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Topic: What is the next great evolution in RPG design?
Started by: Kester Pelagius
Started on: 4/10/2003
Board: RPG Theory


On 4/10/2003 at 6:44am, Kester Pelagius wrote:
What is the next great evolution in RPG design?

Greetings All,

Since the infancy of role-playing, way back when the term 'Fantasy Wargaming' was considered synonymous with 'RPG', there have been preconceived notions of what constitutes a proper game. Now what one gamer might mean by 'game' can, and often does, vary from group to group. Too, it will likely depend largely upon the sort of game, and rules found therein, that is being played, not just the setting or even the milieu. Yet what is considered to be a role-playing game has undergone many changes over the years since D&D was first published. The rules of play have evolved and matured, often along with the players. Which brings me to the reason for this post.

Given the variety of styles and milieu of role-playing game that have been developed here at The Forge and are currently under development what do you think the future of role-playing games will bring?

I realize there have been many trends, not just in Indie game design, but also in the mainstream of the hobby. Much has changed, from D20 and the OGLs to the ability of game designers to use the Internet to get their games to a wider audience than they might have been otherwise able too just a decade ago. Keeping that in mind. . .

What direction do you foresee the games of the future taking?

Do you think that the theories currently discussed here will have any impact on them?

What sorts of innovations in game design and play would you like to see?


Kind Regards,

Kester Pelagius

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On 4/10/2003 at 6:51am, Bruce Baugh wrote:
RE: What is the next great evolution in RPG design?

There's room for a game - or rather lots of games - that provide useful advice to folks involved in freeform "simming" and to people interested in a bit more structure for their gaming.

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On 4/10/2003 at 7:08pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings,

Looks like I am going to have to stir up the ant pile.

Ok, 70+ views and 1 response. Not bad. But, people, if you can find the time to argue about whether or not Monopoly is a RPG you obviously have something to say about the direction RPGs are going, could take, might take, or possibly should have taken.

Or do those engaged in such arguements have no true opinions but rather prefer to engage in pointless debates purely to hone their debating skills? If that's the case then, by all means, remain silent. Otherwise your input and opinions would be much appreciated.

Unless you think that RPGs have no future. That there are no innovations waiting in the wings because, like Solomon said, there is nothing new under the sun. Even so that's an opinion. Let it be known.

Thanks all.


Kind Regards,

Kester Pelagius

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On 4/10/2003 at 7:08pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Bruce Baugh wrote: There's room for a game - or rather lots of games - that provide useful advice to folks involved in freeform "simming" and to people interested in a bit more structure for their gaming.


Could you expand upon that?

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On 4/10/2003 at 7:09pm, quozl wrote:
RE: What is the next great evolution in RPG design?

I think we're going to see a lot more RPGs like Monopoly.

No, I'm not kidding.

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On 4/10/2003 at 7:18pm, Mike Holmes wrote:
RE: What is the next great evolution in RPG design?

I think a lot of this issue got hashed out in the thread on Holographics, oddly enough.

Also, when a person sees the next evolution, doesn't he go off and make it? That is, I don't think anyone knows. Or the question would be moot, and we'd be pointing at that visionary.

Mike

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On 4/10/2003 at 7:20pm, Walt Freitag wrote:
RE: What is the next great evolution in RPG design?

I agree with Bruce, except that I'd substitute "system tools" where he said "advice."

Yeah, I've said this before. And yeah, I'm working on it.

- Walt

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On 4/10/2003 at 7:35pm, Ron Edwards wrote:
RE: What is the next great evolution in RPG design?

Hey

Christopher (Kester), you wrote,

do those engaged in such arguements have no true opinions but rather prefer to engage in pointless debates purely to hone their debating skills? If that's the case then, by all means, remain silent.


That was obnoxious and provocative. Don't do that again, please.

Best,
Ron

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On 4/10/2003 at 7:38pm, C. Edwards wrote:
RE: What is the next great evolution in RPG design?

Hey Kester,

I'm not half as concerned about the evolution of rpgs as I am about the evolution of the rpg gamer. The level of awareness among gamers as to the possibilities offered by existing games (and I suppose games yet to be designed) needs a severe boost. I consider The Forge to be a nice comfy ray of light shining down upon the path out of the gaming dark ages.

-Chris

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On 4/10/2003 at 7:43pm, Paul Czege wrote:
RE: What is the next great evolution in RPG design?

But, people, if you can find the time to argue about whether or not Monopoly is a RPG you obviously have something to say about the direction RPGs are going, could take, might take, or possibly should have taken.

Well...I didn't spend time on that Monopoly conversation, but I've got something to say here.

When I think about the post-Elfs/post-Pool Narrativist game designs baked at The Forge, what I see are various mechanical schemes that in one way or another basically render unto the player a firehose of unregulated creative power over setting and conflict. My own design, The World, the Flesh, and the Devil is one such game.

What I'm interested in seeing are more nuanced and sophisticated power redistributions that still provide for the collaborative creation of story that characterizes Narrativism. Dust Devils, I think, is brilliant in how it treats a character's success in conflict as a distinctly separate output of resolution from who gets to narrate the outcome. But I think there's still an incredible amount of room to explore here. I envision games that grant and rescind power over the introduction of such things as new NPCs, locations, relationships, historical details, animosities, and power structures, to name just a few, and mechanics that maybe even allow players to seek, cultivate, and work to protect the various powers that suit their personal taste.

Paul

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On 4/10/2003 at 7:51pm, Valamir wrote:
RE: What is the next great evolution in RPG design?

quot;Paul Czege
What I'm interested in seeing are more nuanced and sophisticated power redistributions that still provide for the collaborative creation of story that characterizes Narrativism. Dust Devils, I think, is brilliant in how it treats a character's success in conflict as a distinctly separate output of resolution from who gets to narrate the outcome. But I think there's still an incredible amount of room to explore here. I envision games that grant and rescind power over the introduction of such things as new NPCs, locations, relationships, historical details, animosities, and power structures, to name just a few, and mechanics that maybe even allow players to seek, cultivate, and work to protect the various powers that suit their personal taste.
Paul


Yup, yup. One of the reasons I think its so important to recognize the faults of the Impossible Thing text is to liberate designers into realizing that there is an entire world of possible distribution of power outside of the traditional split. I agree, the first step was just getting that power out there and accepted (like the Pool did). Now I'd like to see designers explore possibilities to reel that power back into something more controled, but with a different structure.

One of the reasons I really love Otherkind, in fact, is the step it takes in this direction.

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On 4/10/2003 at 8:10pm, Jared A. Sorensen wrote:
RE: What is the next great evolution in RPG design?

Paul Czege wrote: I envision games that grant and rescind power over the introduction of such things as new NPCs, locations, relationships, historical details, animosities, and power structures, to name just a few, and mechanics that maybe even allow players to seek, cultivate, and work to protect the various powers that suit their personal taste.


Well, uh, Universalis. I guess it could be refined or whatever but I think that Uni is the ultimate expression of what RPGs are/could be. Either that or it's the antithesis of RPG's. Something. Lex Luthor would like it. And what's with bald guys either being totally evil or totally good? I mean, really.

Me? I have a feeling my next game is going to be about college dorm life.

Or something.


Maybe.

- J

Content: Allowing players to set the target numbers of the opposition. That would be interesting.

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On 4/10/2003 at 8:13pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings Mike,

Humbling as ever.

Mike Holmes wrote: I think a lot of this issue got hashed out in the thread on Holographics, oddly enough.


Possibly. But I think there is still a lot to consider. I could be wrong, probably wouldn't be the first time, I'm sure the arbiters of pride and arrogance here at The Forge will let me know. