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Topic: [Gnost]Two directions for design.
Started by: Gaiaguerrilla
Started on: 9/29/2004
Board: Indie Game Design


On 9/29/2004 at 1:23am, Gaiaguerrilla wrote:
[Gnost]Two directions for design.

Most recent related post [URL=http://www.indie-rpgs.com/viewtopic.php?t=12502]here.[/URL]

I'm hoping game design will progress better if I find the most popular road. I think my core idea is unique, but can fit in lots of genres.

I do need gothic horror and tragedy, mixed with other sentiments. But not a specific world. Is there a happy medium, or any reasons to choose one road over the other?

Here they are.

1) WoD approach.

*Supernatural forces mixed with pessimism toward the modern world.

*Mechanics for "normal people" and technology at our equivalent.

*Measurements going soft on the numbers and more on readability.

*Powers and schemes conveying intense emotion and psychology.

*Heaping a rulebook with bitter irony and creative description.

COMPLICATIONS

What's so great about modern? Is pseudo-reality becoming cliche? Is it easier to make a world out of nothing (or at least very few elements of our world), and just put entities in their classes? Or is it easier to use the modern world as a skeloton? Slicing the modern world into categories, still retaining its feel, seems harder than going from scratch.

Besides, modern plots seem to be more about phone calls and faxes. Turning into some terrifying beast seems just as powerful as rupturing the stock market.

2) Fantasy Millieu Approach

*Racial mingling, with lots of human-likes but no humans.

*Lots of super powers scattered in the bulk of civillian society.

*Measurements dealing with tailored actions like "How this race performs this action." Still soft on numbers.

*Advanced technology is available (such as having the smarts to make it yourself), but something keeps it from advancing globally (magic enchantments / political opposition)

*Making the book like a tour guide to the realm.

*Schemes interacting with intense emotion, but nothing related to human psychology.

COMPLICATIONS

Readers must empathize and say: "God, I'd hate to be in that position. Wow, that's a personal struggle." It gets harder in a different universe. So many little experiences I want players relating to blowing out birthday candles, snuggling in the ski-hill cabin. Lost on a windy road in some backward village.

Plus, it's nice to have some ties that don't reinvent the wheel. I'd rather say "Vanessa pulls out the 9mm" rather than "Prince Oberon summons the Cannon of Korellian Smithery"

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On 9/29/2004 at 7:40am, Andrew Martin wrote:
Re: [Gnost]Two directions for design.

Gaiaguerrilla wrote: I'm hoping game design will progress better if I find the most popular road.


Never, ever, ever design for what's popular. That's the way to make utter junk and rubbish! All this can do, at best, is make a copy of something that is good.

Instead, design so as to fulfill your own desires and make what makes you excited and interested.

Gaiaguerrilla wrote: I think my core idea is unique, but can fit in lots of genres.


That's right. Have a look at My Life with Master (MLWM). It can fit into many genres, the key parts is a Master with many Servants (PCs) in disfunctional relationships.

Gaiaguerrilla wrote: Is there a happy medium, or any reasons to choose one road over the other?


Choose the one that most excites and interests you. Once you've completed your work, that interest and excitement will show through in your work, and will excite and interest readers, who will then make it popular! First things, first!

Gaiaguerrilla wrote: *Schemes interacting with intense emotion, but nothing related to human psychology.


Perhaps you could explain further? Aren't most emotions a reaction due to certain parameters in the human mind being violated or exceeded or the reverse? Consider "Anger"; it's aroused by the actions of another violating a rule in your mind. Consider "Depression"; it's aroused by the knowledge that's one's own actions aren't coming up to the expectations in one's own mind and not knowing of a way to succeed. Consider "Love"; it's aroused by the actions of another fullfilling the expectations in one's own mind. Consider "Lust"; it's aroused by the appearance of another fulfilling the parameters of one's ideal sexual partner. Similarly for other human emotions.

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On 9/29/2004 at 9:14pm, Gaiaguerrilla wrote:
RE: [Gnost]Two directions for design.

Thanks again, Andrew. Especially for patience in something that isn't coming to obvious fruition yet.

I'll try and stretch political affairs being prominent in the game, relevant to the Characters, and not a backdrop. Characters will deal with the actual politics, mixed with their subculture clique. I need an excuse to incorporate a body of modern affairs, still making it a very separate world.

In other words: Your company boss is not just someone to keep satisfied while you go fight demons. That boss may secretly be your mentor in the fight. And some war between countries is not just humans fighting, unaware of the big picture. It's actually factions in disguise playing war games.

[URL=http://www.smartgroups.com/vault/Gamecrafters/ACFVECXrbySh.htm]Here's a braindump[/Url] of the angle I'm trying. I'd like to know if I should further this, or try a different angle. If it doesn't seem like progress, at least it might entertain the browsers?

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