Topic: [New Game, New Designer] My first steps into the pool
Started by: MarkMeredith
Started on: 6/15/2005
Board: Indie Game Design
On 6/15/2005 at 2:01am, MarkMeredith wrote:
[New Game, New Designer] My first steps into the pool
Hey all. I'm new here. I've got a game system concept, and coming up with any way to flesh it out.
Basic Mechanic: D100, roll low. Percentile system style.
You'd have a series (7, 10, 15) of Base Attributes.
Special Abilities would modify the Base Attributes, and have other abilities.
That's it.
See, I want it to be simple, but I don't know whether this is Gamist, Simulationist, Narativist, Marxist, Sexist, or anything else. I'd like to work this idea out into a good system, but I don't want to start adding skills, etc. I want to keep it simple.
I also don't know if I should make this a generic system, or wax heavily upon a certain setting. Like I said, I'm new...
On 6/15/2005 at 2:16am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
In another thread, Technocrat13 told me
Naw... Don't flesh out any rules yet. We wanna hear what your game's about. Are you making it for you & your group? Are you making it to publish? What would someone pick your game over, say... GURPS, or FUDGE, or any of the other functional 'generic' games out there?
I'm not sure whether or not the game's for my group, or not. I think people would choose it over the others for one of the same reasons that the Hitchhiker's Guide to the Galaxy is better selling than the Encyclopedia Galactica: It's slightly cheaper (my rulebook won't have Don't Panic on the cover, unfortunately.) Gurps is simple enough, but I'm not a fan, and I've heard that FUDGE is all about numbers crunching, and I don't want that. I want my book to be small enough to be staple-bound, but not RISUS level simple.
On 6/15/2005 at 2:16am, TonyLB wrote:
RE: [New Game, New Designer] My first steps into the pool
What game systems have you been exposed to? Which ones have you had satisfying play experiences in? I'm trying to get a bead on what ideas are old hat to you, and what might be new or inspiring.
On 6/15/2005 at 2:21am, Andrew Morris wrote:
RE: [New Game, New Designer] My first steps into the pool
So far, I've heard nothing at all to help me understand your game. Why would I play this as opposed to...well, anything else -- GURPS or FUDGE, for example?
What makes your game unique?
Without knowing that, I can't really comment. If you're looking for feedback on the mechanic, it's pretty standard; I've seen it, or something like it several times.
On 6/15/2005 at 2:30am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
What game systems have you been exposed to? Which ones have you had satisfying play experiences in? I'm trying to get a bead on what ideas are old hat to you, and what might be new or inspiring.
I've run quite a bit of D20, played and run Inquisitor, and I have Burning Wheel. I think Burning Wheel is one of the most innovative changes to the RPG system I've seen. I'm really interested in making this game, but I just don't know what to do with those key points I pointed out earlier. I like the idea of characters having Beliefs, and getting to change the outcome of a roll (Complications) but I don't want to steal it.
So far, I've heard nothing at all to help me understand your game. Why would I play this as opposed to...well, anything else -- GURPS or FUDGE, for example?
What makes your game unique?
The reason that you would choose it over GURPS is because of the Percentile system. I think it's a much more concrete way of showing a character's skill. Instead of you saying "oh, my character is a 15 on his Combat skill", and no one knows if that's good or bad without knowing the rules, with percentile systems you say "my character's combat skill is 60%".
I've never played FUDGE.
The advantage over the other systems is that it would be easy to explain and get into (without being too incredibly simple).
I'm not trying to innovate the industry here. I'm just trying to make a freakin' game.
Any more help would be appreciated.
On 6/15/2005 at 2:52am, Technocrat13 wrote:
RE: [New Game, New Designer] My first steps into the pool
Mark wrote: I'm not trying to innovate the industry here. I'm trying to make a freakin' game.
Try not to let Forge-speak get under your skin. We're totally not trying to agitate you here. The really-long way to ask what Andrew asked is; "If you're trying to create a new game we're assuming that you haven't found a game that does what you want to do yet otherwise you'd be playing that game. So, by asking what makes your game unique, we're trying to find out just what you're getting at with this new design."
It's really not a way to say "If you're game's not unique, innovative, and cutting edge, then butt out."
Don't sweat any of the Sim/Gam/Nar stuff right now. If you're anything like me it'll take you quite a bit of reading to get that stuff in your brain. Take your time with it. That stuff is really useful but not essential to desiging a game.
So, you're familiar with d20, Inquisitor, and Burning Wheel. Unfortunately, I'm not familiar with Inquisitor, and a google check wasn't much help. "Inquisitor" is just used too often in RPGs for me to get a bead on what game you might be talking about. But I am pretty familiar with d20 and I've got a copy of 1st Ed Burning Wheel, which I've never played. So, I know 2 of 3 of the games you're familiar with.
Now, you've got a handful of ideas for how you'd like your system to look, right? You seem to want to make it clear from the outset how good a particular character is at doing particular things. But what you don't have is a game concept. You use that word but you really don't have one yet. Or at least you haven't shared one with us yet.
Dig this;
In D&D players create characters to kill monsters and take their stuff.
Over-simple? Maybe, but that's the heart of it, isn't it? So, what's the concept of your game? What will the players do? Be as specific as you can. "Players create characters that go on adventures and explore stuff." is kinda wide-open, over-done, and well... weak. It dosen't tell us anything about a game. But boy do new people here at the Forge ever say that a lot. :D
So, tell us what you want your game to be about. Be specific. And don't sweat "original" or "unique". Those aren't prerequisites to creating a game.
-Eric
On 6/15/2005 at 3:05am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Try not to let Forge-speak get under your skin. We're totally not trying to agitate you here.
Ok. It seemed a little like he was saying:
"If you're game's not unique, innovative, and cutting edge, then butt out."but I understand now. Thanks.
As far as Inquisitor goes, you can download the rules at: http://www.specialist-games.com/inquisitor/tlr.asp It's half RPG half miniatures game. Pretty cool for those of us who like both.
Anyway, I want to have the game be more like Burning Wheel in... I guess "style" is the word?
In D&D players create characters to kill monsters and take their stuff.
I don't want that. I want a system that's Epicly Heroic. A Game that is reminiscent of Star Wars/LOTR/Odyssey. Does that help?
On 6/15/2005 at 3:26am, TonyLB wrote:
RE: [New Game, New Designer] My first steps into the pool
Well, from a certain point of view both Star Wars and LOTR are "Heroes kill bad guys, and blow up their stuff."
From another point of view, of course, they're both "Heroes wrestle with their own doubts about embracing a greater destiny, and are both held back and inspired by the failures of the past (their own and those of others). When they learn to have faith that not only their own strength but their own weaknesses are what is needed for their destiny, that moment is victory, and all else follows."
You can make perfectly fun, workable, thrilling games around either of those premises. They're very different games, of course. And one guy will say "Game A is exactly Star Wars, while Game B totally misses the point"... and then another guy will say "Game A totally misses the point, but Game B is exactly Star Wars."
So, basically, the great stories have a lot of stuff going on, all at once, with individual themes supporting and structuring each other in tremendously involved ways. Nobody's going to mimic all that, except by exactly reproducing the story itself. What people are trying to get at is "What's the bit that makes Star Wars what it is, to you?" The bit that says that (for instance) the Millenium Falcon dodging through asteroids is key, but Luke sneaking through the corridors of Bespin is just filler. Or vice versa.
There's no globally right answer. But there's a true answer for you, and that's where I'd advise you to begin.
