The Forge Reference Project

 

Topic: Rules as a Three Way Struggle
Started by: Vulpinoid
Started on: 1/23/2008
Board: First Thoughts


On 1/23/2008 at 12:40am, Vulpinoid wrote:
Rules as a Three Way Struggle

Here's the background...

My group of friends have failed miserably at a GM-less game environment on many occasions over the past 15 years.

They can't handle the concept of everyone contributing to the story, and few of them want to GM.

I'm getting sick of GMing all the games so I'm trying to develop a new system that evolves stories through a dynamic tension between three forces.

The game is set on a ship, so let's give these forces appropriate names: the captain, the crew and the wind. Each of these forces play off against one another, and it is through twists in the conflict between them that the story should arise.

The captain is like a pseudo GM, anyone can become the captain through a vote of the senior crew (the PCs), and the regular crew (which is drawn from the deck of cards known as the wind). The advantages to playing the captain are an ability to plot the course of the ship and the right to choose which missions will be undertaken by the crew. The disadvantages of the captain are that he must mediate disputes between the crew, and must be the driving force for plot development and resolution.

The crew are the remainder of the players. The advantages of playing the crew are an increased freedom away from the ship (including the ability to engage on side missions), and the ability to throw curveballs at the Captain's plotline. The disadvantages of the crew are a reduced ability to direct the flow of the main story, and a lower experience gain at the end of each story.

The wind is the deck of cards from which situations are resolved and events are randomly determined.

I'm tryint to keep the game pretty rules light, but with this shared allocation of story responsibility I keep finding the desire to map out in detail the events that can and can't occur through the course of play.

Players can effect the game in this way by spending that resource, the Captain can effect the course of play by spending this much less than a regular member of the crew...etc.

Does anyone think there might be an easier way to resolve this kind of set up?

My aim is to create a game where the players aren't afraid to take on the role of steering the ship, and the Captain actually becomes a prestigious role that is fought over from session to session.

V

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On 1/23/2008 at 1:14am, chronoplasm wrote:
Re: Rules as a Three Way Struggle

What kinds of cards will you be using? Will this be a regular deck of 52 cards or will these be cards you create each with text describing different events that can happen?

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On 1/23/2008 at 1:49am, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

That's one of the dilemmas I'm facing.

The whole game revolves around the draw of cards from a standard 52-card deck.

I've considered the notions of either generating a second deck for randomised events, or generating a table that can be referenced from a card draw.

I've been tending more toward the second option due to it's potential flexibility. This is useful for a game about time travelling swashbucklers, in which almost anything can happen (and inevitably will).

For example: There could be a series of tables for Diamonds that each reflect a different time period: the Age of High Piracy table (Late 1600's to Early 1700's), the Ancient Empires table (Circa 500BC to Circa 500AD), etc.

There could be a series of tables for Clubs that each represent a different part of the world: the South Pacific table, the North Atlantic table, the Mediterranean table, etc.

You'd then mix and match the various suit tables depending on the situation the time-travelling vessel is in, and a range of results suitable to the era will be available. Of course, the player characters aren't the only time travellers and the spacetime continuum would always be in flux, so there'd often be chance of drawing cards from adjacent times, places and realities.

But that's where things are getting complicated, and I'm wondering if this complication is going to prevent people from wanting to be the captain, or if it's going to make the job easier for them because all the potential options are already mapped out in a coherent fashion.

V

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On 1/23/2008 at 2:17am, chronoplasm wrote:
RE: Re: Rules as a Three Way Struggle

It specifically has to be a normal card deck?
Personally, I would use a deck of tarot cards instead. You get three advantages with this:
1) The major arcana (The Magus, The Lovers, Death, etc.) can give more specific effects while the minor arcana (five of swords for example) give more numeric effects like "how much damage do I do?"
2) Cards have different meanings when 'inverted'. When you draw a card upside down, it will have a different effect than it would the other way.
3) The cards already have meanings associated with them. This eliminates a lot of work for you. You can just figure out a way to translate these meanings into game terms and have different tables depending on context.

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On 1/23/2008 at 2:23am, chronoplasm wrote:
RE: Re: Rules as a Three Way Struggle

Actually, I just did a search for threads with the word 'tarot' in them.
Yeah, I suppose it makes sense that the tarot can be very distracting from the regular game what with the whole subculture associated with it. People may geek out to much about the tarot cards and forget about the actual game. Never mind then.

I say definately use the tables though. Thats a good idea.

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On 1/23/2008 at 2:45am, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

I've got a second game concept devoted to Tarot...it's all about the lost generation of the 1920's and 30's trying to reawaken their mysticism (a bit like Robert L. Ripley and Amelia Earhart meet Indiana Jones and try to uncover the mysteries of the ancient world)...so I was trying to steer clear of them in this one.

I've been tempted a couple of times to combine them into the same system, but they have very different feels and I'm trying to get the mechanics to reflect the underlying themes and vibe of the game.

I had considered associating any psychic powers or voodoo skullduggery with the major arcana, but it was starting to feel like a hodge podge of cobbled-together systems, and that's one of my pet hates in a game.

So for the moment, we've got a Captain who is struggling to maintain order on his ship, while finding jobs to pay the crew, pursuing his own agendas and dealing with the fate that the winds send his way.

We've got a crew who are all scheming to become the captain, while trying to pursue their own agendas and avoiding the worst effects that space-time can throw at them.

...and we have a fickle hand of destiny known simply as the Wind.

