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Topic: Someone Had to Have Had This Idea
Started by: CommonDialog
Started on: 12/6/2006
Board: First Thoughts


On 12/6/2006 at 10:48pm, CommonDialog wrote:
Someone Had to Have Had This Idea

I had an idea for a game, but I am like 90% sure that it's already been done and I wanted to know if anyone has seen the game discussed here on the Forge.

What I was thinking about was a game that takes place in an alternate dimension/shadow/realm/etc. where anything is possible.  Basically as far as the rules go, anything that someone can think of they can use.  For instance, a character is setup by a swordsman and thinks that a lightsaber would be a good tool right then, reaches down into her pocket and draws one out.  Later on, in the midst of a space battle, the character thinks "What I really need is the SDF-1" and boom! it appears.  Later, the character is trying to take over the world and thinks that a few axlotl tanks and a Tleiaxu Master or three might help.  And there it is.

I was wondering if anyone had heard of a game and if not, if I can come up with a decent set of rules, does it sound like fun.

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On 12/6/2006 at 11:52pm, nystul wrote:
Re: Someone Had to Have Had This Idea

Sounds like Toon.

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On 12/7/2006 at 11:43am, Filip Luszczyk wrote:
RE: Re: Someone Had to Have Had This Idea

Sounds like Mage.

And sounds like Cthulhu Dreamlands.

And there's probably a lot of games of this kind that don't come to my mind at the moment.

Which doesn't mean there's no point in developing the idea further. E.g. there's a lot of fantasy games out there, but people still come out with new - and if done right these new games are still worth attention.

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On 12/7/2006 at 11:47am, Filip Luszczyk wrote:
RE: Re: Someone Had to Have Had This Idea

And sounds like Amber, of course! :)

(See? Although Toon, Mage, Dreamlands and Amber have the "do whatever you can imagine", they are still different enough - different approaches, different context, different tone etc.)

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On 12/7/2006 at 1:26pm, Graham Walmsley wrote:
RE: Re: Someone Had to Have Had This Idea

I can't think of a game that quite does this. What it does remind me of is Universalis: where you pay coins to add things to the world.

Of course, Universalis is a very different game from the one you're describing (the coins are generally used to add things to the narration, not to specifically create objects to help your character). But there's something similar going on there.

Oh, and it's a cool idea.

Graham

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On 12/7/2006 at 3:19pm, CommonDialog wrote:
RE: Re: Someone Had to Have Had This Idea

Filip wrote:
And sounds like Amber, of course! :)

(See? Although Toon, Mage, Dreamlands and Amber have the "do whatever you can imagine", they are still different enough - different approaches, different context, different tone etc.)


Darnit you guys, you're going to make me take a shot at this.  Like I need less free time!!!!

Actually, I appreciate the help.  I had thought of Amber (big Zelazny fan and am one of two people who actually enjoyed the RPG) and am trying as hard as I can to keep things away from Shadows, though really any alternate dimension could be considered Shadow.

Thanks for the other ideas.  I've read Mage, but I am going to go back and read it and see if I can't find a copy of Dreamlands, Toon, and Universalis.

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On 12/7/2006 at 3:43pm, David Artman wrote:
RE: Re: Someone Had to Have Had This Idea

My 2¢...

I think you can save time by skipping Toon--it's got the whole Acme thing, where you can "send away" for something you might want, but it is ultimately rather static in actual play.

Similarly, the Dreamlands setting of Lovecraft--while strange and fey--is still just a fixed world setting, swirled in odd time dislocation and funky mists and peopled by all manner of beast and men.

Amber is closer to what you want (as you know) but the whole crux of Shadow Walking is just that: the Amberite changes worlds to suit his or her needs; he or she doesn't bring that other thing into their current world. (I always felt this made any changes wrought by shadow walking sort of moot: so what if you walk to a world where cancer doesn't kill: you were trying to cure cancer HERE....)

But Mage... ah, Mage. If you just declared that every player has, say, 40 dots to put into spheres, you'd be playing the very game you describe, because those Mages would have SO much power that it would make trivial the concerns of paradox or paradigm. In fact (not to derail your own creativity) you might just be able to tweak the Mage rules a hair and have the system you want to play the type of game you describe.