On 6/15/2005 at 3:39am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
TonyLB wrote: "Heroes wrestle with their own doubts about embracing a greater destiny, and are both held back and inspired by the failures of the past (their own and those of others). When they learn to have faith that not only their own strength but their own weaknesses are what is needed for their destiny, that moment is victory, and all else follows."Wow... Can I use that? That is exactly what I want. I wasn't sure before, but now I know that that is what I want. "The Hero of a Thousand Faces" if you will. Thanks!
But now how do I implement that into my game? Add Doubt points that they must slowly clear away? Make everyone have a Hook that they are trying to resolve?
On 6/15/2005 at 3:39am, Andrew Morris wrote:
RE: [New Game, New Designer] My first steps into the pool
Eric, thanks for taking the time to soften my words. I have no tact.
Mark, I still don't know what I need to know about your game to offer any useful feedback, and I assume that's what you're looking for.
"Epicly Heroic" says very little. That could mean we play warring gods. It could mean we play action movie-type heroes. It could mean we take on the roles of the characters from Beowulf. It could mean a nearly infinite range of things.
Look at it this way. Percentile systems have been around for a while. I can take any percentile system from another game and use it to play in any world. I can't imagine that anyone is going to see a percentile-based system and get all fired up about it. If you've got a cool setting, people will play it for that, and if you can tie the mechanics to that, so much the better. Sure, there are games with amazing, innovative mechanics -- Universalis, Dogs in the Vineyard, Capes -- but I don't play them because of the mechanics, I play them because something about the game as a whole captures my imagination, and I say to myself, "Self, you can't do this with any other system." For Universalis, I play it for GM-less, collaborative storytelling. For Dogs in the Vineyard, I play it to take on the role of a totally cool, morally judgemental soldier of god. For Capes, I play it because I can sit down with any number of friends and be involved in the characters and story within five minutes, with no preparation at all.
Do you see what I'm getting at?
On 6/15/2005 at 3:46am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Do you see what I'm getting at?
I do. On your website for Schrodinger's war, you have a few Design Goals.
some of them are:
* Clean, unified mechanics, with few exceptions and special rules
* Simple rules, complex play
* Modular rules (core with customized expansions)
That is also the type of thing that I'm talking about. The first two I've been saying for a while now, and I had been thinking with having such a small book that I'd need to do your 3rd point there as well. I'm not going to steal from your rules at all. But I think that those 3 sum up my goals as well.
On 6/15/2005 at 4:07am, Andrew Morris wrote:
RE: [New Game, New Designer] My first steps into the pool
Two things. First, I can't take credit for Schrodinger's War; that's an open group effort, and everyone's welcome to participate. Second, design goals aren't why people play games. For all I know, Tony set out to make Capes a super-crunchy, rules-intense combat game, requiring tons of setting knowledge in order to play, but failed. It doesn't change why I play the game, or why anyone else would want to play.
Now, knowing your goals is important, too. Then you can ask if specific components seem to support your goals. That's an entirely different ball of wax. It's also much easier to deal with than a general, "Here's my game. What do you think?"
So, taking the goals of clean mechanics and simple rules, let's look at what you've stated so far.
Percentile system: Sure, they're simple and easy. If everything's on the same scale, then it seems nice and unified.
Basic attributes: Same as above.
Special abilities: I'd need to know more about these. Perhaps an example or two would help?
Other abilities: Again, what are they like, and how do they work?
On 6/15/2005 at 5:42am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Special Ability Examples:
Plain Dumb Luck: Your character is incredibly lucky. Once per game, a single roll that fails succeeds. It has to be at a dramatically appropriate moment, and the GM has to agree to it.
First Aid Training: Your character has learned basic First Aid. Gain +10% to your (Blahblahblah) Attribute when performing basic medical procedures.
Things like that. These are simply examples. Different Special Abilities would be worth different points, and there would be a point Buy system.
Also, I'd have something like the Beliefs in Burning Wheel, and other "Non-Game-Mechanic" add ins as well that you would have to answer. I like the idea in Burning Wheel of it asking you questions to decide where your character is with his stats (have you ever had a cold? Add 1 to your Steel). I'd like to incorporate some of that as well, without stealing full chunks of ideas. Anything else that I should come up with? I think mixing these different elements together is beginning to make my game unique and different, and worthy of notice.
Also, in my town, we've got a pretty big RPG presence,and the way this town is, people will just buy a game if they know it was made locally. People still brag that MYST was invented here...
Anyway, any more help would be appreciated. It seems like we got off on the wrong foot, Andrew, (probably my fault for not knowing how things work around here) but I'm really appreciating your help. Thank you.
Questions, comments, burns?
On 6/15/2005 at 6:39am, Trevis Martin wrote:
RE: [New Game, New Designer] My first steps into the pool
Hey Mark, Welcome
No "wrong foot" dude, you're doing fine. We just love to talk about games in the single worst communcation medium ever invented. :) Sometimes it bites us in the ass. Just assume that everyone has a big smile on their face when they write you, or at least a grin.
I know Inquisitor pretty well. I've always liked 40K, pastiche though it may be.
What I'd like to hear is what your game is about. I'm a player playing your game...what do the characters do? I mean, inquisitor is pretty specific, you're either an Inqisitor or part of an Inquisitors retinue and you travel the galaxy investigating and eliminating threats to the Imperium.
Burning Wheel is a little more vague, but its not a generic or 'universal' system. Its about playing epic medieval fantasy, like in the works of LeGuin or Tolkien. Your characters are heros out to do great deeds. (Sure I know it can be about other things but, y'know, in ten words or less.)
Look at what Schrodenger's War is about too
Archivists, non-corporeal entities who seek the answers to arcane questions throughout space and time by “borrowing” human bodies.
to which I say "cool, I wanna check this out!"
All those guys are striving to hook up their general design goals and specific mechanics up with that concept. Generally folks around these parts accept the idea that you make a system to fit in with what your game is about, that mechanically hooks into and reinforces the basic idea of your game rather than being something you can just transplant around to whatever setting you want.
Sure there are more generic games here. Universalis for example. I would argue that Uni is really 'about' a particluar collaborative play experience rather than any particualar setting, and it's mechanics are explicitly designed to support that play. Primetime Adventures, also, is pretty generic as far as setting but its concept is that it is out to specifically emulate the structure and quality of television melodrama.
So I think what most people in this thread are looking for is a concept to hang their advice on. We want to understand what kind of play style you are looking to encourage. Maybe what kinds of setting and stiuations you're shooting for. What do the characters do in your game?
When people earlier have said 'if its a generic game, why should I play it?' they aren't dismissing the idea of a setting neutral game, they are asking about what makes the game special. You see, generic catch all systems have been done a lot, with all kinds of different ways to do things. If you are making a generic system, what is prompting you to make it? Is there something you're trying to get it to do in play different from other things you've tried? What excites you about your idea?
Some of it might involve looking at other systems that are in the ballpark of your vision (and even not) and seeing how they do things.
We don't want to shoot our guns in all directions, so we need you, the visionary of this game, to pin a target up there for us so we can think in the right direction.
And don't worry about stealing stuff from other games. That's what all of us do. Just be cool and give credit where it's due. Clinton R Nixon's The Shadow of Yesterday is a great game and he openly admits he has taken mechanics of other games and cobbled them into something all his own.
best,
Trevis
On 6/15/2005 at 2:03pm, Technocrat13 wrote:
RE: [New Game, New Designer] My first steps into the pool
Andrew,
No problem, man. I was pleased to have the chance to do it. Kinda like some karmic balance for myself after asking so many frustrating-the-establishment questions myself when I first got here.
Mark,
Man, when you picked out those design goals for Shrodinger's War, you totally picked out the tertiary stuff. The important stuff comes under the headers of Just what the hell is this all about? and What's already been decided?/Core concepts. The design goals are important, yeah, but they don't say a dang thing about what the game is there for.
Heh. I know we're really badgering you on this point but that's just because we find it that important to know what your game is about before we can help.
On to another bit of an issue. d20, Inquisitor, and Burning Wheel. Are those the only RPGs you've been exposed to? 'Cause if that's so,... well... To me, that's like saying you've driven two cars, poked your head into a third and decided that you're gonna be better off designing your own car as you haven't found the one that you really liked yet.
So, I've really gotta suggest that you keep reading other games as your working on your own. Steal everything that looks good. Read even the games that don't sound like they're even close to what you're trying to do because they might have some little hidden bit in them that you really like, and might want to incorporate into your game. Check out the Forge's Resource Library for a bunch-o-links to free and nearly free games.
Oh, and there's a link in my signature to Mike's Rants. Yeah, they're rants, but really good rants that are really all about the common and collective errors that new game designers tend to fall into. Good reading.
And, if some of the other Forgites out there could, can we get some talk about other functional percentile systems? The only only one that I know of is Call of Cthulhu, and that's pretty far from generic. There's gotta be a percentile-based generic system out there already that Mark could take a peek at, see what's already been done.
-Eric
Forge Reference Links:
On 6/15/2005 at 3:40pm, Andrew Morris wrote:
RE: [New Game, New Designer] My first steps into the pool
Like Trevis said, there's no "wrong foot" issue here. People don't post just to put someone down or anything like that. If you ask for feedback, the only people who are going to respond are ones that want to help provide that feedback in some way. It might be positive or negative, but it's all there to help you.
Eric, I wouldn't call the Schrodinger's War design goals tertiary, but they certainly have changed, both in form and importance, over the course of the project. For example, one of the original goals was to not use dice, but that went out the window at some point. That goes back to my earlier statement that, while design goals are important and should be looked at regularly, the core concepts and themes for your game are a different matter entirely.
Mark, Eric makes a good point about trying other games. Also, Mike's rants really are a great source of information, especially #1. So, check out Alacrity, because it sounds like it might suit most or at least some of your needs. If not, it should give you a starting point. Oh, and it's a free game, too.
On 6/15/2005 at 4:33pm, ErrathofKosh wrote:
RE: [New Game, New Designer] My first steps into the pool
Well, take a peek at Rolemaster, but don't look too long, because you could be swallowed whole. :) Seriously though, when you say percentile system, I think RM. Warning: it is long and detailed and expensive, so I suggest either finding someone who already owns it or perusing it while at a game store.
Another interesting one that I haven't had a chance to play is Exiles. Go to www.mimgames.com for that one. It's even free!
Edit: Click on "The Madness" link to take you to the games...
On 6/15/2005 at 4:45pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Oh yeah! I forgot Cthulhu. Okay, here's the games I've been exposed to, just to show that I'm not completely sheltered.
D&D (D20)
Star Wars (D6 & D20)
Generic D6 by WEG
Inquisitor (% system)
GURPS (D666)
In Nomine (D666)
RISUS (The simplest RPG ever!)
Burning Wheel
Call of Cthulhu (% system)
Mutants & Masterminds (D20)
Everyone is Bob (I saw it on the internet somewhere)
World of Darkness/Vampire
And... I think that's it.
I'll try to figure out the theme. Thanks.
On 6/15/2005 at 5:57pm, Trevis Martin wrote:
RE: [New Game, New Designer] My first steps into the pool
I just got Orbit from my FLGS last week and it has an interesting little percentile based system that I rather like.
You have your attributes number and your skills provide a multiplier to get your final percentile target number (roll under)
For example (I don't have the book with me so I'm making this up) You have an agility of say 30. You have an actobatics skill of one of four levels, something like Familiar (x1), Competent (x1.5), Expert (x2) and Master (x3)
You multiply your stat by your skill level and there is your TN. So if you are a master acrobat in this case you would have a roll under target of 90%
(Now I can't remember what stat numbers really look like but its somewhere around there.)
There is a breif lite rules version on the website in the downloads section.
The added stuff in the results is what makes it really fun thugh, Gonzo success and Gonzo failure have several options, one of which is to give narration to the player.
best,
Trevis
On 6/15/2005 at 7:01pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
I like that! I'll have to consider a system like that...
On 6/15/2005 at 8:34pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Here are my Design Goals:
1) To create a generic fun game system that can be bought on the cheap and is simple enough to be staplebound.
2) Multiple supplements for different Genres.
3) Questions asked of the player to determine the main character's starting Attributes
4) A percentile system (Roll low) that is easy to grasp
5) A Belief-like system that aids in the GM's scenario-making process ("Oh, you believe that? Well do you still, when THIS happens?")
6) A mechanic that allows Players to influence the track of the game (Fate)
7) A Mechanic for Destiny (I have no idea how this would work)
Okay, it looks like for me to really pull off what I want (a truly generic fun system that can be picked up for a fistfull of dollars at your local Game Shop) I'll need to come up with multiple Concepts to have in other supplemental books that support the main text (I may also have one of these at the end of the Core Book so that you can get started right away).
Here's some concepts for play.
Fantasy World: All mages are blind psychics, and have been driven into hiding. Human only world, but with creatures that watch over them (I'm talking non-incorporeal creatures that can do things like walk on leaves while still attached to trees, the most graceful creatures in the world)
Sci-Fi Setting: Humanity has built false wormholes to reach out into the stars. They have just made first contact. Corporations run everything, and the government is a sham, run by various companies that control them. Weapons are ballistics wrapped in energy.
Horror: No Rest For The Wicked. A sort of "Route 666" rpg with things not being as they seem. Half the government and corporations are ancient creatures that have been biding their time.
MIB: The aliens are among us. Based on the stories of the Men In Black (not the movie, the guys who actually show up at your door), you discover the truth about everything that's always seemed a little off...
These are just samples. They have a lot of kinks that have to be worked out. The game system as a whole would be about exploring what is real and what isn't. Knowing who you can trust, and exploring the struggles and doubts your characters have. Anything else? I could use help going from here.
On 6/15/2005 at 8:52pm, Sydney Freedberg wrote:
RE: [New Game, New Designer] My first steps into the pool
Mark, I know your pain. I was working on a game design on and off for years, thought it was almost finished, stumbled on the Forge looking for ideas, and -- BOOM -- my idea exploded. I ended up throwing everything out and starting over.
I'm not familiar with everything on your list of games, but despite their variety, I think all of them, with the partial exception of Burning Wheel depending on which edition it is, share the following four characteristics -- as did my defunct game idea, for that matter:
1. A single, powerful Game Master.
2. Lots of detailed, strict rules for combat and magic/superpowers, a few loose rules for everything else.
3. Dice. There are games that use cards, and games that use straight numerical comparisons with no chance, and games with no numbers at all.
4. "Task resolution" instead of "conflict resolution." This is really tricky to explain, but in oversimplified essence:
- Task resolution is "I want to hit him with my sword. I roll - I hit - he's hurt! Okay, so am I winning or losing? Let's figure out how all these specific actions add up to the overall result I really care about."
- Conflict resolution is "I want to win the fight - I roll - I win! Okay, so did I hit him with my sword or scare him away or what? Let's figure out how the overall result I really care about is expressed in specific actions."
Ron Edwards' Trollbabe is a good example of how to do (2) and (4) differently, and it's got a sneaky way of subverting (1). It's ten lousy bucks for the PDF, so I'd start here.
Tony Lower-Basch's Capes and Ralph Mazza's & Mike Holmes's Universalis blow away (1) -- everybody's a GM at once -- and (2), plus they do a job on (4).
Vincent Baker's Dogs in the Vineyard looks like a traditional RPG on all counts, complete with four-sided dice and blow-by-blow descriptions and a strong GM, but.... well, it screws with (1), (2) and (4) in a very cool way.
(3), the dice thing? Eh. No really cool examples off the top of my head. But it's actually not that important compared to the others, actually.
Yes, whether you use die or don't is not really important. You did read that right.
On 6/15/2005 at 9:05pm, Technocrat13 wrote:
RE: [New Game, New Designer] My first steps into the pool
I'm just gonna pop in on your examples for Conflict Resolution vs. Task Resolution Sydney. Not that I wanna get into that conversation here, but it does seem that your example implies that Conflict Resolution does the same thing as Task Resolution, but narrows it down to one roll of the dice.
Forgive us if we get into some debate over the defination of Conflict Resolution vs. Task resolution around you, Mark, as it's kind of a hot topic right now.
If I were to sum up the difference, I'd say that a Conflict Resolution system allows for the player to state pretty much any goal they'd like before the dice hit the table, and if the dice go in the player's favor then they've reached their goal without needing any GM interpretation. Whereas a Task Resolution system tells the player just what kinds of tasks his character can achieve and leaves it up to the GM to decide if Success In Task = Success In Goal.
But that's just my interpretation, others will certainly vary. Like I said, it's a hot topic right now.
-Eric
On 6/15/2005 at 9:35pm, TonyLB wrote:
RE: [New Game, New Designer] My first steps into the pool
(3) Nobilis and Everway.
On 6/15/2005 at 9:39pm, Sydney Freedberg wrote:
RE: [New Game, New Designer] My first steps into the pool
By the way, of the Design Goals you mentioned, these....
MarkMeredith wrote: Here are my Design Goals:
[snip]
3) Questions asked of the player to determine the main character's starting Attributes
[snip]
5) A Belief-like system that aids in the GM's scenario-making process ("Oh, you believe that? Well do you still, when THIS happens?")
6) A mechanic that allows Players to influence the track of the game (Fate)
7) A Mechanic for Destiny (I have no idea how this would work)
[snip]
... these are freakin' cool.
On 6/15/2005 at 10:33pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
You think so? Thanks! That's great because I really like those additions to the game plan. I'm carrying a notepad around with me, jotting ideas down. I kinda like the idea about all players being the GM (Inquisitor can be played this way sometimes). But I also love GMing when I've got a good group around me. As far as no-dice... I'm a big fan of the "clickety-clack". I play Warhammer (case in point). Anyway, anyone have any additional Design goals that may be a good idea that would match my current ones?
With each genre, I'd have a bunch of new Special Abilities that would match the genre. Anyway...
On 6/15/2005 at 11:05pm, Trevis Martin wrote:
RE: [New Game, New Designer] My first steps into the pool
Hey Mark,
Mark Meredith wrote: The game system as a whole would be about exploring what is real and what isn't. Knowing who you can trust, and exploring the struggles and doubts your characters have.
This is the kinda thing I was looking for. Somehow you need some mechanism to help focus the game around those kinds of issues. Trust, for example is the focus of another game (which should be out by GenCon, Tim?) called The Mountain Witch. Players all play ronin Samurai trying to kill the Witch of Mount Fuji. You can look at the original Iron Game Chef verson of the game.
As for exploring what is real and what isn't, I'll think on that one. Anybody got any game suggestions for that?
best,
Trevis
On 6/15/2005 at 11:19pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Okay, here's the the Base Attributes that everything else draws off of:
Might (Your general brute strength)
Fortitude (Your physical toughness)
Vitality (Your general health and well-being. Fort and Vit will be averaged off to make your actual Hit Points, if I decide to go with the HP system)
Acuity (Your knowledge about the world around you)
Perception (Your Awareness of the world around you)
Resolve (Your mental strength, or willpower)
Intuition(This aids in everyone's "Sixth Sense")
Some people will say that Fortitude and Vitality are the same thing, and should be condensed. But I've seen plenty of beefy football players who always have colds. Also, Intuition and Perception may seem the same, but I know that I can be sort of tunnel-visioned, but I'm usually right when I have a "bad feeling" about things. What do you think?
On 6/16/2005 at 12:27am, ffilz wrote:
RE: [New Game, New Designer] My first steps into the pool
If you game is about:
The game system as a whole would be about exploring what is real and what isn't. Knowing who you can trust, and exploring the struggles and doubts your characters have.
Do you need to break down the physical attributes at all? Think about how your attributes will play into differentiating what is real and what isn't (and perhaps there is room for physical attributes - perhaps if someone tells you it's a mile from here to there, and you run it, and you're not tired, then you can deduce something's not right, and perhaps you need to be physically fit to be able to see the difference).
Consider that you may only need a few attributes. When you start listing out feats, consider how they play into determining reality (and if they might even allow you to control reality).
Frank
On 6/16/2005 at 12:54am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
The problem is, that the game isn't supposed to be about how left is right and up is down. I want a realistic setting, but with things like the Horror setting or the MIB setting, you don't know who to trust. When I said "what is real and what isn't" I didn't mean physics, I meant relationships, government, etc.
What happens to characters when they realize that the government is run by the Appendix-Eating Robidash of Galaxon VI? How does that mess with their beliefs, and add to their doubts? By saying "Your character has a Body Attribute and a Mental Attribute", that is simply unrealistic, IMO.
On 6/16/2005 at 1:44am, Trevis Martin wrote:
RE: [New Game, New Designer] My first steps into the pool
Ok, so trust is still a big issue. Perhaps some mechanical way to tell when people are lying as well as to lie.
So I'm taking it from your discussion that you are looking for the game to emulate the physics of the game world. I'm thinking that this is what you mean when you refer to 'realistic' and 'unrealistic.' Consider that what you are doing when you have skills and stats and whatever forms the core of your character is that you are defining the character's effectivness in the game. Now there are many that games that slice a character's effectiveness up into little bits that corrospond to different physical, mental and social qualities and skills. And there certainly is a long tradition of this in rpgs.
But there are a lot of ways to slice that pie. None of them are really better than others so much as more or less appropriate for the game concept at hand. A lot of people around here have made great, hard hitting games that slice that pie much differently from what might be considered the standard.
Sorcerer, one of the best games I've ever played or experienced only gives you Stamina (a general body stat), Will (a general mental stat), Lore (your level of sorcerous ability), Cover (a rating in your 'day job'), Humanity (how close you are to being unredeamably corrupted)
Along with these scores you choose descriptors which justify the rating you gave the score. But more importantly a high Stamina in sorcerer, though it can be interpreted as a body builder or a wiry survivor, isn't really about the character's physicality. It is about how effective you as a player want your character to be in the realm of physical conflict.