A little more about the set-up so far to put it into context...

Since anything can happen and there is the potential for absolute chaos, I've decided that the framework for the game should be very strict. It's all about balancing order and chaos. Even though the characters may be thrown into a maelstrom of quantum uncertainty, I want the players to have a good grasp of what is happening and not to get too lost along the way. Here's some extracts from my working text...

Game Outline
1 – Captain determines the scenario (or general storyline) to be played out.

Five cards are removed from the wind to represent the five acts of the story. If there have been previous sessions, then the Captain may introduce a number of concepts from earlier stories. Up to one concept may be introduced per player.

2 – Senior crew gathers necessary resources and lesser crewmembers for story to commence.

All players are given two random red cards from the wind, two random black cards from the fate deck, a number of pieces of eight equal to twice the total number of players. The captain gets five times the number of pieces of eight (for example. If there are 5 players, each would get 2 red and 2 black cards and 10 pieces of eight, the captain would get 25 pieces of eight.) Each player may choose to add an additional issue from earlier sessions (if there have been any), these issues

3 – Story is played out

Each of the five act cards are revealed in turn. Each player has the chance to participate in a scene during each of the acts, during these scenes a secondary card is played randomly from the fate deck to determine scene complications that must be faced and overcome before the act can be resolved.

4 – Repercussions of story and loose ends of storyline are noted

Any scenes that were not fully resolved have a chance of becoming long-term stories and goals for the players concerned. These unresolved issues are easier to return to the storyline in later sessions.

5 – Experience is awarded and new scores are noted accordingly

Pieces of Eight
Each of the players may affect the storyline by spending their Pieces of Eight or playing their fate cards during another player’s scenes.

Pieces of Eight are a finite resource in the game and they are used effectively as a currency to buy control over the storyline. Every time a player spends a Piece of Eight, they may make a specific change to the scene underway. If the active player picks up one this change and effectively integrates the change into their actions, they may claim the piece of eight for themselves, allowing them to make changes to other peoples scenes at later stages in the story. If the active player does not make use of the change, the piece of eight ends up in Davy Jones Locker and may be used by the Captain to keep a single unresolved storyline as a carry-over for later games.

INSERT SOME APPROPRIATE USES FOR PIECES OF EIGHT HERE

Wind Cards
Wind Cards are a replenishing resource. All players always have four wind cards, every time they apply such a card it is immediately replenished randomly from the wind. Note that a used card is replaced randomly and the replacement could be either black or red. During the climax scene, a player finds that they have to face all of the cards in their own hand, so in this way it is in their interest to make things harder for their fellow crew members along the way so that there are better chances of their own final showdown being easier to overcome.

Multiple players may apply wind cards to a scene, applying new effects or accumulating to more influential effects throughout the course of the scene. The maximum number of cards that may be applied by a player during a given scene is equal to the current act number. (eg. A player may play no more than 3 cards during a specific scene in act 3, if one player had reached that limit, it doesn’t stop another player from applying three of their own cards on the scene.)

Combo Effects
There are also some powerful effects that can come into effect when a player chooses to apply one or more Pieces of Eight with one or more Wind cards.


This is where things start getting tricky because I'd like to see a nice list of actions that explains how players can interact with the storyline as communal GMs, by spending their resources to affect the game in different ways.

I guess that's where the current dilemma lies.

V

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On 1/23/2008 at 2:49am, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

Oops..it seems I edited out the general notion in the game that Red wind cards tend to be good, making things easier for the characters copncerned, while black cards then to be bad and make things harder.

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On 1/23/2008 at 3:10am, chronoplasm wrote:
RE: Re: Rules as a Three Way Struggle

Ah. I see.
What if players can 'buy land'? That is, the player spends pieces of eight to spot land in the distance and then they get to add some sort of resource to the land (food, buried treasure, pretty girls, nice places to rest). Everybody can chip in coins to add something, but fate cards are drawn to determine the risk. There could very well be pirates or cannibals or dangerous animals on the island.
Furthermore, maybe players can spend pieces of eight to fish? Maybe if enough coins are spent they can get something really cool, like a mermaid or something. However, there is always the risk of catching some kind of sea monster.
Perhaps coins can be spent to give an advantage in battle? (Aim, faster reloading, swordmanship, etc.)
Perhaps coins can be spent to get rid of a disadvantage? Heavy rain can soak gun powder preventing guns from firing. Maybe if enough coins are spent players can cause the rain to stop?

I wonder, maybe this might be more the Captain's job, if coins could be spent to manipulate the decks? Perhaps players could pay to remove a certain card from the deck, shuffle the deck, or rearrange the top three cards.

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On 1/23/2008 at 5:07am, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

Some of those ideas could work...

At the moment, I'm looking at the following idea. The captain lays the groundwork for the tale being told during the session. This roughly equivalent to possessing a map of a certain part of the world at a certain time. The crew pilots the ship to that temporal location, imagine Captain Jack Sparrow with a compass that not only points to his heart's desire, but it also directs him to the point in time when it is easiest to obtain...

The five Wind cards that represent the five acts each have a symbolic representation of the issues to be overcome at that point of the story...Act 1 [Set Up] - we have to get to atlantis before the destruction hits...Act 2 [Mission Begins] - we have to find the temple where the artifact is located...Act 3 [Complications] we have to negotiate our way past the guards...Act 4 [Climax] - we have to face the minotaur who protects the inner sanctum...Act 5 [Resolution] - we have to get home with the artifact intact.