But ultimately, you describe a game in which players are granted a significant level of credibility. This leads me to ask why you don't just use a freeform system, with a highly abstracted, simple, low granularity conflict resolution system? After all, when your example guy whips out his lightsaber, the enemy will just whip out his pistol and *tips hat to Indiana Jones* blow you away while you are activating the blade. TO which you will CLEARLY counter by Jedi Deflection, sending the shot back at him... but he's already got his laser-proof suit on, so....

There's an old comic this REALLY reminds me of... someone help me out, here: two brothers who could do what we're talking about, and their escapades were just long series of trump and counter-trump uses of this "create anything" power...?

Anyway, the point is that, when gods contend, who needs stats and skills and handfuls of dice and other granular resolution techniques? The game might well be played with TWERPS or TriStat (i.e. System won't matter; and might as well be hyper-simple). Because the real play will be in creativity and humor and stunning your adversaries into silence at how cool or effective your most recent trump was.

HTH;
David

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On 12/7/2006 at 5:15pm, Paul T wrote:
RE: Re: Someone Had to Have Had This Idea

If it's about using invented tools to struggle against or fight other characters, Wushu might do the trick...

Paul

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On 12/8/2006 at 4:33am, daMoose_Neo wrote:
RE: Re: Someone Had to Have Had This Idea

And not to shill, but my Imp Game is a lot of that, provided you succeed (or fail, depending on the idea) a roll. At least one person in every group grabs "Pull Stuff From Thin Air", though even with the setting players can take it any direction at all. That's how we end up with Sean Connery and The Tick wandering around some of these worlds...for Imp, this comes mostly from it being freeform and GM less play, so anyone can toss anything in provided the table agrees to it~

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On 12/8/2006 at 4:27pm, Filip Luszczyk wrote:
RE: Re: Someone Had to Have Had This Idea

Similarly, the Dreamlands setting of Lovecraft--while strange and fey--is still just a fixed world setting, swirled in odd time dislocation and funky mists and peopled by all manner of beast and men.


David, Dreamlands expansion for CoC had rules for Dreaming that basically allowed to change the environment however you liked. I think the implications of those rules was that the expansion actually didn't emulate the actual stories and setting well - with high enough dreaming skill players could have do whatever they wanted with their surroundings (and most native Dreamlands inhabitants weren't able to dream, heh).

But Mage... ah, Mage. If you just declared that every player has, say, 40 dots to put into spheres, you'd be playing the very game you describe, because those Mages would have SO much power that it would make trivial the concerns of paradox or paradigm. In fact (not to derail your own creativity) you might just be able to tweak the Mage rules a hair and have the system you want to play the type of game you describe.


Heh, how not to love Mage? Actually, I've been working on a little Mage heartbreaker lately, that will be focused mainly on shaping the reality according to ones whim, without the whole "you have the power to do anything, but you ought not use it" issue.

But ultimately, you describe a game in which players are granted a significant level of credibility. This leads me to ask why you don't just use a freeform system, with a highly abstracted, simple, low granularity conflict resolution system? After all, when your example guy whips out his lightsaber, the enemy will just whip out his pistol and *tips hat to Indiana Jones* blow you away while you are activating the blade. TO which you will CLEARLY counter by Jedi Deflection, sending the shot back at him... but he's already got his laser-proof suit on, so....


Actually, I think the idea is worth well developed system, as far from freeform as possible. This definitely wouldn't work well with a granularity of GURPS or HERO, I'm rather talking about something abstract but defined enough to deal with potential credibility issues.

But then, there is a significant question - is the power supposed to be only color, or should the quality and/or cleverness of player's ideas matter? If it's the latter oversimplified conflict resolution might not be enough (I tried Mage with something like that once, and it felt completely bland, there was no place for "oh, smart idea", cause it all boiled down to "cool description, but whatever, roll them dice"). Unless it's all about color, I think it would be better if the system produced the "ideas matter" feel and promoted looking for interesting solutions (even if it was illusory in fact).

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On 12/8/2006 at 4:34pm, nicolasfueyo wrote:
RE: Re: Someone Had to Have Had This Idea

Hello,
sorry I am late.

source : Champions 3-D "the Dreamzone"
tool : dream pool (active pts = ego x 5)

Thanks for the memories.