Other games, like Trollbabe, derives all its stats (which aren't many) from only one number between one and ten, chosen by the player. The scale below the number is the character's physical effectiveness, the scale above the number is the character's magical effectiveness and the scale below and including the characters number is the characters social effectiveness. ( I think that is right) All three stats from one number!
Primetime Adventures your primary attribute is your Screen presence for that episode. You have some advantages and relationships to call on for other dice but Screen presence is really your central attribute.
The advantage of many stats/skills is that you can get a high variance of ability between characters. If that's something that pleases you and works for your concept than cool. The advantage of fewer stats, IMO, is the ability for the player to make a clear statement about where they want their character's primary effectiveness to be.
In art they always told us to carefully examine our default assumptions and make sure that when we choose something its really because we want that rather than being the only way we've ever done it.
best
Trevis
On 6/16/2005 at 2:05am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Ok, so trust is still a big issue. Perhaps some mechanical way to tell when people are lying as well as to lie.
I'm thinking that the Intuition may help with that. You may not even hear that person talk, and yet say "I know that whatever comes out of that person's mouth is going to be a lie".
So I'm taking it from your discussion that you are looking for the game to emulate the physics of the game world. I'm thinking that this is what you mean when you refer to 'realistic' and 'unrealistic.'
That is what I'm talking about. I'm not trying to completely make the game "like real life". That's not what I mean by Realistic. I mean that I want people to look at the game and say, "Okay, the game's fairly realistic". See, what I'd like to have, is a balance between the physical, mental, and emotional, about 10-12 Base Attributes, with simple Feats to modify these.
What sets this apart from say... Gurps, Cthulhu, D20, etc. Is that you don't have to sit there and decide "Okay, I wanna add +5 to my Diplomacy, +2 to my Swordplay..." Instead, you say "I'm going to go with "Diplomatic", because my character is a diplomatic type of person. Your Base Attributes affect all else. That's the big difference. I've got a character sheet idea, but I have to work out the kinks.
On 6/16/2005 at 2:45am, dalek_of_god wrote:
RE: [New Game, New Designer] My first steps into the pool
From what you've written so far, it looks like all of your settings have conspiracies and secrets in common. Ferreting out and/or stumbling upon them would seem to be a big part of the game. That and the effects these discoveries have on character's beliefs.
I think an interesting experiment for you would be to take each of the attributes you currently have and ask the following question: How could a character use this attribute alone to succeed in discovering secrets. You've already started down this road with the Intuition attribute. I think it would help with determining whether or not some of the other attributes should be kept, discarded, merged or split. When you start adding in genre specific feats this same task will help you determine where to focus your effort.
Obviously most players won't make characters that rely on only one of the options provided. But if you want a game about intrigue, then everything you give your players should support that. If it doesn't, then either the game won't be about intrigue or those players that make the wrong choices won't have much fun. (Or some options will never actually be used. But in that case, why bother to include them in the first place?)
(Of course, if you don't really want a game about intrigue substitute in whatever it is that you do want.)
On 6/16/2005 at 3:10am, Andrew Morris wrote:
RE: [New Game, New Designer] My first steps into the pool
Mark, I just want to reinforce what Trevis said about realism. You might want to check out the Plausibility, Realism and game design goals [an essay] thread.
Forge Reference Links:
Topic 14552
On 6/16/2005 at 3:44am, Trevis Martin wrote:
RE: [New Game, New Designer] My first steps into the pool
Here's a thought too. The real central thing to how your game works is not really the stats or anything it's two things, your resolution system and your reward systems.
the trick of any of these games is to get players to do and say the cool things you envision them doing and saying. Then they can say "How cool! I'm playing this game and its rewarding me for doing the type of play it wants."
reward systems aren't only things like XP. Take a close look at the way Artha works in Burning Wheel. (Do you have the new edition or the old one? It works differently a little bit in the newer one.)
The other part of reward systems are the parts that punish.
Here's what I'm thinking, perhaps, since trust and sincerity are big factors in the game, perhaps a character in your game would have a trust rating for every other character and major NPC that he meets or knows. That rating might add in whenever he is dealing with that person trying to persuade them or manipulate them or just find out information. A very high trust rating for an npc might give the player a large bonus to persuade them to do what he says or tell him what he wants to know.
Maybe when a character is exposed in violating the trust of another, then the player makes a roll to see if the trust rating is reduced, giving him less influence over that person.
Something like that anyway.
best,
Trevis
On 6/16/2005 at 4:15am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
I like the Trust Rating.
However, I don't want to limit the game to just exploring doubt and trust. I want more than that.
Okay, thinking about Doubt and Fears: Really, every great epic is about Doubts and Fears. par exaple:
Star Wars is about Luke's doubts and fears in himself, and his overcoming of them, to bring his father back from the Dark Side. ("I'm not afraid!" "You will be... You will be..."
Lord of the Rings is about Frodo's doubts of success. His best moments are when he doesn't beleive that he can go on. To a smaller degree, it's about the rest of the fellowship's doubts of Frodo's success. ("Is there any hope, Gandalf?" "There never was very much hope. Only a fool's hope.")
Odyessy is about the fears of Ullysee's(*sp) crew, as they struggle for SEVEN YEARS to make it home.
The Belgariad is about Garion's doubts that he can actually slay a god.
So that's what I want to focus on. I would love to have a game where you had DOUBTS, FEARS, BELIEFS and DESTINY all in a mechanical concept that you could play on.
I just thought up a new mechanic, too. "Despair". How would that factor in.
"I can't go on Sam." "Sure you can, Mr. Frodo!"
On 6/16/2005 at 2:01pm, Andrew Morris wrote:
RE: [New Game, New Designer] My first steps into the pool
MarkMeredith wrote: So that's what I want to focus on. I would love to have a game where you had DOUBTS, FEARS, BELIEFS and DESTINY all in a mechanical concept that you could play on.
Aha! There you go -- that's your game, right there. When you talk about about a universal, percentile-based system, my eyes kinda gloss over. When you say this, I sit up and pay attention. I'm not a fan of universal systems, but if you pitched your game to me this way, I'd check it out. The "universality" and percentile mechanics aren't half as important as what you say here.
On 6/16/2005 at 2:22pm, Technocrat13 wrote:
RE: [New Game, New Designer] My first steps into the pool
Yeah!
Would it be too much of a brain-bender to suggest that you totally toss-out any idea of physical attributes/mental attributes in favor of making "DOUBTS, FEARS, BELIEFS and DESTINY" your core attributes?
After all, do you really care how much these characters will be able to lift, or how much their IQ is? If a character in this game wants to... say... lift a city bus over his head to rescue someone, instead of looking at a STR stat you could compare his Doubt in himself, his Fear that he'd be killed in the attempt, his Belief that it's the right thing to do, and his Destiny to be heroic.
How's that fit?
-Eric
On 6/16/2005 at 2:42pm, Sydney Freedberg wrote:
RE: [New Game, New Designer] My first steps into the pool
Technocrat13 wrote: Would it be too much of a brain-bender to suggest that you totally toss-out any idea of physical attributes/mental attributes in favor of making "DOUBTS, FEARS, BELIEFS and DESTINY" your core attributes?
Very cool.
Another game recommendation if you want to see how something like that might work: Matt Snyder's Nine Worlds (which has a forum under "Independent Games" on this site) in which each character's most important stats are his or her goals and how close they are to being reached; and, for a way to combine this with a traditional combat system, the Spiritual Attributes in Jake Norwood's The Riddle of Steel.
Oh, and check out this thread where I asked people for ideas about mechanics for emotion.
