/2004 at 7:54pm, timfire wrote:
RE: Making a Game About Survival?
I see alot of potential for this idea in a very Nar sort of way. But interesting, it doesn't involve any of the hunting-gathering issues that have been discussed so far. I see great potential to explore the themes of responsibility, community/ family, and tradition vs individual interest.
For me, I'm interested in the social interaction between members if the tribe. I mean, there's more to survival than just finding food. In a community where everyone has to rely on each other, cohesion is a major issue. If the tribe splinters, everyone's well-being might be put at risk.
This brings up tradition. In situations like that, social rules sometimes are enacted not because the individuals agree with them, but because they feel its vital to the cohesion of the group. Breaking tradition means threatening the cohesion of the group, which means threatening the survival of the group.
I, personally, would use the hunting-gathering aspects as background to heighten or influence the social conflicts of the group.
On 7/30/2004 at 11:29pm, M. J. Young wrote:
RE: Making a Game About Survival?
Justin Dagna wrote: (Inter-tribal marriages would be common, I think, if only to keep inbreeding down. But the tribe losing the woman would want recompensation - if she's a ten-goat woman, can you afford her?)
In Africa a young man saves enough to buy his bride; in India, her father will pay you to take one of them away.
I think you may have to consider what the value of wives is in this society; that in turn seems to depend on the value of children. If children are an asset, such that they increase the food supply (as they are in agrarian societies, to a lesser degree among nomadic herdsmen), then the more wives you have the greater your wealth. If children are a burden (as they are in overpopulated or overfarmed lands, to a lesser degree in systems more founded on artificial production), then girls are part of that burden, and the value of wives goes down.
Don't assume that the woman has to be purchased unless you can see how children are an asset in the current situation. It appears rather that at the moment it is better to limit tribal growth until the more pressing problems are resolved; and if as Tomas suggests there are several tribes in this situation, we're probably looking at a dowry situation, not a wife purchase situation.
Also, I think Tim is right about the real issues.
--M. J. Young
On 7/31/2004 at 12:08am, jdagna wrote:
RE: Making a Game About Survival?
timfire wrote: I see alot of potential for this idea in a very Nar sort of way. But interesting, it doesn't involve any of the hunting-gathering issues that have been discussed so far. I see great potential to explore the themes of responsibility, community/ family, and tradition vs individual interest.
I think you're right, though the way I'm envisioning things, the hunter/gatherer backdrop is going to drive the social conflict. (that may have been exactly the way you were seeing it, too)
What hasn't been discussed yet is that starvation doesn't only weaken the tribe in a vague general sense... specifically, some individual person is going to die first. In a situation and a community like this, it ultimately comes down to choosing who dies. If you split rations equally, you know that the young, old and sick die first. If you give more to the people who need it, you have to intentionally deprive someone else. And, since giving some people more than others generally follows lines of rank, it's a good bet that the people who need it most are getting it least. Prosperity will bring conflicts of its own, but the really hard decisions come when things are scarce, which is the subtext to the mechanic even though I haven't spent a lot of time dwelling on that.
Here's a problem I'm having with social conflict, though. How do you avoid making it look like a bad disaster movie? You know, the ones where all the people cuasing conflict come off as selfish whiners who deserve their ultimately painful demises? Is it sufficient to have PCs represent different groups in the community so that players can do the whining on behalf of the group? (presumably with some mechanics reason to help encourage them to really tangle with each other over it). I certainly want to avoid vague morale ratings like you see in most computer games.
MJ, I think in a culture like this, women and children would be valued, hence the reason I suggested buying the girl. There are two reasons I think that. First, they came from an agrarian background, which means the old traditions, where labor is useful, might hang on for a while. Second, there are lots of labor-intensive things that need to be done to survive. Some can be done at camp (smithing, sewing, healing), while others will require people to be out and about (hunting, herding, fishing). Children can help with many of these tasks (especially herding and fishing) even from a relatively young age. If the young teens can tend to the herds while the manly men go hunt, it would mean more food. Also, infants are going to see the highest mortality rate, since they have the lowest tolerance for food shortages and cold weather. I think they'd want to have many children to ensure that a few get old enough to survive on their own.
Still, it's probably too early in development to make a firm decision on that.
On 7/31/2004 at 7:40am, Tomas HVM wrote:
RE: Making a Game About Survival?
Great thread this is! The reason being partly that I'm involved in a game project with my friends, a kind of "roleplaying tribal-evolution game". It's not one of my professional projects, but it's still the result of a lot of work. In it's current setting it is right in the middle of this topic. We call it CREATIA (yes, I know; bad name).
I'm about to play it today, and need to make some preparations for the session. Let me try to make a scenario for it here, openly, in the hope that it will help me make a great session, and maybe give you some ideas.
Here we go...
---> Hunting with Nestor <---
Summary: this scenario is meant to show some more of the personality of the great father Nestor, both his great enthusiasm and his intense grumpyness. He will fall down and break his leg out in the wild, leaving the characters to get him home, while enduring his nagging. At the same time they will be involved in a quest to find a lost hunter, and have to deal with his madness when they find him.
Starting place: around the fire in the longhouse of Nestor and Aura (great father and mother of the tribe)
Opening: old Nestor is in great mode (made love last night?). He states that he wants to go hunting with his sons (the characters). It's been a great while since he did so last time. Aura tells him to leave it be, but he don't listen (a stubborn old man, he is, and very prone to act contrary to Auras advice). We'll make a great hunt, he says, hunting lynx in the Northvalley! I will bring you back a beautiful lynx fur, my love, like in younger days!
Free information:
- Nestor is an old master of the hunt, but his bones are frail and his eyesight is failing
- Four days trek to Northvalley
- Northvalley is a dry and broken country, bushes, crags, clefts, cold winds
- The valley is a great and challenging hunting ground for deer and roe
- The first son of Nestor; Rune, lives on the way, with his wife Angla and their family group
- Lake Moon lies at the entrance to the valley, with the great settlement of Moonhome
Residents of Moonhome:
- Jabok the hunter (info)
- Mummel the wise (advice, info, quest)
- Runga the beautiful (flirt)
- Moro the curious child (sweet, full of questions)
- Modrebe the aunt (taking care of Dululi’s children, warning about Lok, quest)
- Dululi the abandoned wife (desperate, lonely, quest)
- Lok the abandoned son (intense, hates his father, stonesling, stalking the characters)
Secret info: the lynx is a great hunter, and Northvalley is the lynx-area. Let the characters be stalked by great cats. Anything short of a unique result on hunting will leave them with the feeling that the grerat cats are hunting them...
A normal result on hunting will reveal Lok to be stalking them. They may trap him very easy as sonn as he is discovered. His goal is to find his father, confront him with the agony of Dululi, and kill him.
There lives a man amongst these creatures, totally absorbed by their beauty, to the point that he has forgotten about his wife and children in Moonhome. His name is Nemerav, and he is trying to protect the great cats. He is the husbond of ’Dululi and father of her five children (Lok being the eldest son, 14 years). He is quite mad, feeling to be more of a kin with the cats than with men. His recovery is possible though, and will start with his return to Dululi and their children (his ”cubs”).
Jabok can give info about Nemerav never coming home, but being sighted with on trek with a great lynx several times. Mummel, Modrebe and Dululi may also ask the characters to track down Nemerav and bring him home (each in their special way, of course). Nestor will of course love a ”manhunt”, as being more challenging (Nemerav is the son of Mummel, and great grandchild of Nestor).