In theory the story seems pretty straight forward, that what the captain has been told. He knows that there will be complications along the way otherwise his client would have gotten the artifact for himself and the bounty wouldn't be so high.

Let's focus on Act 2 for a moment...there are four players [Tom, Matt, Bill and Sue], one of whom is the captain [Tom]. The players know that the act has four scenes, one for each player. They decide to split into two groups, one player goes with the captain to locate the temple [Tom and Matt], the other two stay on board the ship in case something goes wrong there [Bill and Sue], each group has half a dozen regular crew members with them (Effectively cannon fodder). At the start of Act 1/Scene 1, the players draw cards to see who will be the focus of this particular scene. The order for the focal scenes in this act will be Matt, Sue, Bill and Tom. They take turns in this order until the goal of the Act is reached (ie. locating the temple).

In the first scene of the Act, Matt takes centre stage and since this is his focal scene, he cannot play wind cards or pieces of eight. The Captain [Tom] describes the basic scene, and now Sue and Bill can add in a couple of descriptive sentences to reveal things that the captain may not have been aware of...Sue says that there is a festival underway, while Bill says that there are far more ships docked here, and far more out-of-towners than the captain would have expected. Every scene has tension in it, and a random card is drawn to determine Matt's secondary goal for the scene, he'll need to overcome this before they can make any headway on the main mission. It's a six of clubs, there is a tavern brawl. Matt's character isn't much of a fighter and tries to avoid it using stealth, Sue spends a black wind card to say that the brawl fills the whole street that they need to walk down and Matt's character simply can't get around it using stealth. Matt has to resort to using his athletic ability to run through it, hoping he doesn't get stopped along the way. The captain on the other hand is a seasoned veteran of cutlass fighting, so he wouldn't mind a bit of a scrap. The captain knows that time is of the essence though, and follows the lead of Matt's character. Success in the task, so the scene is resolved.

Move to Act 2, when Sue is the focus.

The crew who've stayed behind at the ship decide to ask the dock workers about the temple that is going to be raided. The theory here is that if they are successful, they'll get a bonus in the final climax scenes. Sue asks around, but has to overcome her own challenge before information could be made available. With a three of diamonds, she hears a rumour that will make things tricky for her. Tom spends a piece of eight to lay claim to the rumour, but Matt is feeling a bit petty after the last scene. He spends two pieces of eight to outbid the Captain. He decides that the dock workers are suspicious folk and don't like women on ships, Sue will have to find away around this. She uses her disguise abilities to pretend to be a man when she is asking around. Bill decides that this is a good idea and helps the story, and even though he is with her, this is not his focal scene so he can play cards on her. Bill applies a red wind card and her disguise attempt is a bit easier...she succeeds.

etc.

Each player has to overcome a specific issue before they can push the story along and attain the final objective. Each player has to sacrifice the negative wind cards in their hands in an effort to ensure their hands are filled with positive wind cards when the final challenge is met. Players play off against one another, and if there is any required interpretation of the rules, or breaking of deadlocks between plyers, this is left in the hands of the Captain.

So it's now all a matter of working out what degree the storyline can be manipulated by the players and captain.

The cards specifically apply positive or negative effects, the pieces of eight manipulate the scene in some way. Playing both cards and pieces of eight gives far more powerful control over the story.

The idea of buying an island is equally valid if the captain hasn't decided what sort of mysterious island their adventure takes them to. Players could use their coins to describe the terrain of the island (eg. forested, desert, iceberg, etc.), while they use their cards to describe the level of threat the island might pose. That's a good idea and something I can probably run wth.

V

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On 1/23/2008 at 6:22am, chronoplasm wrote:
RE: Re: Rules as a Three Way Struggle

I see... so if players end up in a city they can use the gold to determine what kind of stuff is there, but the cards determine the quality of that stuff. You buy supplies, but cards determine cost and quality.
Perhaps players can buy NPCs too then? The player describes the kind of NPC they want (wise old man with information, easy woman, etc.), draws cards to determine risk (old man gives bad information, woman robs you), and chooses somebody to play the role of that character. Perhaps players can buy a rumor or legend? Pay a coin and come up with your own local lore. The captain may or may not use this lore in the story, but then again they might.

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On 1/23/2008 at 7:38am, danielsan wrote:
RE: Re: Rules as a Three Way Struggle


Reading the subject line made me think you were trying to come up with something different-- That there was a third party against the captain and the crew, competing directly. In other words, I imagined the captain offering an idea (set sail to Treasure Island) and playing a card. The players then try to modify or block that offering (but the weather's turning bad! but we've spotted an English warship!) with a card(s) of their own. Finally, the Wind card is turned over, and determines whose idea is actually taken.

Come to think of it, you could take that idea and make a lite version of Texas Hold 'Em. Maybe the captain lays down a couple of cards from his hand, trying to beat a couple dealt arbitrarily from the Wind's hand (or placed as a difficulty number or NPC?). The the crew can add to the wind's or to the captain's hand, either helping or hurting the Captain either way. the Captain can force the players to add to his hand, but risks the mutiny later, of course. ... needs work, and it's not what you were going for, but it's what crossed my mind.

But I really like it (it mirrors some ideas that I had thought about for my trump spy-game). I had also thought of using cards and a table to determine plot elements, but I'm really hesitant to go for it. Personally, I think it might be restrictive and would rather see the plot setups/complications/twists come organically from the storyline. If there was a more obvious way for the captain and crew to try to second guess each other, such as building a mechanic or reward system for the behavior, I would think that such stuff will happen naturally. For example, a crew member has claustrophobia as a weakness, so the captain purposefully narrates that the treasure is in a cave to benefit from the crew member's actions. that guy later adds the fact that the tide's rushing out too early and must return to the ship, so that his absence hurts the captain's chances of success... etc.

 

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On 1/23/2008 at 8:09am, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

Exactly...sort of...but you've definitely got the idea.

Between the consensus of the players, the world is developed. And due to this being a time-travelling game, there are occasional times when the ripples of quantum paradox sweep across the world. Consider Marty McFly in "Back to the Future", when the timeline starts to get altered there are points where he simply fades out of existence, points where he has to avoid previous incarnations of himself and points where the world he knows has changed completely.

This means that every time a setting is visited, it can be re-described in a new manner. It will cost less for players to describe the location in the same way that it appeared before, but there is nothing stopping a player from altering the details. It only starts to cost points if there are major differences. For example, the Twin Towers still stand in New York because the captains mission has taken them to a version of the timeline where the terrorists were thwarted.

Unless someone spends a piece of eight to specifically note a change to this reality, then the captain's description of the world is in effect. This may or may not be in line with the players understanding of reality.

I'm trying to keep the actual mechanics of gameplay fairly simple because there is enough to cope with in a continually fluctuating setting like this. Yet the whole card concept is also integrated into the lesser ranking members of the crew.

There are four attributes in the game, corresponding to the four suits. If a player is heading out to recruit new members for the crew, they may choose from a number of cards equal to the number of successes they get in their hunt. The face value of the card basically says how much temporal integrity the potential crew member has (roughly their level of experience), while the suit determines which is their strongest attribute.

If a player character should die during the course of the game, they can alway promote one of the lesser crew members, they just need to make sure that the character they create based on this promoted crew member keeps the same basic set of skills, and the same highest attribute.

If looking for specific people who aren't going to be potential crew members then the same kind of thing can apply. The card suit determines the high attribute and the type of information that can be drawn from this NPC, the face value of the card determines the quality of that information. Before the card is revealed, a player could spend a red wind card to draw a second card and then choose the better of the two results for the NPC; or they could spend a black card and choose the worse result. Any player can then spend a piece of eight to take control of that NPC for the purposes of playing out the scene; naturally, since the Captain starts withj more pieces of eight, he can then trump the other players if he wants this NPC to impart specific game related details that will help the plot he has in mind.

The whole system is pretty impromptu and based on the interaction between the players to evolve and grow the narrative.

It still needs work and hence my need to voice a bit of discussion about the ideas.

V

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On 1/23/2008 at 8:16am, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

Danielsan...yeah, that's kind of the idea I've been aiming toward.

With the combined actions and motives of the crew on one side, the actions and motive of the captain on a second side, and the wind cards tipping the favour either way or introducing elements that neither side had considered.

All of the characters will definitely be meaty enough with merits and flaws that can be exploited by one another to keep thje game interesting and keep those players motivated who aren't the primary focal points for the current scene.

As for the Texas Hold 'Em angle...that has come up as a possibility, but I'm trying to avoid a wild west connotation to the game. If I were going to use a mechanic for an existing card game I'd use something that was played by sailors as they travelled around the world. Maybe Chinese 21 (which is very similar to regular 21, but with some interesting variations), I've actually used Chinese 21 as a character development tool in previous games.

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On 1/23/2008 at 9:23pm, Mike Sugarbaker wrote:
RE: Re: Rules as a Three Way Struggle

This sounds pretty promising, V, but I hope you're thinking about the facts that 1) players who "don't want to GM" often put up a fight when asked to contribute to story at all, and 2) if your friends like the game you're all playing, but you don't, then your changing the system on them might not go over all that well.

I also hope that you manage to playtest some of this with people who actually enjoy creating content.

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On 1/23/2008 at 9:33pm, apeiron wrote:
RE: Re: Rules as a Three Way Struggle

Me like!

OK.  Four suits: People, Places, Objects, Events.  Even numbers are good things, odd numbers are bad/obsticals.  Each player draws one of each for their hand.  The captain draws four and places them face up.

People: Undead Monkey (bad)
Place: The Brig (bad) (i'm in the brig, or maybe a friend is)
Object: Shiny Bauble (useful for bribes, or maybe it is the goal)
Event: Marriage of Governor's Daughter (security is high, or maybe i'm getting married to her)

i hold
People: Marine (could be an old buddy of mine, or maybe i'm a marine)
Place: Swamp Hideout
Object: Cutlass (ow! pointy!)
Event: Full Moon (bad)

i have more to say on this but have to go home.  i'll check back.

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On 1/24/2008 at 4:32am, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

Hey Mike,

Vey good point and I have considered this. It's one of those things that I'm really trying to grapple with as a key concept in the game. I've been GMing in various environments for almost 20 years now.

This has ranged from miniatures games between two or three people with a bit of characterisation to make things interesting (eg. If I describe my attack in a thematic way and use a piece of terrain near my figure then I get +1 to my rolls), through to the co-ordination of hundred player live roleplaying sessions.

There are always people who'll complain, and there are always people who won't want to put in the effort to make things better. It's a strange coincidence that these two groups seem to overlap quite a bit.

It's just one of those things.