{EDITED to add more links and author's names}
Forge Reference Links:
Topic 11983
On 6/16/2005 at 10:31pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Would it be too much of a brain-bender to suggest that you totally toss-out any idea of physical attributes/mental attributes in favor of making "DOUBTS, FEARS, BELIEFS and DESTINY" your core attributes?
Hmm... That'd kind of make it "there is no spoon". In theory, I like the idea... I'll have to work on that and see how it works for me. Thanks!
BTW, everyone, today I joined the Navy!
On 6/16/2005 at 10:51pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Hey, Syd, you said this in thread "Emotions Mechanics II: Emotion as Power":
Sydney Freedberg wrote: Pain that makes you angry gives you power -- power to strike back. (Look at the climax of Return of the Jedi, or real-world soldiers going beserk at the death of a comrade). Horrifying sights that make you afraid gives you power -- power to run like hell, or to fight like a cornered rat if you can't run. A kind word that inspires hope gives you power -- power to carry on. (Look at the Sam-Frodo relationship throughout Lord of the Rings).
*SNIP*
If emotional reactions are a source of power at least as important as a character's skills or strength or equipment, they need to have an equal impact in terms of game mechanics.
*SNIP*
What I'm talking about, in essence, is making emotional reactions a "power-up": not something which dictates specific behavior, but which makes certain courses of action much easier -- which presents players with the interesting dilemma of surfing the waves of their characters' emotions or swimming against the current.
THIS is what I want! Okay, here we go...
While waiting for all the Navy guys to get their paperwork in order for me, I came up with the following Rules Change. Drumroll please...
There are only 3 Base Attributes
Physical
Mental
Emotional
Now, each one of these has 4-5 SUB Attributes, but Emotion plays just an important part as the other two. You may be fancy with a gun, but nobody cares, if you're wetting yourself behind a crate. Your Fears and Doubts dictate what you do, and how you do it.
HARD AND FAST CHARACTER CREATION
Step 1:
You have 100 points to split between the 3 BASE ATTRIBUTES.
(Example: You spend 40 in Physical, 30 in Mental, and 30 in Emotional)
Your Emotional Attributes are: Resolve (I can't go on!), Intuition (I have a Bad Feeling about this!), Finesse (Who's scruffy-lookin'?) and Nerve (Hide!)
Eh? Eh?!
On 6/17/2005 at 3:34am, Technocrat13 wrote:
RE: [New Game, New Designer] My first steps into the pool
I'm impressed.
No, not with your game. With your progress. You've come across with some leaps and bounds already. Hell, I'm jealous. Took me months to get what you seem to have gleaned in three days.
What I'm going to try to do now is to hide a bunch of Forge jargon in a simple, yet complex question. If the three goals of playing a role playing game can be described as overcoming obstacles, simulating a situation, and telling a story, then which one do you think is most important for your game to support? I mean, of course it'll probably do all three, but which one will be the focus of the game? The challenges to overcome, the simulation, or the story?
And I'm going to ask you to really think about that. To think about what it is you really like to come out of your games. A year ago, I would have answered wrong out of habit.
-Eric
On 6/17/2005 at 4:00am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Crap...
I knew I had to decide on the GSN model sooner or later... I guess now's the best time... I know for a fact that it's not Gamist. But as far as S&N go... That's one to think on... Thanks for your support, Techno. No, I'm not being smart assed. Thank you for your encouragement. I've gotta think good and hard now...
On 6/17/2005 at 12:55pm, Technocrat13 wrote:
RE: [New Game, New Designer] My first steps into the pool
Well, I hope that you don't think too hard about any "model". I'm hoping more that you can find the right answer in your own self about what you want from your game.
That's the tricky part.
-Eric
On 6/17/2005 at 4:38pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
I've got it!
I really am a Narativist at heart. I'm constantly Fudging rolls when I'm playing with my friends to keep the game more cinematic (they haven't caught on yet) and I really like "complications" like in Burning Wheel, which is very Nar in its approach.
On 6/17/2005 at 4:55pm, Technocrat13 wrote:
RE: [New Game, New Designer] My first steps into the pool
Yay!
Another huge step forward. Now you know that you don't need to follow the pattern of the games you've seen before and you know what you want out of your game.
Now the fun part;
Making your game do what you want it to do for you.
And now we can really really really help you get from here to there, because we know that you know what your goals really are.
-Eric
On 6/17/2005 at 5:21pm, xenopulse wrote:
RE: [New Game, New Designer] My first steps into the pool
Mark,
Eric's right about your game and making it do what you would love to play.
Now, there's no need to get too hung up on the GNS thing. You know you want cinematic, dramatic play, with an emphasis on emotional intensity; that's good enough to work with.
Here's what I would suggest as your next step, which has helped me immensely in the past:
Write out a rawking transcript of play using your game as you would like it to be.
And I don't mean writing in-game events or stories. I mean, write out what the players say and do. What the GM says and does. What's the group interaction? How do people bring in their attributes, call on their conflicts, etc.?
Now, if you don't have your system nailed down, you can write placeholders in there, such as [player rolls dice and adds Anger level] or even [quick resolution roll here].
Overall, it would look like the Example of Play in a finished RPG (like the one in DnD). That should give you a good idea on where to take your game next, and where you want it to end up.
Oh, and good luck with the Navy. Hope you like it better than my friend who joined a year ago. (Though he did build a relationship with a nice Icelandic girl in the meantime.)
On 6/17/2005 at 7:04pm, Sydney Freedberg wrote:
RE: [New Game, New Designer] My first steps into the pool
MarkMeredith wrote: There are only 3 Base Attributes
Physical
Mental
Emotional
....Emotion plays just an important part as the other two.
Lovely. (Big Eyes, Small Mouth does a similar three-fold division, by the way, but their implementation.. eh). Is this The One True way to depict people in RPGs? Of course not. But the minute you create a mechanic to depict something -- a rule, a stat, a table, whatever -- you are telling your players: "Stop! Look at this! This is important!" What you choose to put that big red sign over in your game is a crucial decision.
Corrolary: If you create an list of 400 skills from "Accounting" to "Zebra Herding" and the typical character has 20 or more on the character sheet, that's confusing -- that's saying "these 20 things all matter! Really!"
MarkMeredith wrote: Now, each one of these has 4-5 SUB Attributes...Your Emotional Attributes are: Resolve (I can't go on!), Intuition (I have a Bad Feeling about this!), Finesse (Who's scruffy-lookin'?) and Nerve (Hide!)
Neat. But this is also the level where you can start drowning in the details ("these 15 subattributes all matter! really!"). Maybe not everyone has every subattribute? Just choose the few that are important enough to you as a player to make them different from the base attribute (Mental/Physical/Emotional), and then assume everything else is equal to the base.
MarkMeredith wrote: You may be fancy with a gun, but nobody cares, if you're wetting yourself behind a crate.
Heh. Now I gotta point you to this thread on Fear & Confusion.
MarkMeredith wrote: I really am a Narativist at heart. I'm constantly Fudging rolls when I'm playing with my friends to keep the game more cinematic (they haven't caught on yet) ...
[shrugs] Hard to say. Is it more like "darn it, we're trying to do cool stuff and the die rolls keep getting in the way, so I'm going to ignore the imagined reality of the rules in favor of the cooler imagined reality in my head?" (That's probably Sim). Or is it more like "darn it, there would've been a really vicious dilemma there between saving the love interest and catching the bad guy, but the stupid die roll closed down one option, so I'm going to ignore it and force the players to make the hard choice?" (That's more Nar). But please, as people have said, don't get too hung up on this. I still don't really understand it.