Friends:
---> Hunter Lym met the wild Nemerav yesterday, alone, in the great hills east of his camp
---> Ravens circle the corpse of a impressingly great lynx (fur badly spoiled). Nemerav keep close to his dead ”fur-brother” (tracks all over the place).
Foes:
---> The Great Stag is present. He keeps his minions out of the way of the characters, but will frighten or attack them himself, due to the presense of Nestor (it may be the stag that makes Nestor trip and fall). Introduce him several times, and make the effect as shocking as possible, but save the real shock for the most critical situation (when they are finding Nemerav?).
---> Huntress Gwy is in love with Nemerav, and wishes to keep him in the wilderness, so she will try to cast the characters of their track. She will produce fake tracks to the west, and direct the characters towards them, and tell them that Nemerav is both clever and shy. The fake tracks she has laid may be spotted as false with a good result on hunting, and reveal her to be a foe of the quest.
Walk on’s:
- Hunters and gathereres in the country (full of respect for Nestor)
- Great cats in the valley (shodowy precense)
- Roe (fleeing)
- Deer (conspiciously distant all the time)
- Hunters and herb-gatherers in the valley (few, not much for conversation)
Hometrek: the hometrek will probable involve a nagging Nestor, a mad Nemerav, and possibly a hateful Lok. These NPCs should be played out to test the fortitude of the characters (and players :-). Nemerav will try to bolt at first oportunity, so if the characters are too slack in guarding him, they should be punished by him escaping (something Nestor will nag about). To catch him again should not be too hard, but it should be a nuisance. Lok will look for a oportunity to kill his father, if not convinced to choose a more wise course by the characters (if so, he will be sorrowful and desperate, observing the madness of his father).
The end:
---> if they bring back Nemerav, the people of Moonhome will be very grateful, and make a celebration with song and dance (and flirting). They will also help bring Nestor home.
---> The homecoming of Nestor, with a broken bone, will of course lead to a confrontation with Aura (in public). Nestor will dread this scene, and talk about it as they draw close to home. The confrontation may be influenced by the presence of furs (maybe hunted by the characters, but presented as Nestor’s catch).
---> All is well, that ends well...
On 8/2/2004 at 3:01pm, timfire wrote:
RE: Making a Game About Survival?
jdagna wrote: I think you're right, though the way I'm envisioning things, the hunter/gatherer backdrop is going to drive the social conflict. (that may have been exactly the way you were seeing it, too).
I think we're on the same page here, I guess I just didn't give you time to elaborate on the social side of things.
jdagna wrote: Here's a problem I'm having with social conflict, though. How do you avoid making it look like a bad disaster movie? You know, the ones where all the people cuasing conflict come off as selfish whiners who deserve their ultimately painful demises? Is it sufficient to have PCs represent different groups in the community so that players can do the whining on behalf of the group? (presumably with some mechanics reason to help encourage them to really tangle with each other over it). I certainly want to avoid vague morale ratings like you see in most computer games.
Good question. I think the reason the characters in the movies appear selfish is because they ARE selfish. Certain characters are obviously trying to help others out and others are obviously willing/trying to screw everyone else over. To put it another way, some characters are obviously right and some are obviously wrong.
I think the trick with the game would be to create situations where everyone is right and/or wrong to certain degrees.
For example... Let's say that tribe tradition says the tribe cannot pick fruit from the Valley of the Spring. This is because the valley vegetation feeds many of the animals the tribes hunts. But now a drought has come, many of the animals have migrated, and many of the tribes people are starving. Seemingly, the only place to still find food is in the Valley.
What should the tribe do? The tradition obviously has a reason for being there, and gathering fruit from there may further endanger what few animals are still around. But the tribe is hungry and starving. Neither side is right or wrong.
On 8/2/2004 at 9:33pm, jdagna wrote:
RE: Making a Game About Survival?
I had a couple of interesting thoughts on the social side of things this weekend.
The first of the things stemmed from church. We're in the process of hiring a new pastor, who spoke for the first time on Sunday and was available to meet on Friday. Everyone is really excited about the fact that he's a big supporter of small group Bible study and music programs - areas the church is currently weak in.
Leaders often work that way - their skills and interests wind up dramatically affecting an organization, often in subtle ways that aren't clear. In game terms, I was thinking that perhaps the leaders of a tribe could have a similar effect, perhaps giving bonuses to tests or something like that based on their leadership. (or perhaps even in a Trollbabe sense, where the person can be called on as a resource, though in absentia, I would think).
This could make for some interesting conflicts with lots of grey. One potential leader is good at hunting and well-liked, but the tribe really needs stronger abilities in leatherworking and might take a fellow who's less-liked. Or, the might just have to accept whatever leader fits the social norms for the position - the eldest or strongest or kin of someone, or whatever. This gives room for role-playing as players decide whether to support the leader (and how) or whether to oppose him (and how).
The second thought came out of how the herds might survive winter. I obviously need to do some research, but if going down out of the mountains isn't a safe option, then perhaps the tribes use a number of protected valleys that stay reasonably warm. In this case, they might even come together for the winter season and thus this season could focus on relationship-building. In winter, you build alliances with other tribes, find a mate, catch up with family who may be in another tribe, and so on.
Perhaps there's one tribe each year permitted to stay behind and farm the valley, and they're decided by some rotation, election or competition (or perhaps one tribe controls the valley and permits the others to stay in winter in exchange for something). This might make winters extremely interesting in a social sense and easier to survie at the same time.
On 8/2/2004 at 10:16pm, anonymouse wrote:
RE: Making a Game About Survival?
Re: winter strategies:
A more "traditional" setup would likely be cave complexes in the mountains. The catch, of course, is that over the year, monsters populate the tunnels and caverns. The harvest time becomes not just bringing in the foodstuffs, but culling the monsters that have taken residence in the winter homes. So you've got your reflex-standard dungeon crawl (even if it's dealt with via abstract turns of hunters-clearing-caves or such) for those what want it.
This could still mesh fine with the valley, if the valley only supported so many families and everyone else needed to brave the caves.
No idea if that's something you'd really want to do, but it popped into my head immediately.
On 8/3/2004 at 4:37am, timfire wrote:
RE: Making a Game About Survival?
I was also thinking, as someone else has mentioned, if you want to create a communal focus, I think having the players control multiple characters might work well. If you don't like that, maybe just have the players create the NPC's? I think that would help establish a vested interest in players in the characters/NPC's beyond them just being a 'resource' or whatever.
If you're looking for ideas, I thought it might be cool if the players created an entire family. You could easily have 10-12 person families (2 grandparents, 4 parents/ adults, and 4-6 children). Multiple that by 4-6 players and you got that 40-60 member tribal group you mentioned in the beginning of the thread.
On 8/3/2004 at 6:36am, jdagna wrote:
RE: Making a Game About Survival?
timfire wrote: I was also thinking, as someone else has mentioned, if you want to create a communal focus, I think having the players control multiple characters might work well. If you don't like that, maybe just have the players create the NPC's? I think that would help establish a vested interest in players in the characters/NPC's beyond them just being a 'resource' or whatever..
Yes, I'm definitely leaning in that direction, especially since it would be really tedious for players to sit around and listen to the GM role-play the PC's relatives bickering. It would also let the camera shift at will - if the hunting party finds something interesting, they play those characters, but if the herdsmen are attacked, the attention can shift there.
And it seems to me that a good survival game needs a high mortality rate. Having multiple characters lessens the blow of losing one while simultaneously making the rest of the tribe more valuable.
