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Topic: My game about, for lack of a better term, Dirty Princesses
Started by: Bullbar
Started on: 10/27/2008
Board: First Thoughts


On 10/27/2008 at 8:05am, Bullbar wrote:
My game about, for lack of a better term, Dirty Princesses

I've been developing a new game idea (and I'm the first to admit it's a somewhat limited concept but I'm happy with that).

Vaguely, because I haven't worked out the details, it's about a fantasy world where the biggest and baddest empire is led by a monarchy made up of Warrior-Queens. And when the Princesses of this kingdom come to age, they're sent out into the greater world on some sort of Quest. Those who return are fit to rule.

So the players are, of course, these Princesses. I've more or less got mechanics written up, including a strong encouragement to betray and backstab your sisters.

The trouble I'm having is with structure. I want some kind of inbuilt structure to drive it forward and towards the (bloody) conclusion. I want 'stages' of the story, starting where they sally forth from the castle in shining armour with valiant companions amount majestic steeds and leading to the point where they're dirty and alone and hungry and hurt and then leading onto the final leg of their quest where they find glory and become comfortable with their role as warriors.

So how do I achieve that kind of structure, without being too constraining? A framework to achieve my goals.

Also, just a note, but this is in no way an exercise in misogyny. They were originally Princes, but a friend suggested that Princesses might be cooler.

- David

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On 10/27/2008 at 8:28am, Vulpinoid wrote:
Re: My game about, for lack of a better term, Dirty Princesses

This has great potential.

I'm getting imagery of the graphic novel/movie "Stardust", but with the gender roles reversed.

Each character forced to look on as their sisters fight amongst one another for the throne of their kingdom.

There's all sorts of potential for escalation mechanics, treachery and intrigue rules. Courtly machinations and combat (both high and low).

The princess idea is a cool twist.

V

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On 10/27/2008 at 1:57pm, dindenver wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Dave,
  I have found that win/win mechanics drive this sort of story/play.
  What I mean is, take ...In Space! as an example. In this game, story is influenced by tokens. Whenever there is a conflict, players bid tokens. The winner gets to narrate, the loser gets the winners tokens. What this leads to is optimal play where the players loses early challenges (gaining tokens and depleting others' tokens) in order to win later challenge (when the oppositions' lack of tokens make it hard to lose).
  I have seen other win/win mechanics drive this sort of play as well. I hope this helps, let me know if you have any questions or concerns, good luck with your design!
Link:
http://www.gregstolze.com/inSpaaace.zip

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On 10/27/2008 at 9:23pm, anders_larsen wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Cool idea!

I can see two ways of handling such a story arc.

The first is to premake a series of scenes that focus on forcing the characters into harder and harder challenges. The first scenes could then be something very simple and naive like "killing the evil monster", where it is easy to be the hero. But later the challenges will get much more morally fussy, where it is not easy to know what is the right thing to do, and where the princesses will get unpopular no matter how they try to solve the problem.

The other way is to focus on something in the character which changes. The way I think I would go about such thing is to give the characters a number of triads or descriptors (or whatever you will call them) that illustrate their vanity. It can be stuff about how arrogant they are, how they see themselves as better than common people, how they focus on their looks and so on. During their adventures, they have to get rid of these vanity descriptors to survive, and try to gain some more positive descriptors. Of cause it should be hard to get rid of the vanity descriptors, because it is how the princesses define themselves in their social life, and of course it is just as hard to rebuild yourself as a new person.

You can of course also make a combination of the two.

Is it something like this you are after?

- Anders

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On 10/27/2008 at 11:52pm, Bullbar wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Anders wrote:
The other way is to focus on something in the character which changes. The way I think I would go about such thing is to give the characters a number of triads or descriptors (or whatever you will call them) that illustrate their vanity. It can be stuff about how arrogant they are, how they see themselves as better than common people, how they focus on their looks and so on. During their adventures, they have to get rid of these vanity descriptors to survive, and try to gain some more positive descriptors. Of cause it should be hard to get rid of the vanity descriptors, because it is how the princesses define themselves in their social life, and of course it is just as hard to rebuild yourself as a new person.