By the way, I'm going to put this thread in my "favorites" to point people towards as an example of someone picking up on nontraditional RPG design principles really, really, really fast.
And, even though most of the guys I know from my work as a defense reporter are Army -- Go Navy! Take care out there, Mark.
Forge Reference Links:
Topic 10977
On 6/17/2005 at 7:48pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Or is it more like "darn it, there would've been a really vicious dilemma there between saving the love interest and catching the bad guy, but the stupid die roll closed down one option, so I'm going to ignore it and force the players to make the hard choice?"
Exactly. That's how it usually goes down.
By the way, I'm going to put this thread in my "favorites" to point people towards as an example of someone picking up on nontraditional RPG design principles really, really, really fast.
Thanks!
Okay, so, how does doubt, fear, destiny and despair work mechanically in the game? Should I combine doubt and fear? Do I call those two despair, and just have Despair, Destiny and Hope? Hmm...
On 6/17/2005 at 8:39pm, Valamir wrote:
RE: [New Game, New Designer] My first steps into the pool
Okay, so, how does doubt, fear, destiny and despair work mechanically in the game? Should I combine doubt and fear? Do I call those two despair, and just have Despair, Destiny and Hope? Hmm...
I'll offer an idea. It may not be a good idea...it may not work for your game or what you want to accomplish at all. I offer it only as an example of how you can mechanically think outside the box in order to create a specific type of play experience.
Lets postulate a game about destiny. Each character has a destiny, the game is about whether they will fulfill it or not. Destiny and Despair measure the character's progress. If Destiny accumulates to a specific level, the Destiny is fulfilled. If Despair accumulates to a specific level, it is not.
Doubt and Fear are your difficulty levels. Character's have a DESTINY. Destiny can not be thwarted by mere mundane obstacles. It doesn't matter how DIFFICULT an obstacle might be to overcome...it WILL be overcome by a person with Destiny...who believes in themself.
Doubt and Fear then are the TRUE obstacles. They are what prevents your character from believing in themself. If an obstacle seems too great, the character will doubt their ability to overcome it:
"I'll try..."
"No...try not. Do or Do Not. There is no try".
When Luke "trys" to lift the X-wing, he fails his roll vs his Doubt. Yoda...who has little to no Doubt can thus make the same roll easily.
Fear works similiarly. If the obstacle is frightening, the character will be too afraid to face it. Its not Vader's exceptional skill that defeats Luke at Bespin. Its Luke's fear of Vader...and fear of becoming like Vader.
When you fail rolls, when you give in to Doubt and Fear you gain Despair.
When you succeed rolls, when you overcome Doubt and Fear you gain Destiny.
That's a pretty complete mechanic. Alls that's needed is a way to distinguish when to roll vs. Fear and when to roll vs. Doubt and a mechanism for increasing and decreasing those scores over time.
Like I said...might not give the play experience YOU are looking for...but hopefully you can see how you can use mechanics to deliver a desired play experience...once you decide on what that experience is.
On 6/17/2005 at 8:45pm, Sydney Freedberg wrote:
RE: [New Game, New Designer] My first steps into the pool
MarkMeredith wrote: Okay, so, how does doubt, fear, destiny and despair work mechanically in the game? Should I combine doubt and fear?
A million ways to do it. (Ralph/Valamir's being a neat example). My personal instant response is that Doubt is not being sure the good is enough, and Fear is thinking the bad is really bad, so they're distinct -- BUT it utterly depends on what you want to accomplish. So there's a limit on how much we can help at this stage. Think about it, toy with alternatives, get back to us.
On 6/17/2005 at 8:48pm, TonyLB wrote:
RE: [New Game, New Designer] My first steps into the pool
I like Ralph's example. I think I'd like it more if there were explicitly some reason why overcoming your Doubt and Fear can be bad things. That way you encuorage people both to give in to their doubt sometimes, and to overcome it at other times.
To use the Empire Strikes Back example: Luke overcomes his Doubt in himself when he left his training early and faced Vader before Yoda pronounced him a true Jedi. Was that a success? Uhhhhhhh.... that's unclear. Certainly it didn't do a great job at making him either happier or more confident.
On 6/17/2005 at 9:06pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
Wow! I'm liking this! So, Doubts and Fears are your only TRUE enemy. Everything else is just the pawns of Doubt and Fear... I like...
I also really like the idea of Doubt being a good thing... Hmmm... Mechanics... I'll have to think about that... Wow, good ideas, guys!
On 6/17/2005 at 9:07pm, Valamir wrote:
RE: [New Game, New Designer] My first steps into the pool
I like Ralph's example. I think I'd like it more if there were explicitly some reason why overcoming your Doubt and Fear can be bad things.
Sure, that could be done in a variety ways.
Frex: Take 1 "Bad Stuff Happens" point and reroll a failed roll. The GM then uses those points to make Bad Stuff Happen to other player characters. e.g. During Luke's arguement on Dagobah about leaving he loses to his doubt and fear once vs. Yoda and once vs. Obi Wan's Ghost. He takes 2 "Bad Stuff" points and finally passes the roll and heads to Bespin.
On Bespin C3PO gets dissassembled and Han gets frozen in Carbonite and hauled off to Jabba...thanks to Luke's "Bad Stuff".
On 6/17/2005 at 11:22pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
I like that idea... Hmm... Another example would be Faramir, heading off to retake Osgiliath. It's not a good idea, but it sure is brave. He overcame his doubt, and nearly got killed for it (Twice!). That would be very cool. The rule seems complicated, but simple enough to fit onto only a couple of pages... I like. Later tonight, perhaps I'll post up questions to establish your Base Attributes. It's a clever system that I think will work well. Anything else that might aid in Doubts and Fears? What about dispair?
On 6/21/2005 at 2:14am, Thespian wrote:
Despair, Destiny and Hope
MarkMeredith wrote:
Okay, so, how does doubt, fear, destiny and despair work mechanically in the game? Should I combine doubt and fear? Do I call those two despair, and just have Despair, Destiny and Hope? Hmm...
Hi Mark. I'm a relative new-comer to Forge as well, so take my ideas with a larger grain of salt than the veterens' advice. I really like the idea of Despair, Destiny, and Hope.
In response to your quote above, let me offer this mechanic to inspire you. I like the discussion so far with "Fear" and "Doubt" being some sort of numerical values to be rolled against for task or conflict resolution. Collectively, I'd say their total makes up "Despair." Despair + Hope = Constant (say 100 for example). You could break Hope up as well into "Courage" and "Faith," or leave it alone.
"Destiny," to me, seems best implemented as a list of character goals. Each one completed could increase Hope (with a corresponding decrease in despair, either via a reduction of Fear or Doubt). Each goal permanently failed (e.g. Keep Important Guy alive, and he gets killed) would increase one's Despair.
The nifty thing about this is, your task or conflict resolution system could be an attribute or skill check v.s. your Fear or Doubt (which ever is appropriate). A success, in addition to getting the narrative result you wanted, could also reduce the Despair stat in question (conquering one's fears and doubts) and likewise, a failure would increase them.
Concrete example - Yoda tells Luke to lift the X-Wing. Luke's player rolls and adds his Force score to try to beat his Doubt (Doubt in his ability to really do it..not a Fear) and fails. His Doubt in himself is now increased by one, which indeirectly causes a reduction in total Hope (since Hope plus Despair = constant).