If I went with the extended family approach you suggest (which I see many merits to), I could literally have tribe size determined by the number of PCs (one family of 10+ each), but that might actually lessen some of the social conflicts. Players are almost always more cooperative with each other than normal people would be in that situation... and I'm worried that reinforcing competition with mechanics makes things a bit more Gamist than I'd want to go. I don't know... that part needs more thought.
There's also this possibility: players have one (or a small number) of priority PCs, where the players have full authority over them, as in a traditional game setup. The other tribal NPCs are under shared player-GM control (so that either one of them could step in and take control of that character for a scene). This might solve a lot of the problems I just mentioned.
On 8/3/2004 at 7:35am, Tomas HVM wrote:
RE: Making a Game About Survival?
jdagna wrote: Leaders often work that way - their skills and interests wind up dramatically affecting an organization, often in subtle ways that aren't clear. In game terms, I was thinking that perhaps the leaders of a tribe could have a similar effect, perhaps giving bonuses to tests or something like that based on their leadership. (or perhaps even in a Trollbabe sense, where the person can be called on as a resource, though in absentia, I would think).Further than this, you should consider how to make the leader(s) part of the essay, for the GM to play. In the example I gave; "Hunting with Nestor", the GM is given ample oportunity to explore such a leader, and making his portrait influence the gameplay. He is old and frail, but his mind is as sharp as ever, and as such he has the ability to lead the hunt with great autorithy.
So, leaders should, depending on their nature, come with some kind of autorithy. The way they lead should influence the game, making some desicions more obvious than others, and maybe forbidding some course of actions.
An aggressive leader will resolve conflicts with other tribes by threaths and violence, and will be a hard case to turn when he has decided upon a course. However; he is prone to plunge the tribe into conflicts with opponents that are too strong, and become a danger to the tribe himself...
A more amiable leader will be prone to negotiate a conflict, and will take counsel from his best men. However; if there is much conflicts, and they are recurring, he may end up with little or no autorithy, due to him "not being able to forestallt he conflicts and scare the other tribes off" (in the eyes of his more aggressive men).
A bad leader will make bad desicions, but some of them will be covered up by luck (or delayed consequences), and he will also make a handful of good desicions.
A good leader will make some good desicions, but certainly also some unpopular ones, and the tribe will fail in certain respects anyhow (due to the opposition, or misfortunes).
Normally it is hard to tell who is bad, and who is good. A leader will always have some support, and he has to be really bad if he is to be cast down from the throne (depending on how leaders are picked).
I think you will have to address some of these issues, if you are to make the leader an integral part of the game. And I think you should. A tribe is such a small community that a personal knowlegde of the leader, and direct contact with his desicions, is natural. You could give the GM a list of leader types (with advice on how to portrait them), and let him choose which one to start the game with. Or you could make some types, and choose on of them for the tribe initially. Remember that the same goes for central advisors and main characters in opposition to the leader. Give them qualities (both positive and negative). Try to fascilitate an unpredictable mesh in the game, of the qualities you give to these major NPCs, with the qualities of the player characters.
I have had a great time playing out Nestor in our game, in those scenes he is active. In "Hunting with Nestor" I was given ample oportunity to show him from his best side (the enthusiastic master of the hunt) and his worst side (the grumpy old man with a broken leg). By the way; we played it last saturday, and Nestor got his leg amputated due to a failure of one of his sons. The prospect of never going on the hunt again made him, if possible, even more grumpy! And it is very hard to care for an old man with a bad mouth, even if he's your "father"...
I also play out his wife; Aura. The principles I play these two by, is stone for Nestor, and water for Aura. It functions very well. Both is strong in their way, but Nestor has more apparent weaknesses (I have not disovered any real weaknesses with Aura yet).
To complicate the picture of how good or bad a leader is, you also have the elements of skills, as you mentioned. A leader may be very aggressive and unfair, even brutal, but his skills may be so important that without him the tribe will perish. So keep your mouth, young man, and do the bidding of the chief!
Gru wrote: In this case, they might even come together for the winter season and thus this season could focus on relationship-building. In winter, you build alliances with other tribes, find a mate, catch up with family who may be in another tribe, and so on.Good idea!
There is loads of scenarios to be played out in such a winter camp, if it is carefully planned and laid out for the GM.
On 8/3/2004 at 8:43am, Tomas HVM wrote:
RE: Making a Game About Survival?
timfire wrote: I think having the players control multiple characters might work well. If you don't like that, maybe just have the players create the NPC's?The problem with multiple characters is that it makes them more like gamepieces to the players. The players do not invest so much of themselves in the character, and as a consequence the conflicts of the game loose potential. I do not encourage it in a roleplaying game.
Your idea about letting the players create the major NPCs is brilliant! Make a way for them to do this easy, and with consequence, and it will give the players the firsthand knowledge of these characters that is natural to the members of the tribe.
jdagna wrote: ... it would be really tedious for players to sit around and listen to the GM role-play the PC's relatives bickering.Yes, so you have to make the GM use scene framing here, making such quarrels in a kind of impressionistic way, to focus attention as much as possible on the player characters.
jdagna wrote: It would also let the camera shift at will - if the hunting party finds something interesting, they play those characters, but if the herdsmen are attacked, the attention can shift there.I do not believe in multiple characters. It is one of the concepts that works rather badly in Ars Magica. My closest group of roleplaying friends have used it a lot, and me too, but it still is a lousy way to "solve" the problem of possible character death (you solve it by not becoming so involved in you character... in a roleplaying game... Huh!?).
I sincerely believe that it makes the game into some sort of tactical simulation, like the computer game "Baldurs Gate", and not a roleplaying game.
I'd rather see you make a roleplaying game with firm frames for character creation within the tribe (let them make hunters is my suggestion), and with some clever advice on both the avoidance of character death, and the way to make it felt within the game. I consider players with GMs willing to kill any player character, to be lucky. They possess the foundation necessary to make a game with nerve.
jdagna wrote: And it seems to me that a good survival game needs a high mortality rate.Yes, but it don't have to be the characters dying. It is, after all, a survival game. No one would react if the game were to focus on the characters most likely to survive the hardships. Make them morally obliged to help the weaker members, and fascilitate the creation of family ties in the game (I'm presuming a game for adults here, not children of 10 or 14). If the player characters invest time and tolls on their mother, or their siblings, it will be a bad shock to see them dwindle and die of hunger. Write a paragraph on how death can render the strongest hero quite helpless, and tell the game master how this can be played out in the game.
jdagna wrote: The other tribal NPCs are under shared player-GM control (so that either one of them could step in and take control of that character for a scene). This might solve a lot of the problems I just mentioned.And create a host of others. Seriously: to "share" is a very popular principle these days; shared space of imagination, shared GM/player responcibility, shared narrative, etc. Such thinking has some merit to it, but it should be carefully considered in what way it influence gameplay, especially with regards to which possibilities it obstructs, and if there in fact are other possibilities to be won.
If it is to be used, it has to be used with something else than the game-paradigm. The players has to use such powers with an attitude that makes them distance themselves from the narrative, so they can objectively let it flow with the elements of the action, without them wishing to "win" it (create a happy ending). This is fine theory, but it affects character play in subtle, yet important, ways. In some ways it is quite contradictory to the attitude necessary for good character play.
I would prefer to see a survival game where the players are desperate to keep their characters alive, and where the gamesystem incorporate the age old wisdom of how important solidarity is in such a quest. Without the tribe the individual character will perish! A group of characters may also perish, if it is not big enough... yes, even the tribe itself may meet it's doom, if the circumstances is against it.