You can of course also make a combination of the two.

Is it something like this you are after?

- Anders



I like both of those ideas very much, and can see myself incorporating both. Except I like the second part even better. They essentially start out with a bunch of social and appearance related traits and some rudimentary combat training and slowly have to trade it all in for more practical skills. And your idea about upping the difficulty of each successive stage is so simple and perfect it somehow didn't seem obvious to me.

The other ideas I've been wanting to incorporate are 'back at court' scenes and flashbacks as a way of introducing new abilities and talents.

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On 10/28/2008 at 1:22am, Noon wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

...and leading to the point where they're dirty and alone and hungry and hurt and then leading onto the final leg of their quest where they find glory and become comfortable with their role as warriors.

Is the idea they always end up comfortable with their roles as warriors?

Would it be unappreciated play if they didn't do what it took to survive when hungry and alone, because what it'd take is wrong and as a consequence, just die at that point? Or if they get to the end and decide they f'n hate being warriors or lothe the system that decided this is how you treat people/them?

Or is it more "If you had fun doing that in game, cool, but it's not really what I'm focused on as the fun of the game"?

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On 10/28/2008 at 2:45am, Vulpinoid wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Would the game be focused around a climactic showdown between fighting princesses? Or would you foresee treachery as a viable means to achieve the objective of the throne?

I'd think there's just as much potential to explore the ugliness of lost morality, as there is potential to explore the dirtiness of combat.

One player could try to win the hearts of the common people by vanquishing monsters, another player could try to win the favour of courtiers by cutting lucrative deals, a third could consort with mages or criminals (and could actually be the source of the monsters being fought by the first princess).

I'd consider running the game diplomacy style. A communal scene of courtly intrigue and machination (where physical violence is severely frowned upon), followed by a lone scene where the princess attempts some kind of action to gain herself some more favours for the next court scene.

In this type of set up, a few types of favour could be indicated: Common Folk, Merchants, Courtiers, Criminals, Mages, Military, Church. The princess who has accumulated the most prestige points in a field gains the favour of that field and this might provide some kind of mechanical benefit. A Princess might then need to have the favour of a majority of groups before they may make a claim to the throne (I'd deliberately keep an odd number of favour types for this reason).

Along the way, calling in favours from a field could give an instant benefit; but it costs prestige and the princess loses status in the eyes of that group because she's not strong enough to handle things on her own.

Maintaining connection to a field might put other restrictions on the actions of the princess: a princess with strong Military favour would be expected to deal with things by show of arms, while a princess in the favour of the church would have to show piety and honour the gods. Moral dilemmas could arise when a princess has to perform an action to retain a certain type of favour without losing another.

Of course..these options might just be overcomplicating the situation that you have in mind.

Just Ideas...

V

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On 10/28/2008 at 3:44am, Paul Czege wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Have different types of quests that give specific flavors/colors of tokens. A triumph of diplomacy gives a gold token, perhaps. A triumph of military leadership a different color. Each princess is vulnerable to specific combinations of tokens, and can only be slain by a sister who has accumulated the right ones. You'll get different story arcs for each sister, but not by forcing the characters through a flowchart.

Paul

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On 10/28/2008 at 4:47am, Bullbar wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Callan wrote:
Is the idea they always end up comfortable with their roles as warriors?

Would it be unappreciated play if they didn't do what it took to survive when hungry and alone, because what it'd take is wrong and as a consequence, just die at that point? Or if they get to the end and decide they f'n hate being warriors or lothe the system that decided this is how you treat people/them?

Or is it more "If you had fun doing that in game, cool, but it's not really what I'm focused on as the fun of the game"?


The fun, as I see it, lies in the clash between these relatively proper princesses and the greater more grubby world.

So using it to chart a tale where she decides to reject the system or that it's not worth it? Awesome, I like your story and interpretation of the theme.

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On 10/28/2008 at 4:57am, Bullbar wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Vulpinoid wrote:
Would the game be focused around a climactic showdown between fighting princesses? Or would you foresee treachery as a viable means to achieve the objective of the throne?

I'd think there's just as much potential to explore the ugliness of lost morality, as there is potential to explore the dirtiness of combat.

(Snip other cool stuff)
Of course..these options might just be overcomplicating the situation that you have in mind.

Just Ideas...


I think if anything, my initial concept was on the side of being too simple. The reason for that is that originally I envisioned it as the story arc for a d&d campaign. It has since become a bit more.

You're right, there is a whole world of tarnished morality to explore that is just as interesting as tarnished armour.

I have to go back and do some rethinking.

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On 10/28/2008 at 8:37am, Noon wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Bullbar wrote: The fun, as I see it, lies in the clash between these relatively proper princesses and the greater more grubby world.

So using it to chart a tale where she decides to reject the system or that it's not worth it? Awesome, I like your story and interpretation of the theme.

I dunno if she would or not. I'm asking if the ambiguity of whether she would, and the discovery of its answer in play - would that come first? Or be cool as one thing you could do with the game? Either is fine as an answer.

I've had some wine, so I might be over posting.

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On 10/28/2008 at 11:15am, anders_larsen wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses


I have to go back and do some rethinking.


Oh, be careful. I may be wrong, but it seems to me that you risk falling into the trap of "too many good ideas". This can really freeze you up. This can easily happen when you post on this forum, that you get so many good ideas that you can not choose which one to go for, or you try to incorporate all of them into your design, which in many cases is impossible.

I think it will be good for you to reiterate your original idea, but think about what kind of experience you what this game to produce for the players. What should be fun for the player when they play this game?

This will also make it easier to come with suggestion that are more in line with your vision.

- Anders

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On 10/28/2008 at 10:37pm, Vulpinoid wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

I've gotta agree with Anders here.

A lot of people will give you ideas around here (I tend to fit into that category), and some of them will be good.

Think about the core game concept...work through a "Power 19" if you think the concept is up to it.

If you want the game to be about down-and-dirty cat-fighting princesses desperate to gain control over mommy's empire...then your original concept might stand up really well without any of the extra suggestions made.

But if there's something deeper that you were trying to convey through the game, then it might help to pull that aspect out and see what ideas help to mesh with it to produce another gaming experience.

Your core idea sent my mind running on a few different tangents, some of which might mesh with what your trying to do...most of which won't.

V

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On 10/29/2008 at 6:46am, Bullbar wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Vulpinoid wrote:
I've gotta agree with Anders here.

A lot of people will give you ideas around here (I tend to fit into that category), and some of them will be good.

Think about the core game concept...work through a "Power 19" if you think the concept is up to it.

If you want the game to be about down-and-dirty cat-fighting princesses desperate to gain control over mommy's empire...then your original concept might stand up really well without any of the extra suggestions made.

But if there's something deeper that you were trying to convey through the game, then it might help to pull that aspect out and see what ideas help to mesh with it to produce another gaming experience.

Your core idea sent my mind running on a few different tangents, some of which might mesh with what your trying to do...most of which won't.

V


That's one of the problems with these concepts the drop themselves into my head... I never know quite which end of the scale I want to take them to. On one hand, I like the idea of a fairly simple adventure game that focuses on this theme. On the other, I would like something with flashbacks and scenes of courtly intrigue and mechanics charting their influence with various power groups and all that stuff... I just tend to throw it in the 'too difficult' pile and run with the simpler solution.

The fundamentals of the idea that are immutable are:
- A group of Princesses go out adventuring into the greater (dirty and dangerous) world.
- They bicker, backstab, betray and bitch.
- Some kind of throwback to their previously easier life, like flashbacks

That's it. Everything else is up in the air.

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On 11/3/2008 at 7:27am, David C wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

To get your mind rolling, here's some quick ideas I came up with for your name.

