The Forge Reference Project

 

Topic: Pass the Ball, Tick the Clock
Started by: davidberg
Started on: 10/25/2010
Board: First Thoughts


On 10/25/2010 at 12:03am, davidberg wrote:
Pass the Ball, Tick the Clock

I wonder how much fun it would be to play a game where no one must (or can) invent setting features.  You play your characters and choose what they encounter from pregenerated options.  The pregenerated options could come with different mechanical impacts, affecting the characters' ability to reach a happy/successful ending.

Random example:
Each character has Health 10.  When you get to Health 0 you die.
Each character is stuck in the bottom Level of a 10 level prison.  When you work up to and escape the top Level, you get your happy ending.
Most of the pregenerated options are mixed bags, mechanically:
- hatch to the infirmary: +1 Health (good!), +1 Level (bad!)
- distracting, violent, small riot: -1 Level (good!), -1 Health (bad!)
Many of the cards would be mechanically redundant, but aesthetically different.  Cards featuring key NPCs could prompt some fun roleplayed speech, while cards of scary physical spaces could prompt some fun roleplayed straining.  They'd need more detail than my examples above; maybe one long sentence or three short ones.

To make it an interesting game for group play, the options could be on cards, and every player could have a secret hand of randomly-drawn cards.  Some cards would affect all the characters; others, only one character.

I could see the mechanical odds working in either of two positions:
1) Getting everyone out alive is easy.  Play the game for the story, and kill off characters if you find it fun.
2) Getting everyone out is challenging and requires coordinated, strategic card-playing.  It might be like playing Pandemic with a layer of imaginative color.

I think my personal happy zone is in-between; where you can do some odds-maximizing, but it doesn't require too much thought or grant complete control. 

Are there any RPGs that work like this?

Would I need a 3rd variable besides Health and Level to avoid winding up with an obvious right solution a la Tic Tac Toe?

Anyone inspired with ideas for interesting cards for the group?
Brainstorm:
- Split up on the ladder - you lose 1 level; the player to your right gains one level.
- Dangle a rope down the pipe - every player within 1 level of you joins you on your Level; you lose 1 Health from the exhaustion of pulling them all up

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On 10/25/2010 at 12:35am, chronoplasm wrote:
Re: Pass the Ball, Tick the Clock

I think that the number of cards in a player's hand would qualify as a third variable. Maybe you could include cards that allow players to draw, discard, or exchange cards in their hands?
Example:
Trap Door- A hatch or a collapsing floor opens up beneath you causing you to fall down and land in an unexplored room down below. -1 health, +1 level, draw two cards.

You may also include cards that allow players to save themselves from falling.
Catlike Reflexes- You do not lose life from falling.
Grab the Ledge- You grab onto something to avoid falling. You do not gain levels, but you must spend one life to pull yourself up.

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On 10/26/2010 at 12:13am, Noon wrote:
RE: Re: Pass the Ball, Tick the Clock

2) Getting everyone out is challenging and requires coordinated, strategic card-playing.  It might be like playing Pandemic with a layer of imaginative color.

I think if you want to use some sort of imaginative contact element, you need three categories of mechanic.
1. System initiated results (just because the board game says so)
2. System granted choices that players can make (these are like the cards you mention already)
3. System granted choices that players make after contemplating their reaction to previously spoken fiction.

The third one is bound to involve bias toward winning a particular result, to small or large degrees. But it'll have an element of fictional inspiration to it as well. And the mechanical choice made will likely provoke new fiction in someones mind, which may affect their next #3 choice, and so on (and the #3 choices obviously affect #2 choices because of the numbers interacting).

It doesn't sound like you have #3 yet? And your making a nice board game, but trying to maintain some fictional world situation in doing it. Man, I've been there so many times - and the fictional world situation is such a bitch to turn into an actual hard board game like the guys from cheap ass games would make or such - all too often it'd come down to gamble and/or a best solution like in your tic tac toe example. Though I really enjoyed the old space quest games on the computer where you had to find a solution, but only the once. So having a solution you find isn't necessarily a dead end, just a different style of game. You might do well to consider having a 'set solution to each scene' game (though some get arounds for when inevitably no one gets it, seems to me to be vital - in space quest I could just save and quit. Don't have that option in a group game)

Anyway, if your only doing #1 and #2, it's best to start letting go of the notions of a game world and start using strange abstractions, because that seems the easiest way to make for a complex games (to cite cheap ass games again, they always seemed to use abstractions to make the gameplay hard to master)

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On 10/28/2010 at 1:03am, Bloomfield wrote:
RE: Re: Pass the Ball, Tick the Clock

I like the idea of cards both providing and limiting choices, and would go for a mechanic that models present consequences of past actions. So, choices that players make now to get up a level or gain a health will limit their choices at some point in the future (for example, by restricting the pool of available cards, changing the effects of cards played later, etc).