In it's most obvious sense, such realities may translate into a rule that a character who is ousted from the tribe is considered "dead" for game purposes (and most likely in every other respect too), and that such an event must be followed by the player making a new character. To be a rebel in such a tribe has it's dangers. It will be tolerated only to a certain extent. If a member of the tribe sows too much discord, when cohesion is vital, he must be whipped into acceptance of the ruling principle, or driven off. It is brutal, and emotional, but it is the only justice possible. Too much discord is highly dangerous in a society under such pressures.
On 8/4/2004 at 12:57am, jdagna wrote:
RE: Making a Game About Survival?
Thomas, one big danger with NPCs like the ones you had in your scenario is that they can often overshadow (I'm sure some would say deprotagonize) the players' characters. Done correctly and in certain kinds of groups, it can work out just fine, but in many cases, the players wind up getting tired of the NPC, and all the attention he gets (both in-game attention from other characters and screen time during actual play).
I'm also not convinced that letting people play more than one PC is any more dangerous than restricting them to a single character. Your concern is that the players will see characters as pawns... and my concern is the same. The players I know see NPCs in one of three ways: 1) helpful and thus worth keeping around, 2) neutral and thus hardly worth remembering or 3) unhelpful and thus an obstacle to be gotten rid of. The unhelpful category generally includes allies who have their own agendas... once the ally's agenda overshadows his worth to the players, they happily get rid of him. In a game where the proposed mechanic actually gives them power to do this, it's a deadly combination.
Of course, I think the question of players "respecting" NPCs is unrelated to whether the players control more than one character or not. They're either to going to value NPC relationships or they're not.
Returning to the subject of people playing multiple characters, I do think there needs to be a sharing of control. For example, having a player control his character's wife makes sense most of the time, but the GM should be able step in to create conflicts there (like the wife worries that bear-hunting is too dangerous and asks her husband to tend goats for a while instead). These kinds of conflicts play out best when the player doesn't control both characters. Another reason to give players some control is that requiring the GM to play 40+ NPCs is a bit much if you want to emphasize the relationships, even if the players had a chance to design the characters. (Though it could certainly be done without player control).
On 8/4/2004 at 9:04am, contracycle wrote:
RE: Making a Game About Survival?
As I see it, whats missing in these secanrios in existing RPG design is enough specific focus. Abstract hunting is only fun for gamist reasons becuase usually only a gamist challenge exists: roll dice to get food or not. There's no detail; the challenge is usually not trying to determine whether the pug-marks where made by a male or female leopard.
IMO the failing in RPG to date has been not to make these actual survival activities significant components of play. Most players do not know much about wilderness survivsal, and so if the game is going to be about this topic it needs to be detailed and specific as to what the characters are going to do, how they will do it and why they are doing it.
Issues around leadership and other members of the group are significant, and are indeed a major part of a survival strategy. But they are a means not an end; corporate survival is a strategy, not an imperative. A game concentrating on the politics of these socities without a study of the practical limits to their operations always feels aritificial to me; we end up with intra-tribal conflicts on nominal issues that exist merely to have some "conflict", but this nominalism trivialises that conflict.
On 8/4/2004 at 10:33am, Tomas HVM wrote:
RE: Making a Game About Survival?
jdagna wrote: ... one big danger with NPCs like the ones you had in your scenario is that they can often overshadow (I'm sure some would say deprotagonize) the players' characters.You are right in observing that it is easy to overdo such a use of NPCs. I think you should create several kinds of scenarios to use with your game, and that such a scenario is one type you may use. A scenario driven by a major NPC (or several of them) gives you certain possibilities lacking in other kinds of scenarios. However; if I were to play only such scenarios, I would expect my game group to disintegrate in the course of three game sessions, regardless of how good or bad the scenarios in themselves were. it is a very strong tool to use, for sure, and so you should be careful not to overdo it.
You have to know how to mix the tools of your trade, what each and every one of your tools are best at (and what dangers they come with), and how much you may use any one tool at your disposal.
jdagna wrote: The players I know see NPCs in one of three ways: 1) helpful and thus worth keeping around, 2) neutral and thus hardly worth remembering or 3) unhelpful and thus an obstacle to be gotten rid of. The unhelpful category generally includes allies who have their own agendas... once the ally's agenda overshadows his worth to the players, they happily get rid of him.I find this somewhat strange. Players I know see NPCs in a lot of ways, depending on the game, the theme, and the characters they play. Some of this has to do with how I interact with them, thorugh the NPCs. I handle my NPCs differently from game to game, from theme to theme, and I experience that the players shift accordingly. You may take into consideration that "the players you know" is heavily influenced by the kind of game master you are, perhaps :-)
If you choose to make a game with more or less shared control, it is your prerogative. I'm only voicing my doubts about the effects. I think it is possible to do so to great effect, yes, but only to a certain extent. To establish more than one player character per player is not a way to bolster the game, at least not as a solution to the perceived danger of character death.
Take care of the player characters, but be brutal enough to accept the big plunge of a character death.
On 8/4/2004 at 11:02am, Tomas HVM wrote:
RE: Making a Game About Survival?
contracycle wrote: As I see it, whats missing in these scenarios in existing RPG design is enough specific focus. Abstract hunting is only fun for gamist reasons becuase usually only a gamist challenge exists: roll dice to get food or not. There's no detail; the challenge is usually not trying to determine whether the pug-marks where made by a male or female leopard.I'm writing a Wilderness-module for my fantasy game Fabula these days, focusing on hunters and what they do, trying to make scenarios on the theme too. I find that there is lots of elements in this type of game to make more than gamist challenges. In fact the gamist challenge is far from central in my writings on it. I choose to keep the hunt very abstract. I find that the Wilderness and the hunter has more to do with presenting a field of expertice, empowering the hunter over other types of characters, making him into some kind of negotiatior of danger. In addition it is about atmosphere; creating an emotional content of the game that matches the strong fear for the unknown underlying the "Here be dragons!"-note on old maps.
I try to translate "wilderness" into a place of chaos, where the unexpected may be expected to happen, and where the characters are out of control. I make the wilderness a place filled with strong symbols of chaos and beastliness, and as such it may be that my take on this, is so far from your ideas that our two views don't communicate at all.
contracycle wrote: ... we end up with intra-tribal conflicts on nominal issues that exist merely to have some "conflict", but this nominalism trivialises that conflict.I always consider human conflicts to be essential. If such a conflict is resolved the wrong way, the consequences may be very grave, so it is indeed real conflicts. There is nothing "nominal" about it.
I think your experience must be with generally bad games, made by gamesmiths unable to wield their hammers the right way.
On 8/4/2004 at 12:46pm, contracycle wrote:
RE: Making a Game About Survival?
Tomas HVM wrote: I find that there is lots of elements in this type of game to make more than gamist challenges. In fact the gamist challenge is far from central in my writings on it. I choose to keep the hunt very abstract. I find that the Wilderness and the hunter has more to do with presenting a field of expertice, empowering the hunter over other types of characters, making him into some kind of negotiatior of danger. In addition it is about atmosphere; creating an emotional content of the game that matches the strong fear for the unknown underlying the "Here be dragons!"-note on old maps.
Erm, that sounds highly gamist to me. A negotiator of danger? Surely thats about as pure a form of step on up as is available, especially when framed by "the fate of the tribe rests on your shoulders".
I make the wilderness a place filled with strong symbols of chaos and beastliness, and as such it may be that my take on this, is so far from your ideas that our two views don't communicate at all.