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On 12/8/2006 at 7:31pm, David Artman wrote:
RE: Re: Someone Had to Have Had This Idea

Filip wrote: David, Dreamlands expansion for CoC had rules for Dreaming that basically allowed to change the environment however you liked.

Ah, fair enough. I never read that expansion.

But then, there is a significant question - is the power supposed to be only color, or should the quality and/or cleverness of player's ideas matter? If it's the latter oversimplified conflict resolution might not be enough (I tried Mage with something like that once, and it felt completely bland, there was no place for "oh, smart idea", cause it all boiled down to "cool description, but whatever, roll them dice"). Unless it's all about color, I think it would be better if the system produced the "ideas matter" feel and promoted looking for interesting solutions (even if it was illusory in fact).

And that's the tricky part, yes?

Short of player voting, I don't know how you could put a mechanic behind "cool" or "smart idea." Probably be sufficient to do a Dogs-like traits system, where a player must narrate to gain the right to employ an arbitrary trait, then let the dice decide success from that. I can recall a Dogs game where I did a soliloquy that pinged something like five of my traits, and I picked up a fistful of dice and laid down the holy hammer, so to speak. Had I not "cleverly" pinged each element--i.e. if the other players had called BS on a particular ping--I wouldn't have had all those dice.

And as you probably know, Dogs's mechanic is, essentially, compare sums of dice values to equal or exceed the other guy's values. Basically a "one stat" mechanic (if I may set aside escalations and such for the sake of argument).

But maybe there's a way to encode "coolness" into a traditional mechanic. At least some kind of mechanic will keep it from being a game of "Nu-Uh" (as in "I do Blah!" "Nu-uh, because my Yadda stops your Blah!" "Nu-uh, because Yaddas can't live in Such-and-such an atmosphere!" "Nu-uh...").

Any ideas?
David

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On 12/8/2006 at 8:29pm, JustinB wrote:
RE: Re: Someone Had to Have Had This Idea

Why not just give bonus dice or a bonus to the roll if someone's description is particularly good. That's how they handle it for Exalted. You get 1 bonus die for a basic description, 2 if the GM thinks the description is awesome, and 3 if the table votes that it was an awesome description.

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On 12/9/2006 at 7:12am, CommonDialog wrote:
RE: Re: Someone Had to Have Had This Idea

David wrote:

Short of player voting, I don't know how you could put a mechanic behind "cool" or "smart idea." Probably be sufficient to do a Dogs-like traits system, where a player must narrate to gain the right to employ an arbitrary trait, then let the dice decide success from that. I can recall a Dogs game where I did a soliloquy that pinged something like five of my traits, and I picked up a fistful of dice and laid down the holy hammer, so to speak. Had I not "cleverly" pinged each element--i.e. if the other players had called BS on a particular ping--I wouldn't have had all those dice.


Sorry if I'm still a n00b, but by Dogs I assume you mean Dogs in the Vineyard?  I really should buy that game, I've been meaning to.

My original idea, which I think I put into my first post, was more of an auction system (see, another Amber tie-in :)) where basically a lightsaber is perhaps 1 point.  The Executor (the Super Star Destroyer that was blown up in Return of the Jedi) is worth maybe 100 points.  The Executor piloted by force sensitive clones of Darth Vader is worth around 1,000,000 points and of course, the Executor piloted by millions of force sensitive Jar Jar Binks clones results in sudden player death.  (Sorry...)

Howver, it's the way the point costs are set that makes my original idea interesting.  For instance, in a PC vs. NPC contest, the PC says "I want a lightsaber, I think it's 1 point."  Basically the GM servers as the arbiter.  The other players or GM can retort "This area is very low tech, no one can reasonably beat a lightsaber, it's at least 5 points."  The PC can then argue "A lightsaber is not that useful without the Force since I can't deflect or do lightsaber tosses, make it 3 points."  The GM is there to ensure the point cost goes smoothly and fairly and decides when the cost is settled on.  The arbiter is basically there to tell the story, be impartial, and reduce munckinism and cronyism.  Basically, the GM is the one to say "No, you cannot argue that a shot from the Death Star's main cannon is 1 point" and to make sure that the game doesn't result in one group of players trying to screw over the others.