It does sound more like a board game than an rpg.

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On 10/29/2010 at 10:11pm, davidberg wrote:
RE: Re: Pass the Ball, Tick the Clock

Well, here was my thought: let's say I have 10 cards in my hand.  Let's say these 10 cards represent 4 distinct mechanical options.  So, I pick the "-1 Level, -1 Health" option. 

But then I have two different cards that do that!  One of them is "stab someone; guards slowed down by stopping his bleeding; the guy you stabbed broke your jaw with a punch".  The other is "after not eating for 3 days, you're skinny enough to slip behind the red-hot boiler and get to the forgotten maintenance ladder". 

I'll chose one or the other in response to previously established fiction.  If my guy's a badass and we seem to be carfting a violent story, I'll play the first card.  If my guy's a shat-upon survivor and we're doing a Shawshank thing, I'll play the second card.

And then my choice of violence vs sneaking will inform the next player's choice, and so on.

Does it seem like that moment of aesthetic choice would be meaningfully fun, or trivial?

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On 10/30/2010 at 3:28am, Noon wrote:
RE: Re: Pass the Ball, Tick the Clock

Hmmm, to me, it depends on whether the principle is 'it WILL inform the next players choice' or the principle is 'it is fun to have ones choice influenced by previous fiction, so as much as people do fun things when they can, its likely will happen as that'

And sometimes someone wont consider prior fiction in making their choice.

And that's okay because when choices are influenced by prior fiction, that's a fun bonus that just adds to the activity. This, rather than B: it being required and your bad if you don't take prior fiction into account and it's the hardcorez, and...in the end nobody is being influenced by fiction for that is for any anything to do with fun. They are just doing it to avoid the stick.

To me it seems alot of gamers do B, where it's more important that the activity gravitates heavily on fiction than the activity actually being fun (the idea of simply enjoying play at a board game/card game is treated as anathema (see the 'hardcore' in the gamism essay).

Anyway, I do go on.

I think it will influence the descriptor used (I can see the boiler and the broken jaw coming up latter, atleast in my own imagination), and as I understand it the player will have a hand of cards - I think at times it'll influence what card someone chooses. Simply because it's fun to do that sometimes (to make choices based around the spoken fiction, rather than just the numbers).

So yeah, when not forced I think it'll be fun and work when at times it dips into that fiction play level.

Can I have a whinge about how blood red sands hands a tool for forcing B in, to anyone inclined to make gameplay like that? Aww, go on, I'll just...oh, okay, I'll clam up now (heh, just making a side note and satirising myself a little along the way...)

That card example sounds good, sounds like you have great ideas in your head (or great ideas about to come into your head)! Good luck, David! :)

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On 10/31/2010 at 2:17am, davidberg wrote:
RE: Re: Pass the Ball, Tick the Clock

Oh, yeah, definitely no stick involved!

A hardcore gamist approach is certainly allowed, but it probably wouldn't be much fun, as the game is both strategically simple and heavily influenced by luck of the draw.  So hardcore folks would hopefully self-select out.

Hmm, maybe it'd be more transparent if I just removed all strategy and generated level/health outcomes with random die rolls?  So the only activity of play is to decide which narration to use?  That's probably a purer expression of my main intent... but seems less motivating.  "Get out alive" is a tangible goal in a way that "construct an aesthetically satisfying narrative" isn't.  Unless you get fanmail for picking a narration that everyone thinks is particularly apt...?

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On 11/1/2010 at 12:25am, Noon wrote:
RE: Re: Pass the Ball, Tick the Clock

Along those lines, something I had thought of after encountering the blood red sands rules was to actually have a secondary goal to winning, which is optional BUT if you can both win and complete the goal, well, you look cooler, of course! The second goal is that with each use of the cards you would gain, say, 10 believability points. But if people think your action doesn't fit the prior fiction, they can call out and it reduces the number of believability points you get. Probably relative to the number of people who call out.

So you either have some end goal amount of believability score to meet the secondary goal, or just try to win and try to have more believability than everyone else as a secondary goal. Which I think is better than the blood red sands/traditional model, because I think winning often very much goes against what one is willing to believe can happen.

And just on the cards where you mentioned two different descriptions - could players make up their own as well (not the numbers involved, but the fictional description of events)? I'm not saying that as if it makes the card descriptions redundant - those descriptions being there and a choice of two is very important as it gets over the very problem we talked about of when you can't make something up. But for the times when something does pop to mind, can you make up your own description of why the games numbers are changing?

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On 11/12/2010 at 8:48pm, davidberg wrote:
RE: Re: Pass the Ball, Tick the Clock

That makes a lot of sense.  Everyone's trying to win, but who can do so with the greatest finesse?  This could be measured in plausibility (testing logical skills and maybe knowledge of prisons), vividness (testing description and portrayal skills), drama (testing narrative skill in crafting affecting human situations), excitement, laughs, genre fidelity, or any number of aesthetic criteria.  Maybe allowing the group to pick one before play would be a nice way to customize!  The emo crowd can give points for drama, the immersives can give points for vividness, the action movie fans can go for excitement or laughs, etc.

Callan wrote:
And just on the cards where you mentioned two different descriptions - could players make up their own as well (not the numbers involved, but the fictional description of events)?


Hmm.  My first instinct is to say, "Yes, of course!"  But that dramatically changes the nature and challenges of play.  For example, it would give me a big advantage over my actor friend.  If we're limited to what's on the cards, his portrayal skills might give his narration more oomph than mine.  But if we can make stuff up, my creative generation is going to mean I'm always inventing a better option than he's got.

That seems like a shame in a game that might otherwise be more accessible to less creative gamers.  I mean, yeah, they could still play, but they'd be out of the running for the game's secondary goal if I was there and free to make shit up.

Perhaps this could be integrated with my "pick your own aesthetic criteria" idea.  Maybe "invent your own fictional description" could be in play or not depending on that criteria.  Hmm, looking over my list, I'd think it probably would be in play for everything except maybe vividness.  Maybe better to have these two settings picked independently.

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On 11/13/2010 at 5:23am, Noon wrote:
RE: Re: Pass the Ball, Tick the Clock

Well, I don't know the right words to describe it, but the scoring system I described is butressed - ie, you get with 10 points with each mechanics use, and can only go down if someone basically calls out about it. That means being better at describing anything wont gain you anything. You can only lose from the 10 by, in someones mind, being jarringly out of sync with the prior fiction. In terms of this secondary goal perhaps alot of the time everyone would have the exact same score at the end. So it'd be a matter of trying not to miss out on being equal. You want to win and also equal out on this.

This probably needs some slow but steady catch up method for someone if they screwed up at some point - so as to give them a chance to get to equal at the end/give uncertainty to play (ie, they don't screw up and then go "Well, that's it, can't catch up now"). Perhaps they get 11 points each time until the catch up with the lead person (where they become equal with that person).

This is how I think my early and beyond roleplay went - ie, you could simply go and be entirely abstract in your rules usage and blow the shit out of stuff, but it wouldn't be as cool. So you wanted to win and manage your coolness to it's full potential.

I'm not sure about choosing genre - I think overall I'd just have the game instruct the player to shoot for some sort of genre and leave it at that. Basically the notion of genre is there so players know imagining is part of this gig. I dunno - to me, the feeling of one person going for a emo genre and another for a macho action I find kinda exciting and makes me smile, as long as the two other players get that a missmash is pretty cool. Genre hybriding is amusing to me and fun - the juxtaposition of them against each other is even a source of inspiration to me. But perhaps that's just me? I dunno, I find it fun.

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On 11/13/2010 at 11:25am, stefoid wrote:
RE: Re: Pass the Ball, Tick the Clock

David wrote:
I wonder how much fun it would be to play a game where no one must (or can) invent setting features.  You play your characters and choose what they encounter from pregenerated options.  The pregenerated options could come with different mechanical impacts, affecting the characters' ability to reach a happy/successful ending.


I had a similar idea  http://www.indie-rpgs.com/forge/index.php?topic=29532.0

My idea also seeks to add a framework to cooperative story generation - the players draw a random element that they must incorporate into story, kind of like signposts or beacons.  You are now here and somehow you have to get to there.

Forge Reference Links:
Topic 29532

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