Its true that I don't think of the wilderness primarily in allegorical terms, no. But that is the kind of failing I was trying to highlight - reducing the wilderness to some Issue like this robs it of its externality, its impassivity in the face of human suffering. And the result is that despite the the fact that game is nominally about survival, its in fact really just another save-the-world-before-sundown-by-killing-the-badguy-and-taking-their-stuff game. It could have been any where, and in any setting, and thus as a game about survival it fails.
contracycle wrote:
I think your experience must be with generally bad games, made by gamesmiths unable to wield their hammers the right way.
I think you should stop patronising people who disagree with you on the assumption they have had some traumatic experience.
On 8/4/2004 at 2:15pm, Ron Edwards wrote:
RE: Making a Game About Survival?
Hiya,
Justin, I think people are starting to discuss their own survival-games rather than helping with yours. But it's your call - do you want to see lots of diversity for your basis of comparison, or a return to focus on your stated parameters?
Everyone else, whatever Justin says, do that. Thanks.
Best,
Ron
On 8/4/2004 at 3:45pm, Tomas HVM wrote:
RE: Making a Game About Survival?
I wrote:
I think your experience must be with generally bad games, made by gamesmiths unable to wield their hammers the right way.
contracycle wrote: I think you should stop patronising people who disagree with you on the assumption they have had some traumatic experience.
Sorry. Did not mean to sound patronising. I'm referring to failings I find to be present in many traditional roleplaying games. I find some themes to be very badly treated in many roleplaying games. But please: let us discuss that in another thread.
On 8/4/2004 at 5:01pm, jdagna wrote:
RE: Making a Game About Survival?
Ron Edwards wrote: Justin, I think people are starting to discuss their own survival-games rather than helping with yours. But it's your call - do you want to see lots of diversity for your basis of comparison, or a return to focus on your stated parameters?
Everyone else, whatever Justin says, do that. Thanks.
At this point, I'm still brainstorming for ways to approach this kind of game, so talking about other games is pretty useful if it's a way to highlight or illustrate the different methods one can use to make something like this engaging for the players.
I don't think I'll have a chance to work on this game in a concrete sense until after GenCon, so I'm just trying to get a sense of what's been done, what people are looking for, and hoping that something sets off the spark that starts to crystallize this concept for me.
On 8/4/2004 at 5:20pm, trechriron wrote:
RE: Making a Game About Survival?
So, to get this back on track.
The goals here for the tribe; survive, gather or hunt food, mate and propagate, agriculture, animal husbandry, inter and intra-tribal relations, avoid invaders (bandits, Goths, or something…), confront mountain creatures, and adapt to the elements. Possibly could include some crafts and trading in there.
I would suggest in-game play on two levels; a tribal-level and an individual-level. I like the idea of year-long goals and seasonal events. I like the fate mechanic you have come up with that allows the players to sacrifice results to reach a target number and take modifiers and apply them. I think this should be a unifying mechanic across the game regardless at what level you are playing. Giving the players narrative control of results is also a nifty technique. I think the players should have narrative control of results when you are at individual-level and the GM has narrative control of results at the tribal-level. I think the players should always control both the tribe and the individuals (as far as direction).
Tribal creation: The players first decide the nature of the tribe and at least a number of important figures as there are players. These will be the “PCs”. These important figures are created in a collaborative effort. Then the players collaborate on the extended family of all the PCs. Then the group collaborates on the extended tribe, including the current leader, any other important figures, and alliances, enemies, etc. Then the group decides on important aspects of the tribe, events that have colored it, and the current goal of the tribe. The end result is a set of PCs, piles of NPCs, a leader, and a Tribe (as an in game entity). A reward system should be created to reward good collaboration. This gets everyone into a tribal spirit before in-game play begins.
A tribe could be an entity in the game with resources listed numerically that function as game characteristics. The individual tribal members are playable entities as well. The players could collaborate on the tribe’s goals and overall actions. Then as conflicts happen, the players can elect to resolve the conflict tribally or as a group of selected PCs. Rewards are in resources which are awarded to the tribe or the individual for each respective level of play. Individuals should be able to donate or impact tribal resources. To ease the transition between levels of play you have actual in-game techniques required to shift play. The default play would be at the tribal level. You set up events from this level and it acts as a sort of brain storming group collaboration play. When any player decides to pursue a scene as an individual, he narrates the beginning of the scene that must include the current location, situation, and the name of the individual picked. He simply starts narrating at the individual level and this is the queue to go that level of play. I guess you could also have the GM initiate a scene by handing a character to a player and then narrating a scene and having them play it (or do both). After the situation is set, the remaining players select an individual and set the scene for what their character is doing in support of the initiating player’s character. The GM then provides setting and catalysts to further the scene until it reaches some conclusion (the conclusion part could get difficult, not sure how to adjudicate that).
If, during tribal-level play some social conflict is called for, then players can draw sides and resolve the conflict and the GM plays outside forces, etc. The players are always playing the tribe or individuals in the tribe and the GM is always playing outside forces, factors, catalysts, etc. At tribal level play, bad results (negative modifiers) are applied by the group and if they want to play out the situation, then they can (even making a reward for individual-level play by allowing those results to modify and potentially improve the tribal-level play results). Rewards can focus on drama, collaboration, and interaction. If a group consistently cheeses all conflicts to benefit the tribe and individuals despite poor fate results, then dire consequences should be leveraged by the GM to balance out all the free “rewards”.
I really like the resolution mechanic idea. I think this could inspire creative narration. I think you should tie the modifiers/results into the currency and reward system of the game. Perhaps even allowing individuals or tribes to sacrifice permanent ratings as a resource. I like the idea of earned rewards being applied as ratings. I think all the characteristics should function like this. It could be fun to have an exchange rate for certain resources. Gathered and hunted resources convert to a percentage of food that is less than what was gathered/hunted (waste, etc.) and for tribes with the skills can also convert to skins, bones for weapons, etc. The better skilled and diverse your tribe the better net resources received.
The game really needs to focus around these resources to give it the feel of survival. Perhaps a rating that reflects required resources consumed in say a week. These can be totaled up for the whole tribe for tribal level play. Less resources means starvations, or health issues, or death.
At what point do you want to start a new thread in game design and start hitting specifics? :-D Like characteristics, currency, rewards, etc. Is that even needed? Can we do that here?
On 8/4/2004 at 5:55pm, jdagna wrote:
RE: Making a Game About Survival?
contracycle, I agree with you on the need for detail and emphasis on the survival itself in a survival game. In this case, I really think that a well-done survival bit will drive the interpersonal conflicts between tribes and people.
One of the reasons I feel this way is a simple comparison. Imagine playing a detective in a murder mystery, but the GM reduced the murder mystery to an abstract issue that empowered the detectives over other people, which is basically what you're saying, Tomas. The problem here is that you're ulatimately left with something that isn't really a mystery or a detective story - it just uses those elements as backdrop. As much as the mystery genre depends on internal and personal conflicts, you can't abstract the mystery itself and still have a mystery.
There's been lots of discussion on the Forge about how to redo mysteries so that players can have input (such as letting them invent clues) and GM's can introduce events as-needed to keep a story going instead of letting players flounder around (as is often the strategy). It seems like there should be analogous ways to make a survival emphasize those kinds of issues over random encounters and lots of book-keeping rolls, as is the tradition.
Anyway, some other specific responses:
Tomas, when I say most players, I don't just mean most of the people I play with. For one, people who see NPCs as tactical game objects are generally not compatible with the way I play in other areas. For another, I see the behavior even when I'm not GMing and stories from many other GMs confirms that it happens when I'm not even in the room.