In PC vs. PC battles, that's where you get into the "I draw the lightsaber for 1 point", "I draw a blaster for 2 points", "I Force Deflect for 3 points", "I summon a team of biker scouts on speeder bikes to attack you for 5 points.", "I summon a Klingon bird of prey to fire at you while cloaked for 200 points", "I install a planetary shield that prevents orbital bombardment for 250."  This causes each player to not only spend more points than the other, but to spend a reasonable amount for the effect.

I really saw character creation to be very simple.  My idea for the purpose of this game beyond killing everything was that the general idea is that the PCs have been forcefully torn from their world and placed into a "pocket" near the Nexus, the home of the All-Thing (those are working names, I really don't want to get sued by the folks from Star Trek and Dan Simmons at the same time.)  One is torn from their reality because of a latent ability they have to control the Nexus energy (again, I am going to come up with a better name) and ascend (diito) to commune with the All-Thing.  The problem is that one cannot be told about the All-Thing, they have to experience it.  So for beginning characters, the number of points is pretty minimal because their mask (their attribute measuring how tied they are to their former reality) is so high.  However, there are benefits to having a high mask (as of yet to be determined) and players can choose whether they their characters to try to lose their mask or try to hold on to it.  In All-Thing terms, those who refuse to remove their mask are evil, at least that's my idea.

So beyond the mask attribute and points to spend, I'm trying to figure out what else is needed.  I really see this game as potentially being diceless, but I do want something else besides mask maybe spirit and willpower, I don't know yet.  I agree that when you play a person capable of bending the fabric of the pocket their trapped in, strength, dex, and constitution become irrelevant.

As far as conflict resolution, I am strongly considering it be whoever spends the most points wins.  That would mean that each scenario in the campaign or each session would grant the GM a certain number of points or each NPC gets a number of points and I don't know how I feel about that.

In general, I tend to favor GURPS and tighter systems, but I can see why some would argue for a very limited system.  It's hard to model a system which allows anything, but again I look at it as it doesn't matter than the the autocannon of a VF-1 does 1D6 MDC damage per round (why I remember that, I don't know.  If anyone has the Robotech source book, you can double check that.)  It more matters that I spent 25 points on a VF-1 squadron and spent 6 more points for Max and Myra against a 20 point no-ship piloted by a 10 point Bashar Miles Teg.

I've got a lot of ideas so I'm sorry if that came out disjointed.

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On 12/9/2006 at 7:14am, CommonDialog wrote:
RE: Re: Someone Had to Have Had This Idea

One thing I forgot to mention, if I go with the pocket idea, eventually the pocket collapses.  Those who can escape their mask get to be with the All-Thing.  Those that don't get some other end.  I can't figure out what yet.

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On 12/9/2006 at 12:36pm, Filip Luszczyk wrote:
RE: Re: Someone Had to Have Had This Idea

Ok, the setting/situation idea is cool. It's interesting how the mask reminds me of Mage's paradigm.

As for the auction, although it sounds interesting (I like how you envision things escalating), it kind of strikes me how arbitrary the GM is. Basically, it all hinges on a fiat of one person, and no person is impartial. (In my Mage heartbreaker game, where I use token bidding mechanics, I finally gave a specific budget to the GM, and it's all about "how strongly do you believe your idea will be evaluated as good? / how possible/impossible you want to make this thing for the player to achieve?")

Btw, what's your name?

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On 12/9/2006 at 10:45pm, CommonDialog wrote:
RE: Re: Someone Had to Have Had This Idea

Filip wrote:
Ok, the setting/situation idea is cool. It's interesting how the mask reminds me of Mage's paradigm.


Yeah, I need to reread Mage I guess.  It's been a while.  I was not a big fan of the system for basically the reason you all have pointed.  A powerful enough mage can do just about anything.

Filip wrote:

Btw, what's your name?


My name is CommonDialog, my parents were hippies who worked for IBM.  It was very strange...