What I'm trying to develop is a game concept that allows players to step up without completely divorcing themselves from their comfort zone. Lets consider the crew to be 2 thirds and 1 third GM, while the captain is 1 third player and two thirds GM. The crew have more of a GM style role than they might have in most roleplaying games, and the captain has more chance to focus on his single character while sharing a bit of the GMing workload among the group.

So hopefully it's not too much of a progression for players who are used to sitting back and enjoying the show, and this may in turn lead them toward the role of captain if they get an idea in their head about where they'd like the story to go.

I'm hoping that there will be a degree of metagaming around the sessions, as each player describes their objectives and how they'd like to achieve them. If one player has a really strong idea of where they'd like things to go, then the other players can vote them into the captain's chair to let them put their money where their mouth is. If this player ends up being an abysmal Captain, then the crew can mutiny and another player can take the role of captain for the next story without too much break in the game's continuity.

As for the second question in your post...that's where I need to ensure the framework for the game is pretty solid. It shouldn't be possible for a single player to railroad the whole session just because they want something done differently. If things come down to a deadlock then there can always be a vote, or a "Call to the Winds", after all Pirates were one of the origins of modern democracy with their "one-man, one-vote" ideas, where everyone on the ship gets a say in what's happening (it all fits in with the theme I'm working with, and that seems to add some elegance to the concept in my mind).

From an out of character perspective, matters of this nature come down to three votes. The captain gets a whole vote, the player character crew decide among themselves where their vote will be placed. Finally the lesser crew decide among themselves where their vote will be placed (this is done by drwing a card from the Wind). Mechanically, this means that if the captain and the player characters agree on something then it really doesn't matter where the lesser crew place their vote, as they will always be outnumbered. It's only if the captain and the crew cannot agree on something that the random element opf the lesser crew comes into play.

Certain mechanical aspects of play cannot be changed. So one person can't change the system, the best they could do would be to throw in some plot twists that might hopefully favour their character and disadvantage others. I know that this leaves scope for abuse from those players who simply like to stir shit, but I haven't seen a game anywhere that resolves this issue completely.

I'm hoping that the inherent purchasing mechanisms in the system will help to curtail this problem a bit.

Option 1: One player puts in three pieces of eight to cause a battle machine from the far future to rip open a hole in spacetime, therfore appearing in the middle of a roman temple during the high age of the empire. Two other players think this is just ridiculous and outbid him by spending two pieces of eight each (for a total of 4). All of the pieces of eight are thrown to Davy Jones Locker and nothing occured.     

Option 2: The two players don't like the idea of the giant robotic battle machine in ancient rome but they don't have enough pieces of eight to stop it completely. They are only able to spend one each, so they let the battlemachine through to the game. The first player then spends his piece of eight to say that the battlemachine has used up most of it's fuel in the temporal jump. The second player says that it has stepped through because there was a battle on the other side of the portal, and the machine is damaged severely. So the machine comes through and everyone has had a chance to contribute to the story.

In these examples, the presence of the battlemachine is purely flavour, but it allows other mechanical aspects to be played off it. Do the characters face a new threat based on the presence of the battlemachine? Has the pilot of the battlemachine come back in time to offer them a warning not to perform a specific task? Does the battlemachine contain the vital part needed to repair the crew's own temporal drive? How long until the presence of the battlemachine causes ripples in spacetime that will need to be address by the Quantum Integrity Marines?

The system doesn't change but the story does, and with every twist of the story things get stranger and stranger. The players now need to decide whether they are going to get caught up in a feedback loop where things keep getting so chaotic that the Integrity Marines will have to cleanse the area, or perhaps the spiral leads to the far edges of reality where other nasty things await them...things that have been struggling to break into reality for untold aeons.

Keep in mind also that the plauers are only able to claim more pieces of eight by riffing off the other payers and working with them to produce effects that entertain the whole group. So, if you get a curmudgeon who sits in the corner and only wants to interact with the other players by causing trouble, this player will only have limited influence over the game while the rest of the groups are freely contributing by helping and hindering one another as the story progresses.

I realise that this requires a critical mass of positive and creative players to work...and that's something I don't really have control over as a game designer. As a GM,  can pick and choose who I want to play my game though, and I'd choose the people who I thought would have the most fun with this level of interaction.

Tough things to think about though...thanks for the input.

Apeiron...

Fours come down to a lot in the game, and I've been thinking quite a bit about scene framing. If we say that a scene has to have those four nouns associated with it (a person, a place, an object and an event), this certainly opens the scope for rules about interacting with the environment.

Perhaps a contributing player finds it easier to affect one of these four aspects of the scene, and much harder to introduce new concepts.

Perhaps when the captain first devises the story for the session he must automatically choose these four aspects for each act. For example, during Act 2 the captain decides:

apeiron wrote:
People: Undead Monkey (bad)
Place: The Brig (bad) (i'm in the brig, or maybe a friend is)
Object: Shiny Bauble (useful for bribes, or maybe it is the goal)
Event: Marriage of Governor's Daughter (security is high, or maybe i'm getting married to her)
 

At the beginning of each scene, four cards could be drawn from the Wind in order [eg. 6 of Hearts, 3 of Diamonds, 2 of Spades, Queen of Spades...Red, Red, Black, Black]. In such a case the first two items will appear in this scene and the second two don't.

For the act to be resolved, something has to be dealt with relating to each of the 4 scene framing elements. To resolve an element the scene's character specific complication must be overcome, then the act aspect can be manipulated.

To continue the example: this scene contain the undead monkey and the brig. The captain says that the undead monkey is running loose and must be neutralisd before it gets into too much trouble. And that the character discovers this while when they see that the ship's brig has been opened. Someone throws down a piece of eight to say that the monkey is holding the keys to the brig, it's not really a huge complication to the plot so everyone lets it through. The character has drawn the complication "Fight" for the scene, so it is decided that the fight will be against the monkey to get the keys so that the brig can be closed again. The first complication is the fight to get the key, the second complication that the character can take care of is either neutralising the monkey (who will drop the key and run away once they first get wounded), or securing the brig. Play moves on to the next player's scene once one of these issues are addressed.

We can also introduce random elements through the Wind deck when the captain's elements don't make it into the current scene.

Finally, three questions that would need to be addressed...

What happens if the players resolve the four aspects of the Act before everyone has had their scene?
Any additional characters who have yet to act may still perform their scenes, but any complications they overcome now contribute bonuses to the final showdown.

We've tied up the "Monkey", we've secured the "Brig", we've given the "Bauble" to the old guy in the lighthouse and we've made sure that the "Marriage of the Governer's Daughter" has gone through without a hitch. Now it's time to find some extra recruits to help us take down the Dread Pirate Xavier.

What happens if we get to the last scene and one of the four aspects hasn't shown up yet?
Simple, we just make sure that the definitely show up in this particular scene. Similarly, if we know that a particular aspect has already been resolved, then we can prevent this aspect from coming up again.

Of course, even if his part of the story was resolved, there's nothing to stop the monkey from waking up in the next act and causing a new round of chaos.

What happens when a scene indicates that none of the aspects is present?
If there are any unresolved aspects, then we simply redraw cards until one of the aspects does show up in the scene.

This is the kind of mechanical aspect I'm trying to work on for the game now...scene framing and how the players are able to manipulate those scene framing conventions.

V

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On 1/24/2008 at 2:21pm, apeiron wrote:
RE: Re: Rules as a Three Way Struggle

Hmm, there could be some Drama Requirement....  The Undead Monkey has a requirement of 1, the players need to play one card before/to overcome it.  Marrying the Gov's daughter might be a 3 or 4.

i was thinking that the cards wouldn't be marked as good or bad, but that maybe the cards that the captain plays face up are all goals and/or obstacles.  All the cards in the player's hands are assets.  If i have the Undead Monkey in my hand, i can send him to get the keys from the sleeping guard.  If the Undead Monkey is an obstacle, i might try to either destroy him, or make him my friend (putting him in my hand).

An alternative to the People, Places, Objects, Events model could be: Passion (love/lust), Greed, Violence, Freedom etc.

i had a model for a collectible card RPG a few years ago... i'll try to find it and share some of the ideas here.

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On 1/24/2008 at 11:47pm, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

apeiron wrote:
i had a model for a collectible card RPG a few years ago... i'll try to find it and share some of the ideas here.


That'd be much appreciated.

As for the "Drama Requirement" that you mentioned, I'm trying to incorporate this into the rules as well. This reduces the level of GM fiat in the game and is one of the parts where the three way struggle of rules comes in, it also helps bring the captain closer into alignment with the players as they all explore an unknown world where none of them have all the information.

Let's say that there are 10 levels of difficulty in the game, with 1 being the lowest and 10 being the highest. A difficulty level of zero may exist, but this would be considered so easy that the player automatically succeeds. The difficulty of each act has a fundamental level to it, this doesn't change throughout any of the games. Act 1 = 1, Act 2 = 2, Act 3 = 4, Act 4 = 4 while Act 5 drops back down to 1 (with some modifications depending on how many unresolved issues are left in the story).

Then we apply a difficulty factor to the game, this difficulty factor is decided by the captain when he takes on the mission. Easy Missions might be worth +0, Average Missions might be +1, Challenging Missions might be +2 and Truly difficult missions might be +3, and Legendary adventures might be +4. The difficulty factor for the game determines the base amount of gold and XP that the characters can obtain if they complete the mission (note that gold is an "in-game" resource for buying equipment, hiring crew and upgrading the ship; while pieces of eight are an "out-of-game" resource for manipulating scene framing.)

In this way all the players know generally what levels of challenge they'll be facing. If it's a "Challenging Mission" and we're in Act 3, then we can expect a difficulty of 5 from most encounters, if it's an "Easy Mission" then we can expect the climax in Act 4 to have a typical difficulty of 4.

Once the basics are out of the way, we look at the specific challenges for the scene. These may have difficulty modifiers of -2 to +2. Because I'm still working out specifics, let's say there are 10 different types of challenge distributed as -2, -1, -1, 0, 0, 0, 0, +1, +1, +2. It gives the distribution a nice bell curve effect.

Tom's turn. It's the climax of the game in Act 4, as the captain he chose a legendary adventure because he was greedy for money. The base difficulty for any encounter here is a 8. He draws one of the more dangerous complication encounters, and the difficulty for the scene is pushed up by +2 to a total of 10. Things certainly aren't going to be easy, and Tom will be lucky if he gets out alive, let alone getting out with the treasure in his hands.

He can't even rely on other players having plenty of red Wind cards in their hands, at this stage of the game he's left with the cards in his own hand, and most of them are black.


The flat figures here don't necessarily reflect static difficulties, they are just a rough guide to how tricky an encounter may be. I guess their roughly like Encounter levels in D&D 3E, a measure of how much experience can be expected if the difficulty is faced.