One would need to handle a situation where Despair gets so great that success becomes almost impossible, or Hope so great that success becomes too easy. On the other hand, that seems a reasonable trend, as long as external events can also dash your hopes and lift your burdens.
Just typing this out, I'm liking this. It seems quite flexible. I hope the idea is of some use to you.
Thespian
On 6/21/2005 at 2:59pm, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
I'm really liking that. I like the constant of Doubt + Hope. Maybe once Doubt is at 75% the character Falls, and doesn't go on, giving up. I can also write a bunch of questions (was your character raised believing that the gods were good?) to determine your starting Hope at the beginning of the game. I'm liking this!
On 6/21/2005 at 8:59pm, Harlequin wrote:
RE: [New Game, New Designer] My first steps into the pool
Just as a caution on the mechanical side, watch out for positive feedback loops. If failing a roll increases Doubt, and higher Doubt makes it more likely to fail a roll, then ultimately you have a problem in the design.
There are lots of ways to repair a feedback loop. Break the loop (failing a roll increases Bad Destiny points instead, which don't feed into further failure); insert negative feedback (failing a roll might increase doubt, with a roll that's less likely the higher Doubt goes); provide a countermechanic at right angles (your fellow players have resource X which they can spend in approval of your RP, to decrease your Doubt or increase your odds of success); acknowledge the loop and make it a pressure (going too far into Doubt forces you to change your character's goals completely, at which point it resets. Can you succeed before giving up?).
I'll echo the positive things people have said about how quickly you're picking up on the core concepts here, though.
There is also a slightly different approach to things like emotions, doubt, and priorities... this is trickier to pull off, but is IMO even stronger if you can do it. Rather than explicitly recognizing emotional qualities in the mechanics, they can (in a really good design) be made to emerge from the interplay of other mechanics instead. Emergent phenomena are very powerful. The best example I can think of offhand is Dogs in the Vineyard (which is well worth owning for anyone interested in the process of design, in how solidly it embodies the principles of theory). Dogs is all about helping the worthy and killin' the sinners. But there is no "compassion" value. Nor is there a "judgmental" trait (though one could introduce it explicitly if desired). Instead, it's the way players use the mechanics, the way characters opt to respond to pressured situations, that makes compassion and judgment part of the game. It's like Vincent asked, "So, what behaviours express or create compassion and judgment?" and left those key terms themselves out of the system. This way every group gets to discover what compassion and judgment (and faith and a host of other things) mean in their terms, to their characters.
In your design, one way to reflect this might be through a gambling mechanic. Both Doubt and Fear would feature into risky mechanical choices not as traits but as factors in the players' choices. Say you have a setup where the GM's dice pool (or whatever) is clearly visible up-front; where your own payoff is based on what you're willing to risk. Failure costs you big money in a currency you value - let's say it's also your advancement currency. Success pays off only minimally in the same currency... but it's the way you really affect the game world (narrative control would be an example payoff). Balanced just right, the game could gradually "teach" players that even though the GM's dice look huge, and even though they themselves are struggling with meager abilities, if they're willing to lay it on the line then more often than not it'll actually end up paying off in success.
[Imagine a D&D3E game where you faced frightful foes with a CR about three to five higher than normal, but could "purchase" a certain kind of rerolls for a steep cost in XP. Those XP would be refunded if you won. Do or do not, there is no try...]
Anyway. I'm not telling you, or even advising you, to switch to this method of covering emotions/goals/feelings in a system. Just describing it as an alternate to what you've covered so far...
- Eric
On 6/23/2005 at 5:06am, MarkMeredith wrote:
RE: [New Game, New Designer] My first steps into the pool
I'm kinda stuck on fleshing out the mechanics of it. I really liked Thespian's idea, but I also agree with Harlequin, and don't want to get in a trap. What do I do?
On 6/23/2005 at 1:40pm, xenopulse wrote:
RE: [New Game, New Designer] My first steps into the pool
Try out one way that appeals to you, and playtest :)
On 6/23/2005 at 3:16pm, Harlequin wrote:
RE: [New Game, New Designer] My first steps into the pool
Yeah. In some ways it's easier to detect a feedback loop in playtest, then come up with a brilliant way to fix it, than it is to avoid them entirely in the original design. Sometimes this sort of thing - the necessity of repair - can help spur better inventions than what they supersede. So build a system, keeping these things in the corner of your mind, and set up a one-shot.
- Eric
On 6/24/2005 at 12:13am, Thespian wrote:
Mechanics
xenopulse wrote: Try out one way that appeals to you, and playtest :)
Just so. I mentioned to watch out for this without using the term positive feedback in my original post, so I totally agree you want to be aware of this. But xenopulse hits the nail on the head... you won't know what the "right" way to deal with it is until you try a few. However, you have many options. I'll offer a few off the top of my head:
"Failure *is* an option" - If you want your players to feel they have something to lose, leave it as is. Your despair gets too big and you can't go on. End of story. Or, conversely, you are so good that everything becomes easy. This is a "success breeds success and failure breeds failure" model. This might work for games with a definite end.
If you simply want something to dampen the feedback loop, you could do something like this: task/conflict target number = difficulty (picked by GM) + players doubt/fear (which ever is appropriate) score. Player rolls dice + appropriate skill + confidence/courage (which ever is appropriate) to beat target number. If roll + bonus is greater than target *and* *unodified die roll* is also greater than current confidence/courage (which ever was used), then increase confidence/courage by one. Likewise, if roll + bonus fails *and* *unodified die roll* is also greater than current doubt/fear (which ever was used), then increase doubt/fear by one.
Essentially, you get additional Hope/Despair based on succeeding or failing a roll only if the *unmodified* die roll exceedes the mood stat in question. That way, things still get way easier and harder based on extreme Hope/Despair values (a feature) but it gets harder and harder to keep pushing the extreme, and easier and easier to start pulling it back to the center if your task resolution goes the other way.
(numbers completely made up to illustrate point, scale appriporiately for your system)
Example: I'm on top of the world. I'm confidence:90 Courage:90 and doubt:10 Fear:10. I have skill DoStuff: 50
I'm going to be 90 (Hope stat) + 50 (skill) + die roll in DoStuff tasks. The tasks are going to be GMset difficulty + 10 (Despair stat). Lets look at tasks the GM sets difficulties of 150, 200, and 250 in cases where I roll a 5, 15, 50, 85, and 95
[code]
My roll
task | 5 | 15 |50 | 85 | 95
150 | f | F | s | s | S
200 | f | F | F | s | S
250 | f | F | F | F | F
[/code]
"f" and "s" means the roll failed or succeeded respectively, but no change in Hope/Despair levels. "F" and "S" means the roll failed or succeeded respectively, but levels changed.
Note that in these cases, a GM set dificulty of 150 is impossibile for an average person with balanced Hope/Despair levels of 50/50 with anything less than a skill of 50. 150, 200, and 250 are ridiculously high targets.
An interesting aspect to this mechanic is, that while low rolls fail, and high rolls succede, really low *unmodified rolls* don't increase your Despair, and high *unmodified rolls* can, if you fail in doing something really difficult. This seems reasonable to me.
Hope that helps.
Thespian
On 6/24/2005 at 11:16am, Remko wrote:
Or...
Another thing you could do is create a playtest document and ask some folks over here (either by putting in a link in your sig, or by posting it here) to playtest it. I know there are enough people willing to playtest.