Now, these kinds of people may be incompatible with this type of game altogether. While I'm fine acknowledging that some games won't fit peoples' styles, I'm always leery of games that basically blame the players for not using it right. A game should fulfill a function and it should fulfill that function regardless of who uses it. The playing group's interests and aptitudes should only influence whether they enjoyed that function. That's my philosophy on game design anyway. In this case, the system should encourage the right attitude toward NPCs instead of just hoping that players do what we want them to.
contracycle wrote:
As I see it, whats missing in these secanrios in existing RPG design is enough specific focus. Abstract hunting is only fun for gamist reasons becuase usually only a gamist challenge exists: roll dice to get food or not. There's no detail; the challenge is usually not trying to determine whether the pug-marks where made by a male or female leopard.
IMO the failing in RPG to date has been not to make these actual survival activities significant components of play. Most players do not know much about wilderness survivsal, and so if the game is going to be about this topic it needs to be detailed and specific as to what the characters are going to do, how they will do it and why they are doing it.
I definitely agree with you here, but one of my difficulties is deciding what exactly the players should be doing. For example, in determining whether a leopard is male or female, you either have to teach the players themselves something about tracks and then show them pictures of tracks, or it comes down to a roll.
Now, I do have some ideas... maybe you can tell me if I'm on the right track for what you're thinking.
1) In interpreting tracks, I've though about a 20-questions kind of scenario, but the number of questions you get depends on your roll.
2) Tactical choices: do you track it, trap it, or wait in a blind? If you're following an animal, can you take a shortcut in anticipation of where it's going? These probably have to be roll-dependent unless we're going to train the players again.
3) Choice of prey: a large kill like a moose will give more meat, but at a hgher risk in killing it. Birds are very safe to kill, but might not be worth it. Some animals may be valuable for horns, tusks or other tool-related merits.
On 8/5/2004 at 8:46am, contracycle wrote:
RE: Making a Game About Survival?
I definitely agree with you here, but one of my difficulties is deciding what exactly the players should be doing. For example, in determining whether a leopard is male or female, you either have to teach the players themselves something about tracks and then show them pictures of tracks, or it comes down to a roll.
Right; we should be training the players. Look at all the training players commonly receive on methods of medieval warfare, everything from how to sharpen a sword to how to knock down walls with seige equipment or mining. Theres even quite a lot of detail on pastoral agriculture in some games, although IMO this frequently still suffers from a mechanised mindset.
One major failing of RPG IMO in this regard lies in the universalist ethic of most setting sourcebooks. Most settings are whole worlds, which makes concentration on specific survival tricks very difficult; the quanitityof data requiring representation is prohibitive. A game that is specifically intended to be about survival should I think select a specific place in which to be set, and to provide systematic support for the real techniques that were employed by real people in those places so that real players can have the vicarious experience of engaging with the same problems those people did. This means they do have to be specific and detailed, and including a booklet of animal tracks is exactly the kind of propr I have in mind for facilitating this form of play.
Editted to add: this doesn;t mean I want to actually compel players to actually memorise tracks or anything. But I want the shape and form of tracks to be a meaningful part of the conversation; this means it has to be more than just a Spot Track roll or similar. Its more important that the GM should be trained, and should be able to say something like " its definitely a male leapord, and moving fast by the toe/claw scuff-marks". And furthermore, the game as a whole needs to direct play toward this sort of problem.
On 8/5/2004 at 9:47am, Vaxalon wrote:
RE: Making a Game About Survival?
I think what you're talking about is only important if you're playing from a simultionist perspective.
I think you can easily imagine gamist or narrativist wilderness survival games.
On 8/5/2004 at 1:48pm, contracycle wrote:
RE: Making a Game About Survival?
Vaxalon wrote: I think what you're talking about is only important if you're playing from a simultionist perspective. I think you can easily imagine gamist or narrativist wilderness survival games.
Oh sure; I fully agree with that. But I defaulted to sim on the basis that the topic is games ABOUT survival, rather than games ABOUT human relations that merely happen to be set in a survival context. I'm not against Narr-style designs in this area, I just think it has not been well served by Sim designs yet either.
On 8/6/2004 at 12:33am, jdagna wrote:
RE: Making a Game About Survival?
trechriron wrote: The goals here for the tribe; survive, gather or hunt food, mate and propagate, agriculture, animal husbandry, inter and intra-tribal relations, avoid invaders (bandits, Goths, or something…), confront mountain creatures, and adapt to the elements. Possibly could include some crafts and trading in there.
It should definitely include crafts and trading, and with that list I think it pretty well sums up the kind of resources and activities the tribe would be doing during its tribal-level time.
I would suggest in-game play on two levels; a tribal-level and an individual-level. I like the idea of year-long goals and seasonal events. I like the fate mechanic you have come up with that allows the players to sacrifice results to reach a target number and take modifiers and apply them. I think this should be a unifying mechanic across the game regardless at what level you are playing. Giving the players narrative control of results is also a nifty technique. I think the players should have narrative control of results when you are at individual-level and the GM has narrative control of results at the tribal-level. I think the players should always control both the tribe and the individuals (as far as direction).
You know, I'd almost tend to the other way of narrative rights - the GM narrates the results at the individual level, and the players at the tribal level. It's going to be at the tribal level that the most difficult decisions have to be made - things like who lives and dies and whether the tribe will sacrifice its reputation to stay alive. Those are things the players need control over. In a smaller scale, I think you'll have tests more like what you see in usual games - jumping over chasms, killing the bad guys, negotiating, etc. At that level, the character's primarily at stake and I don't think decisions carry as much weight individually.
But... just to make sure we're talking about the same thing, when you say narrative control, do you mean just describing the outcome, or the number-shuffling or both?
Tribal creation:
... snip ...
A tribe could be an entity in the game with resources listed numerically that function as game characteristics. The individual tribal members are playable entities as well. The players could collaborate on the tribe’s goals and overall actions. Then as conflicts happen, the players can elect to resolve the conflict tribally or as a group of selected PCs. Rewards are in resources which are awarded to the tribe or the individual for each respective level of play. Individuals should be able to donate or impact tribal resources.
I mostly agree. I think it needs to be specified that the GM counts as a player for tribe/PC design purposes.
Also, in addition to having tribal resources, I think tribes ought to have their own skills, just like an individual. Perhaps it's represented as a bonus or just as a general number that could be used to avoid needing 60 character sheets. Leaders would have a large impact on the values, as would individual members to a much lesser degree.
As I've been seeing it, tribal-level successes would play directly into tribal resources. In the individual level, perhaps the GM comes up with numbers based on the results (for example, raiding another tribe to steal food would increase the food resource by the amount stolen).
To ease the transition between levels of play you have actual in-game techniques required to shift play. The default play would be at the tribal level. You set up events from this level and it acts as a sort of brain storming group collaboration play. When any player decides to pursue a scene as an individual, he narrates the beginning of the scene that must include the current location, situation, and the name of the individual picked. He simply starts narrating at the individual level and this is the queue to go that level of play. I guess you could also have the GM initiate a scene by handing a character to a player and then narrating a scene and having them play it (or do both). After the situation is set, the remaining players select an individual and set the scene for what their character is doing in support of the initiating player’s character. The GM then provides setting and catalysts to further the scene until it reaches some conclusion (the conclusion part could get difficult, not sure how to adjudicate that).
I'll have to keep thinking more on this one, but I tend to see the GM being more active in creating scenes, though players should be able to request their own to resolve key issues. Maybe it's more than the GM will be introducing the key scenes - the ones that establish the primary conflict for a season or year. Also, I think the scene-initiator should pick the characters involved (or at least get veto power) so that he can do scenes that rely on certain other PCs not being there (like, if you're going to seduce another PC's wife, that PC probably shouldn't be in the scene).