Getting further into the interplay of difficulty factors and how they relate to card mechanics is an entirely separate discussion...possibly worthy of it's own thread. Suffice to say, a low level difficulty might consist of a single card draw against a low target value, while a high difficultly level could consist of either a single a card draw against a high target value or a number of card draws against lower target values. The exact nature of the challenge and the types of skills used depend on the type of challenge being faced and the descriptions of the players involved in the game.

V

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On 1/25/2008 at 6:36am, walruz wrote:
RE: Re: Rules as a Three Way Struggle

I haven't played any GM-less games, ever, but I couldn't help noticing you mentioned experience being handed out, in the OP.
So you might want to look at some systems where the experience handed out aren't as much decided by the GM, as decided by the rules.
For example, the Keys system in TSOY has each player select keys for their character, which decide what their characters gain experience for. Each key also specifies the amount of XP gained, so it basically puts the GM out of a job.

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On 1/25/2008 at 1:27pm, apeiron wrote:
RE: Re: Rules as a Three Way Struggle

This strikes me as a game you play to play, rather than to advance.  Something you play once in a while when you get tired of long campaigns.  You put on the soundtrack to the PotC movies and tell a story, next week you go back to D&D.  Maybe advancement is a non-issue. 

If i were going to have advancement in this, it would be to allow players to have a greater hand capacity.  Or if you beat/win something, you can hold onto that card and use it later. 

"I ask my father in law, the governor, look the other way when our crew will be unloading a ship full of stolen rum.  We'll give his men a share of the rum for their troubles."  When i narrate that, i place that card in front of me face down.  As "tapping" it would invoke the wrath of the spooky wizard.  In effect, you gain "powers" through your adventures, in the form of contacts, assets and experiences.  "Ah, I remember when we were trapped on that island with the cannibal pygmies.  It was there that I learned how to untie complex knots with my teeth".  In this case i'm using "Cannibal Island" as a flash back retcon, to explain why i can escape the ninja's sent by the Triads.

i could see this game being like Gloom or Munchkin.  You buy a main set, and then the occasional expansion.  Or sell entirely different genres.  Well, that was the idea i had a few years ago.

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On 1/25/2008 at 10:50pm, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

Advancement, experience and story development.

This little rant will try to address the posts of both Walruz and Apeiron.

The game is set in a chaotic universe where anything can happen. At one extreme you have savagely guarded parts of the timestream carefully monitored by the Quantum Integrity Marines (a quasi-religious military order who have a belief that the time-line can't be altered too far because otherwise the world will implode). At the other extreme you have deranged mutant cultists hell bent on wreaking as much quantum carnage as possible. Between these extremes you have the temporal privateers. Those privateers who tend more toward order may have "letters of mark" from the integrity marines, allowing them to pursue the most dangerous reality deviants by whatever means necessary (as long as they aren't caught)...while those privateers who veer more toward chaos will deliberately disrupt the timestream to bring changes into effect that will benefit their families, their crews and most of all temselves.

In a world of flux and shades of grey, the important thing is staying true to your beliefs and maintaining a sense of self. This is measured in the game as "Coherency", the higher your coherency the more likely you can withstand the changes to the timeline that are happening all around you. Regular folks don't have coherency and they don't even realise the timestream is changing. Oops, an event is changed in the past without considering the consequences...a temporal ripple sweeps across the port, and now the negroes are in charge and the whites are all slaves...another change even further back in the timestream and now humans are no longer the dominant species, and intelligent felines have taken their place. The changes occur and those without coherency change along with them, not even remembering that things were different except with a faint feeling of deja vu when the temporal energy surge hits.

Characters are more resilient to these changes, due to the strength of conviction in their goals, their loves, and their ideals. The stronger these aspects, the higher their coherency...the higher their coherency, they less chance their forget parts of themself when the energy sweeps across their ship. Coherency is the core measure of a character in the game, this is also a resistance to magic and damage (like hit points). Coherency can only be improved by accomplishing deeds associated with your character's goals and motives, if you ignore those goals and take the easy path when things get hard, your coherency will only erode away with time.

Like many aspects of the game, coherency is measured as a function of a card's face value, from Ace to King. The whole aim of the game from a character perspective is to become a pirate "king", and to transcend the whims of fluctuating spacetime. You'd effectively become a god, but this would take many sessions to develop.

As the captain has most control over the destiny of the ship, he also has the most control over his own destiny. His coherency will rise more quickly than that of his companions through sheer force of will and a stronger ability to avoid compromises. This is another point where players should want to take over the role of captain, and where a competitive aspect kicks in.

Senior members of crew (PCs) have slightly less control of their own destiny but can still make decisions integral to the journey.

Lesser crew members are NPCs and find that their coherency level goes up very slowly. These sailors have seen beyond their former lives stuck in the timeline, they have challenged the temporal forces and will never be able to go back. They have a minimal coherency and aren't likely to improve much unless they "step up" and become PCs.

Death isn't too much of an obstacle in the game since the timeline can always be changed so that certain events didn't occur, or a body can be taken to the far future and rebuilt with bio-engineered nanotechnology. Coherency and sense of self are the combined obstacles and strengths of the characters.

So yes, there is a built in sense of improvement in the system. There is even a built in end game strategy for those players who want to "win"...(become a pirate king and transcend the timeline completely).

