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Topic: Scenario Mechanics
Started by: Steve Dustin
Started on: 2/16/2002
Board: Indie Game Design


On 2/16/2002 at 1:26am, Steve Dustin wrote:
Scenario Mechanics

I've got a half-baked idea I thought I'd run through this forum. It's not a game, only the kernel of a game. I'm not sure what to do with it, or even if its valuable (or if its already been done).

Instead of managing a stable of artifacts, NPCs, and story paths, etc, I thought a (maybe narritivist?) game could employ a scenario sheet for the GM, with a set of scenario "dials" on it. So, the GM literally runs the scenario as his "character." He doesn't need all this excess baggage that may or may not get used.

This game works as a series of contested rolls between the GM's scenario "character" against the players' characters.

For example, it might look something like this:

Players make characters. To make things simple, we'll say that characters are created by writing a 50 word story, then pulling traits from it, rating them 1-10.

The GM makes a scenario sheet with 5 traits on it, each rated 1-10:

Theme: you know, a theme, like "Love conquers all", "Might makes right" whatever.
Plot: more accurately, the story "problem" the PCs face
Character:
Protagonist: the internal workings of the PCs
Antagonist: the bad guy and his resources
Setting: the objects and places the PCs interact with

Beneath each heading can be a list of characteristics that define that scenario "dial," like what the villan's henchmen are like, etc.

During play, to succeed (or get directorial stance, or something) the PC rolls a contested roll of his/her trait against a scenario "dial." I'm thinking of using a d6 dice pool mechanic in the "RISK-mode" of matching high dice that Sorceror uses (I think, I just mail ordered it today). I guess you could also use a Trait+Roll vs Scenario Dial+Roll. Whatever you like your rolls to be.

So, if a player is breaking Theme, a contested roll is made. With a player success maybe that will change the Theme. If a player is trying to discover "clues" to further his understanding of the "story problem" he/she may use a perception or a detective trait vs Plot. Combat is obviously combat trait vs Antagonist (but not always). Resisting inner demons would be mental flaw vs. Protagonist. Climbing a wall is a climb trait vs. Setting.

I'm not sure if the scenario "dials" I've picked are the best fit. I can think of other sets of "dials." One set could be: Artifacts, NPCs, Traps, Monsters.

To be honest, I'm not exactly sure what "beating" Theme means, but I like the idea of PCs success dependent on whatever story elements are being highlighted. Attacking the villan may take different connotations if success means rescuing the Princess, and thus highlighting the Theme "Love conquers all." (maybe a positive Theme would have a low rating while a negative one would have a high one).

And I also like the idea of a simple GM resource management tool. No need for notebooks worth of stuff, everything you need on one sheet. Scratch that, it's not "I like it", it's one of my RPG goals.

Anyway, like I said, it's still very half-baked. Please poke holes it.

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On 2/16/2002 at 2:52pm, Mike Holmes wrote:
RE: Scenario Mechanics

Sounds to me like that has some potential. It certainly drives Narrativist priorities by bringing them to the surface, and making mechanics that directly involve them. I'd suggest that successes give lots of directorial power, essentially directing the GM as to how the game should go in the future. That way beating Theme means getting to alter the entire direction of the story thematically. Note that this might have an impact on other players, though. The current definition of Theme involves how the players react to the Premise. So, unless they are bound by the results of a successful Theme change as well, it may have sufficed for the player to simply have changed the way in which he portrayed his own character to change the Theme. So it'll be necessary to do some heavy definition of what powers the player gets on a success, but it might work.

Mike

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On 2/17/2002 at 11:34am, Mithras wrote:
RE: Scenario Mechanics

This is a very worthwhile goal. I wish you luck with it. Its too crazy an idea for me to ever try (even if I'd come up with the idea for it!), but if you're brave enough to tackle it - good luck.

It appeals to me. I've read various boks on script-writing, and several recommend writers condense the important aspects of an entire movie onto a single sheet to keep the thing as a 'whole', to help focus on what's important, where you're going. A one-page scenario sheet seems like a similar idea to me.

Just don't make it too mechanical, will you?

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On 2/17/2002 at 7:48pm, Ron Edwards wrote:
RE: Scenario Mechanics

Hi Steve,

I'm thinkin' that if the Balance of Power issue is set up successfully, such that players' ability to develop or modify Theme is well-organized, then you're onto something I'd really like to play.

In other words, if a player develops a Theme in a way that does preserve the question (Premise) but answers it differently from what, say, the GM would answer it, then how might that be resolved?

It might help to preserve the difference between Premise (issue at hand, raised as "the question") and Theme (judgment of the issue, based on, or more accurately, expressed by how in-game events turn out).

Best,
Ron

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On 2/18/2002 at 3:58pm, Steve Dustin wrote:
RE: Scenario Mechanics


Ron says:

I'm thinkin' that if the Balance of Power issue is set up successfully, such that
players' ability to develop or modify Theme is well-organized, then you're onto
something I'd really like to play.



Ok, I'll work on it. See what I can come up with. This forum will be the first know, and twist it about.

Is there somewhere I can refer to 'Balance of Power' issues about narrativist games?


This is a very worthwhile goal. I wish you luck with it. Its too crazy an idea for me to
ever try (even if I'd come up with the idea for it!), but if you're brave enough to
tackle it - good luck.


Well, I don't know if it's brave, silly or stupid; but I do know I'm not afraid to fail, and fail badly. If I do, maybe somebody will take off with and do something well done.

I need to get a better grasp on Premise then I have currently, to do this effectively.

Thanks for the encouragement.

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On 2/18/2002 at 4:20pm, Paul Czege wrote:
RE: Scenario Mechanics

Steve,

I need to get a better grasp on Premise then I have currently, to do this effectively.

The How much Premise does it take? thread is pretty good.

Paul

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