I do think the GM should have control over some of the tribe members. In fact, given rules for reversing narration rights, the GM could even run these characters as PCs during intratribal conflicts. In my experience, giving the GM key characters becomes increasingly important as players get more narrative rights. If he did nothing but play extratribal elements, whole games might go by with almost no input from the GM. It isn't bad in game terms, but he's going to be one bored GM.
I really like the resolution mechanic idea. I think this could inspire creative narration. I think you should tie the modifiers/results into the currency and reward system of the game. Perhaps even allowing individuals or tribes to sacrifice permanent ratings as a resource. I like the idea of earned rewards being applied as ratings. I think all the characteristics should function like this. It could be fun to have an exchange rate for certain resources. Gathered and hunted resources convert to a percentage of food that is less than what was gathered/hunted (waste, etc.) and for tribes with the skills can also convert to skins, bones for weapons, etc. The better skilled and diverse your tribe the better net resources received.
The game really needs to focus around these resources to give it the feel of survival. Perhaps a rating that reflects required resources consumed in say a week. These can be totaled up for the whole tribe for tribal level play. Less resources means starvations, or health issues, or death.
I think I'm one step ahead here... as far as I'm concerned, the dice mechanic IS the resource system. A +3 on hunting translates directly into +3 food (so the waste is factored in... though the process of drying or preserving food would reduce the food value). Or, the players might say a +3 in hunting gives a +1 bone, +1 food and +1 leather, for use in other areas. (I don't know if it needs to get so specific as to dinstinguish each of those... but if the mechanic is the resource, players could define their level of specificity).
The only extras necessary for resource stuff would be rules for how much food and water are consumed every day and how resources get converted into things like tools, clothes and tents.
Starvation would be factored in by taking a shortage (a negative resource) and applying it to individuals. So, if the tribe is short 1 unit of food, everyone suffers a -1 (to health, skill or something)... or some members of the tribe could go without food, taking a -2 or -3 so that others don't have to take a penalty.
At what point do you want to start a new thread in game design and start hitting specifics? :-D Like characteristics, currency, rewards, etc. Is that even needed? Can we do that here?
Well, like I said before, it's probably going to be post-GenCon before I have a lot of time to think about this in more concrete terms... but we may be getting to the points of talking specifics.
On 8/6/2004 at 1:15am, trechriron wrote:
RE: Making a Game About Survival?
jdagna wrote: But... just to make sure we're talking about the same thing, when you say narrative control, do you mean just describing the outcome, or the number-shuffling or both?
I was thinking narration of outcome. The players control the direction of the tribe and the individuals but certain circumstances change narrative control of outcome. I also agree that the GM needs to have some input into scene initiation, and with a decent number of individuals, I doubt any group would object to the GM initiating a scene with one. So really the responsibilities should be fairly evenly delineated between the GM and players. I still like the traditional GM role, but giving the players some of those responsibilities and then transferring some of the traditional playing actions to the GM could help lend to the tribal feel of things.
I think it needs to be specified that the GM counts as a player for tribe/PC design purposes.
I concur.
Also, in addition to having tribal resources, I think tribes ought to have their own skills…
That is a cool idea. I really like the idea of the tribe existing as a collaborative playable entity.
… but I tend to see the GM being more active in creating scenes … If he did nothing but play extratribal elements, whole games might go by with almost no input from the GM. It isn't bad in game terms, but he's going to be one bored GM.
I was specifically talking of a required technique to ease transitions between the two levels of play. In the broad sense, we are on the same page here. I think the players are going to naturally lean towards certain individuals as they initiate scenes or situations. I theorize this will happen for one or two reasons. 1) Players are accustomed to playing one character in a RPG, and 2) certain individuals will appeal to someone addressing a particular premise. But I imagine some play-testing will be in order before I could prove that theory. Basically I was saying; the players initiate with their choice of characters as to what is important to them for the scene, the GM plays everything else required in the scene, up to and including any other individuals the GM wishes to bring in to “stir the pot” as it were. I am not a proponent of reducing the GM authority in a scene but promoting the players authority in the game overall.
I think I'm one step ahead here... as far as I'm concerned, the dice mechanic IS the resource system. A +3 on hunting translates directly into +3 food (so the waste is factored in... though the process of drying or preserving food would reduce the food value).
Ah ha! Got it, that is very cool. A fate mechanic where results are turned into a resource. I guess resources are rewards? Are these resources used to build or change a character?
I had another quick thought here. If you have some sort of spiritual attributes or something like reputation, perhaps the reward system could give points to those for good playing, collaboration, etc which in turn has a direct in game impact for the character and/or the tribe (thereby increasing the chance for resources/rewards). Maybe not a spend-able resource per se but simply makes things easier or better. A good reputation elevates the status of the individual or tribe, a greater intuition gives bonuses to task resolution, etc. I am looking specifically at how to reward players for desired behaviors outside of the resource management. The obvious answer - if the players don’t cooperate, their chances of survival get dim. What about encouraging good character interaction, drama, scene input, narration, etc? Is that a concern or desire for game play?
On 8/14/2004 at 10:42pm, M. J. Young wrote:
RE: Making a Game About Survival?
I was turning this over in my mind, particularly as The New Ice Age (in Multiverser: The Second Book of Worlds) is a survival scenario, but designed to focus on individual survival. I think there are some aspects in its design that would be relevant, even at this point in the thread.
In the survival aspects of play, there are two factors that have to be presented. One is a clear notion of what must be done to survive. In our case, that meant recognizing the basic needs for water, food, fire, shelter, and warm feet. Some way of determining how much is enough, and how much is gained by success, must be in place.
The other factor is an identification of resources along with the inherent problems in acquiring each. What does it take to kill a mammoth, and if you succeed what do you gain from the effort? Where is water usually found, what kinds of food are available in what quanitities, what materials are available for building and for burning?
The player aspect of the scenario then involves finding creative strategies to convert available resources into basic needs fulfillment. The complication for the referee at that point is sorting out good strategies from bad ones. The resolution system certainly helps in this regard; but the referee has to be able to recognize that "I'm going to dig down to the rocks and scrape lichens into a pot" is not much more useful in solving the need for food than "I'll eat snow".
Part of how we addressed that was to give some information regarding survival strategies that have proved successful for those who live in comparable conditions (e.g., Eskimoes have strategies related to ocean hunting). Recognizing the advantages and complications of these strategies in the text gives referees a handle on assessing similar approaches proposed by the players.
You have the additional complication that the characters are presumed to have knowledge of which the players might be unaware. Whether you want a player's guide section that pointed them to the essential information such a character would know or want to establish that on successful roles the referee will describe the success in a way that conveys this ("Since your character knows X, you manage to do Y") is a question of how much prep time you expect players to do.
Just some thoughts; I hope they're useful.
--M. J. Young
On 8/16/2004 at 1:59am, keithn wrote:
survival game
I just noticed this thread and have read it in one big chunk so may not have taken everything in. However, the set up and some of the suggestions are very similar to a pbem game that I ran last year for a while. The game was set in Glorantha, with the hunter tribe being Balazarings (neolithic hunters), the players taking the role of clan elders and my initial vision for the game being a distinctly gamist approach where resources and different strategies were used to avoid starvation and death.
In theory I was planning to model the whole thing on King Of Dragon Pass except with the players coming up with the advice from the clan ring, and discussing in character what to do. I admit that the whole gamist side of things quickly deteriorated into some excellent story-making by the players, encouraged by me. If you are interested in some of the details of that game it was run over a Yahoogroup ("Votankiland") so if you're interested pop over.