XP advancement will be strictly implemented through aspects of the rules. At the moment I'm working on the system that a character can earn 0-10 XP per game. In each of the five acts, a player has the chance to earn an XP if they overcome a challenge with a difficulty higher than their skill level. I'm tossing up whether to make this into an XP reward for simply facing the challenge because a character is showing their integrity in the face of adversity (and negative things will already be occuring to them if they fail...XP plus no penalty for a win makes a positive net gain, XP plus a penalty balances off some of the negatives in the case of a loss).

They also have the chance to earn an XP if they follow one of their character goals (follow the goal...get the consensus from the other players on the table...gain an XP). If a player doesn't follow their goals, there is a chance that either their XP will be eaten into (or if they have no XP at the conclusion of the scene, their coherency has a chance of being stripped away).

At the end of each session, there will be issues that simply haven't been resolved by the players. A nemesis who just couldn't be taken down, an idol that remained secure when it was meant to be stolen, a lover who forgot all about you because the currents of the timestream wiped away her memory. Campaign play comes into effect when players are able to draw these unresolved storylines into future tales. These unresolved stories can also be used as new goals by players who have overcome the initial concepts on their character sheet...

Bill: "My goal was to discover if Atlantis was real...and now I've been there. What next?"
Sue: "You could always try to work out the origins of the minotaur we found there...that could hardly have been a natural creature."
Bill: "Yep...that's my new goal, and it fits with the curious nature that my character has displayed so far."


(I'm also working with the notion that a point of Coherency can only be bought for a character once they resolve one of their goals...but that will probably have to be measured and weighed in playtesting.)

So...to answer Walruz, I guess the experience system I'm contemplating is a little like the keys in TSOY. Each player chooses a pair of goals they wish to pursue, and other players (or the captain) may incorporate these goals into the scenes. If the goals get followed, XP is gained. If not, the character risks loses their sense of self. Half the potential XP is gained in this manner, while half the XP is gained by stepping up to tougher challenges.

And...to answer Apeiron, the game had originally been concieved as a one-shot, rules minimal, hi-jinx ridden thrill-ride. But I think evolutions in the design have started to build it into a viable campaign game. Long term advancement is definitely an issue, and so is long term degradation and loss of self.

V

P.S. Thanks to everyone who's been posting back and forward with me in this thread, it's really helping to clarify some of the concepts.

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On 1/28/2008 at 3:04pm, apeiron wrote:
RE: Re: Rules as a Three Way Struggle

i suggest cranking out a version one of this so we can see all the ideas at once (i'm losing track).  Don't worry about it being complete or "good", you can do as many versions as you like.  i'm quite interested in seeing how this develops.  Keep me posted and i'll help in any way i can.

Another recommendation is to extract the GURPS/OGL of this.  The bare bones of the game without setting info or other specifics.  What is the engine of this game that you or anyone else could use to make something else?

i couldn't find my damn collectible card role-playing game sketches. Grrr. 

This is good stuff here.  Keep it up!

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On 1/29/2008 at 10:58pm, Vulpinoid wrote:
RE: Re: Rules as a Three Way Struggle

The absolute bare bones for this game was devised for a contest here...the system on a character sheet competition.

http://www.indie-rpgs.com/forum/index.php?topic=24863.0

With the final version of that competition's submission found here...

http://www.angelfire.com/psy/vulpinoid/Split2.pdf

That was a great contest and seeded some concepts in my mind for plenty of game options, but shortly thereafter I entered another contest and expanded the mechanic somewhat. That contest added pieces to the puzzle to generate a more complete and coherent game with an interesting setting. The only thing that really didn't sit well with me from that entry was the dynamic for actually running the game. Something didn't really gel.

But my final entry for that competition can be found here...

http://www.angelfire.com/psy/vulpinoid/8Sea2.pdf

One of the final pieces to the puzzle came when thinking about my experiences in Live Roleplaying, and a notion of vested interest in the storyline. I had GM'd a live role-playing campaign with 40 odd regular players for 4 years. We had found two noticeable things over the course of the game...firstly, the "powergamers" seemed to gravitate toward the top of the foodchain and destroyed the fun other players were having. Secondly, the players who wanted to bring story into the games were getting trampled because the "powergamers" didn't want that infringing on their carefully orchestrated peace and quiet. Story implies something is happening, those who get into positions of power don't want things to happen because this might cause them to be removed from power. Similarly, and GM introduced stprylines were actively squashed by a cabal of powergamers who just wanted to bully people in game as well as out of game.

At the time, we thought it might be a useful notion that you only gained experience and in game bonuses by introducing storylines that brought entertainment to the other players. The more you were willing to take on the responsibility of providing enjoyment, the more benefits you'd get in game. Hence, if you wanted to control the destiny for a faction, you'd have to hide away in a little room orchestrating plans and building up your armies...while you were doing this you'd be the GM for the members of that faction...a similarly, the only person able to run the entire city was the overall GM. If you thought your GM sucked and you wanted them out of the way, you could all on a vote of the faction and effectively mutiny against them. Someone else would take over the faction and they would get the chance to develop new stories to entertain the group.

That's where the current ideas fall into place.

A way to get an evolving crew with a captain who provides the outlines for the stories, but who can be removed if the players don't like how their ship is being run. I'm also trying to develop through these rules a step-up mechanism for passive players to become active players, and for active players to become captains.

I'll compile a working draft of the current rules set shortly.

V 

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On 1/31/2008 at 7:24pm, apeiron wrote:
RE: Re: Rules as a Three Way Struggle

Awesome.  i look forward to seeing it!

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