How about "The Princess's struggle" or "Trials and Tribulations" or "Trials and Tribulations of the Princesses of (Kingdom)" Or "The Struggle of the Princesses of (Kingdom)"?

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On 11/4/2008 at 7:01am, Noon wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

I think 'Dirty Princesses' is shocking and kicks ass as a title, already! I reckon you'll make extra sales just from that title alone.

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On 11/4/2008 at 7:23am, David C wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Callan wrote:
I think 'Dirty Princesses' is shocking and kicks ass as a title, already! I reckon you'll make extra sales just from that title alone.


You make a great point Callan! 

For my previous comment, I never intended to say that my ideas were better than the OP's, his (thread) title just lead me to believe he might appreciate a little brain storming. 

The idea sounds excellent, btw. If only I could convince my friends to try a game like this.

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On 11/14/2008 at 5:24pm, Ron Edwards wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Hey, one thing - I recommend checking out the game The Prince's Kingdom, by Clinton R. Nixon. It has a similar premise, and the term "prince" in the game is gender-neutral if I recall correctly.

I'm not posting to say your idea's been done (in fact, the theme is very different based on what you've posted), but rather to encourage as much input as possible, for you to see how yours is different, and to design toward precisely what you want.

Best, Ron

edited to add one important parenthesis - RE

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On 11/27/2008 at 6:44am, JCunkle wrote:
RE: Re: My game about, for lack of a better term, Dirty Princesses

Wow.  The possibilities for this kind of game are really great!
Have you looked at, or are you familiar with Nicotine Girls?  There are some really great mechanics for getting want you want at a price/ your world falls apart in that game.

Man, I really want to play dirty princesses now.

I did come up with a really basic system if you are interested, I have no clue how functional it is.  If I can arrange it, I'll do some playtesting.

These are just some quick notes I plodged together.  If something needs explaining, I'll do my best.

things to lose:
  equipment - explicit
  trust - implicit

things to gain:
  victory - explicit
  issues and concerns - explicit

Stats:

  Combat
  Social
  Privilege
    total of 7 points to spread
    during challenges roll your rating in d6, 5+ is a success

Gear:
  narring one into your action grants a 2/1/0 d6 bonus to linked stat.

  Lance - Sword - knife (combat)
  Retinue - Handmaiden - alone (combat)
  Horse - Boots - Feet (combat)
  Fine clothes - underclothes - naked (social)
  Perfumed - soaped - muddy (social)
  Gold - Coppers - penniless (social)

  These get knocked down a peg during 'Consequence of Victory' sometimes

Victory conditions:
  Health - Wounded - Dying breath (special)
  Absolute Fealty - The Throne - Nobility (special)

  These two can be used for consequence dismissal as with gear (see below).
  Going down to the third level in either one eliminates the PC from victory. 
  The last to die or give up the throne wins.

Challenge types: (scene setting)
  Combat - use combat stat on challenge (earns challenge points per success), or use privilege on PCs (take a gear level? - something less than earning points here, unsure.)
  Social - use social on challenge, use privilege on PCs (same as above)
    victory occurs in either type for the first PC to accumulate 10 challenge points

consequence for victory:
  declared by conflict winner
  always affects someone else - villagers, PCs
  - affected rolls a contested privilege vs privilege to turn the consequence on someone else (who has no such option)
  - or affected sacrifices a gear level to dismiss the problem
  - or affected takes on an issue
  then the affected declare the new conflict type. (narrates the beginnings of it?)

Issues:
  a moral imperitive - won't (fill in the blank), or must (fill in the blank)
  this gives the other players room to put you in difficult positions, role wise, without affecting your chances of actually winning. 
  It'll define the kind of queen you become.

villiagers:
  will always take an issue if complicated, and not in the princesses favor (as the PCs move farther from their homeland common folk are less inclined to help dirty, naked, self proclaimed 'royalty'

Afterward:
  It would be appropriate to describe the 'coming home' and perhaps even some piece of legend about the queens reign, as from the distant future.

Note: Should this be GM-ish or GM-less?

Any thoughts anyone?

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