Keith Nellist
On 8/21/2004 at 8:37am, Doug Ruff wrote:
RE: Making a Game About Survival?
I've just read this too, and I love the idea - Justin, I'd really like to work on this with you, if you're interested.
Trentin: I think having the tribe as a 'character' is an excellent mechanic and one that should be incorporated.
Anyway, some thoughts:
1) The focus of this game is 'survival'. Therefore the PCs have to play an essential part in ensuring the tribe survives. The hunter/explorer role appears to be key here.
2) Have the players create the tribe as a 'character' with its own skills, eg fishing, leatherworking, farming.
3) Each of these skills is linked to one or more NPCs, eg the tribes 'master tanner'. If this character dies, the tribe goes down in skill rating.
4) Have special 'leader skills' such as diplomacy, (military) leadership, organisation (more efficient use of resources). The leader may die or be replaced by a new leader, changing the skill focus.
5) The tribe also has attributes such as population, fertility etc. (this needs more work.)
6) have each 'adventure' (or series of adventures) constitute a year in the life of a tribe. Depending on how well the PCs do, the tribe is struggling, breaking even, or has a surplus of resources.
7) If the tribe is struggling (as in 1), every member of the tribe must play a vital part (gathering food, defending the tribe, making babies) so if there is a 'famine' there will be tough choices - let the players decide which attributes or skills will take a hit through NPC death.
8) Conversely, if there is a surplus of food, this gives the tribe more time to develop - perhaps even 'levelling up' and gaining a wider range of skills (art, technlogy) - I'm thinking of Sid Meier's 'Civilization' here.
9) There are other tribes to trade/fight/socialise with. If the players are short of a resource (for example, because their 'master tanner' just died) they will need to trade (or steal) this resource from another tribe.
Just some initial ideas, anyway. This may appear a bit mechanics heavy, but I think there are a lot of elements here that can fuel a good story. Maybe the tribe is dying out and becomes absorbed by another more successful tribe; one of the PCs may wish to become the leader of the tribe; The PCs need to seek out a vital new resource (eg metal) which the tribe needs to 'advance'.
Is this the sort of thing you are looking for? If so, let me know - and if not, do you mind if I work on my own version?
Regards,
Doug
On 8/21/2004 at 10:00am, Doug Ruff wrote:
RE: Making a Game About Survival?
Sorry, posting twice, but I don't want to lose this idea:
If you accept the idea of tribe as 'character', it needs to be more than a bunch of stats. It needs its own personality.
One way of bringing this into the mechanics would be to have a set of Codes or Taboos which help to define the tribe's ethics or philosophy.
An example, with Hook:
'Children are sacred, anyone who allows a child to come to harm must be punished. Anyone who commits an act of violence against a child must not be allowed to live.'
The character is alone on the outskirts of the tribe, except for a small child nearby climbing a tree. The child sees you and waves, but loses his balance and falls to the ground. He does not get up.
The codes would evolve over time, in in response to in-game dilemmas.
Heck, a tribe could have it's own Spiritual Attributes, too.
I'm still fired up about this project...
Doug
On 8/23/2004 at 7:08pm, Mandacaru wrote:
RE: Making a Game About Survival?
I was in Keith Nellist's game (see above). Tetsuki's list of thoughts on tribe as character are actually very similar to what we had. However, we had leaders from within a clan, each of whom had a band composed of hearths. The leaders had some of those skills mentioned, relating to hunting, gathering, rituals, magic bits and bobs, contacts, doghandling, talking to the spirits, fighting, leadership and so on. The bands would often be split up due to thin-lying resources and would get into scrapes, almost starve, need to rescue another band, get attacked by the neighbouring clan, sing to the bees and all sorts.
So, each band did indeed have a character, personified by the leader (the PC), but might well be pretty unhappy with the leadership at the moment.
So, that way of doing it does work, and is fun. I recommend it.
Sam.
On 8/25/2004 at 6:28pm, Doug Ruff wrote:
RE: Making a Game About Survival?
That certainly sounds workable and fun, Mandacaru.
However, my personal preference would still be to have the whole tribe as a 'character sheet' in addition to the individual player characters.
This is mainly because I want the players to care a great deal about the tribe and I think that having them build the tribe, just like a standard character (except that it is a group activity) is a great way to do that.
Also, it allows the GM to reward player actions by advancing the tribe's abilities, even if the PC suffers in some way (for example, an heroic sacrifice.)
(Of course, it's not the only way, and I don't mean for a minute that the campaign you were in was any less good for not doing this! I just think it's a neat design mechanic.)
Doug
On 8/25/2004 at 8:15pm, Bill_White wrote:
RE: Making a Game About Survival?
I, too, like the idea of the "tribe" as an important component in a game that's oriented toward "survival," since worrying about the tribe makes for nice complications in the game in a way that purely individual survival can't.
On that note, let me mention Ganakagok, my Iron Game Chef honorable mention. Featuring quasi-Inuit hunters on a gigantic iceberg beneath a midnight sky who must face the coming of dawn and the possible destruction of their entire way of life, it employs some of the ideas you've talked about here, including a more-or-less explicit "village character" sheet (actually just a social network and a list of resources) that must be managed in addition to dealing with the actions and interactions of individual characters.
Here's the URL:
http://www.personal.psu.edu/staff/w/j/wjw11/Ganakagok.pdf
I'm hoping to expand and revise these rules once I get some playtest feedback. But hopefully they are of some interest in their current form.
Bill
On 8/26/2004 at 5:44am, Doug Ruff wrote:
RE: Making a Game About Survival?
Bill,
Thanks for the link, just read through the game, like it a lot.
I particularly like the 'coming of the dawn' theme, and the hunting mechanics (which are simple to execute but with several choices of what to hunt for.)
The Risk mechanics are pretty neat too, especially for a survival game.
For this project, I'd like to see more latitude as to where the tribe lives - for example, mountains/plains/jungle/arctic etc - each climate has its own challenges to overcome. Exceptionally, the tribe could migrate to a new environment (which is one of the options touched on in Ganakagok.)
But I'm conscious that this is still Justin's baby. Justin, how was the Con? And are you still looking for input?
Doug
(Formerly Tetsuki - now using real name!)
On 9/3/2004 at 2:50pm, Mithras wrote:
Survival
Hi,
I've written a game that sort of angles toward this, a game called TOTEM. It is a fantasy game that I wrote especially to use in school, where childrens have few modern day distractions and can focus on survival, problem-solving and on good old wilderness tales.
http://www.geocities.com/zozergames/totem1.html
I think it was Ian Young who said that 'survival itself does not make a viable game' and I included large amounts of spirit magic into the game. I have players selecting clans within the tribe, taking on aspects of those clans and sticking up for them. The usual XP/Gold reward from scenarios is replaced with 'free time' and since every Ice Age hunter can craft most objects, free time means time to work on building things (a new cloak, a bow, an axehead, etc).
Just thought I'd throw it in at this point. Its not the game being sought after, but it might have some useful aspects ...
On 9/3/2004 at 5:47pm, Doug Ruff wrote:
RE: Making a Game About Survival?
Hi Mithras,
Thanks for the link, I've skimmed the document and will read it more carefully later.
The 'free time' mechanic is excellent - combined with the inevitable restriction on player resources (it's a struggle, right?) having a few days to craft items is a significant reward in itself.
Will get back to you once I've read it more carefully.
Regards,
Doug