Actually, my name is Chris Perrin.  I always forget that I signup as CommonDialog on everything which since I always do it means that I should remember.  :)

I was thinking some more about keeping the mask vs. trying for enlightenment.  And I got to thinking.  The easy answer is that for those with high mask (in other words they are very tied to their previous reality) to have higher resistance to the effects of powers used in the pocket.  I didn't find that very satisfying since belief in the All-Thing does not make it any less or more real.  In fact, the All-Thing is the truest reality, everything else is just swimming in its energy.  So what I was thinking was that the higher the mask, the more gross power you have.  Conversely, the less tied you are to your old reality, the greater your fine control is.  Basically those with a higher mask have to spend more points than those with lower masks (say a person with 10 mask out of 10 must spend at least 20 power points per roll as an example.)  Those with one mask can spend a fraction of a point.  Basically, the way I justify that is to my mind it is more likely that aliens will invade the Earth than I'll be walking along and suddenly pull a lightsaber out of my belt.  It's more likely that the government has a illegal cloning chambers than I have super jumping ability.  Basically, wholesale changes forcing a reality's paradigm to change is  actually easier than making minor, less believeable changes.

Sort of like Paradox, in reverse.

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On 12/12/2006 at 2:21am, CommonDialog wrote:
RE: Re: Someone Had to Have Had This Idea

Another idea I was tinkering with is that instead of using an auction system which would basically make this game diceless, have the amount of points that you spend go into some stats for the item.  For instance, if you spend 100 points, you could put 50 points into defense and 50 into offense or something like that.  It makes things more abstract, but it does allow a 50 point Battlestar Galatica (Lorne Green commanding) have a chance against a 300 point Death Star.  I figure the only way this works is if the creator gets to define what attributes the created thing has.  For instance, a 50 point Battlestar Galactica could have a 10 point crew (good for 10D on all crew-based roles), 10 fighters with 1D of attack and 1D of armor, and 10D each of armor and 10D of weapons.

It's pretty ambiguous, but I was thinking that there would be a common set of attributes including attack power, armor or hit points, resistance, crew, subunits (like the fighters on Galactica) for ships and vessels.  Maybe attack power, sturdiness (how much damage the item could take.  This would be very high for shields.), damage type, shield points, resistance for equipment.

Resisance in the above example means that certain types of damage would not cause a loss of armor/hit points.  This would reflect that an AT-AT walker's armor is too thick for blasters (thereby necessitating the need for Rogue Group to use harpoons and go for the legs, it was their only hope.  Poor Dak.)

It's another thought I had.

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On 12/12/2006 at 11:51pm, davidberg wrote:
RE: Re: Someone Had to Have Had This Idea

Hi Chris,

I'm getting the impression that you want play to be about interesting choices for "what I can do with my finite points" on a grandiose scale.  I am guessing that you intend these choices to be about strategic effectiveness, rather than, say, humor value, character development, reinforcement of some particular aesthetic.  Is all that correct?

If so, I'd think that three things will make or break the game:
1) the list of options to buy that you offer
2) the costs you assign to these
and especially
3) the way you enable players to add to the list of options and determine the new options' costs

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On 12/13/2006 at 5:44pm, CommonDialog wrote:
RE: Re: Someone Had to Have Had This Idea

David wrote:
Hi Chris,

I'm getting the impression that you want play to be about interesting choices for "what I can do with my finite points" on a grandiose scale.  I am guessing that you intend these choices to be about strategic effectiveness, rather than, say, humor value, character development, reinforcement of some particular aesthetic.  Is all that correct?


David,

I think you hit the nail on the head.  The mask/pocket/All-Thing is really the setting for the larger question of resource management and strategy.  I may have only expressed that subconciously.  Though I don't want to lose the idea that there is pain, isolation, and loneliness in shedding one's former belief system which makes the fighting necessary/an easy way out.

I worry about providing a list of options to buy except in the way of examples.  Originally the idea came from me having just finished Hunters of Dune and thinking about the Battlestar Galactica when suddenly I realized how the RTG could use some axlotl tanks so I don't want to lose the idea that because people are in a pocket of near-reality, they can do *anything*.  I don't want to lose that.  So I see that the #2 is the important one.  I see that all objects will have a class (ship, person, equipment) and each class has attributes that people pay for. 

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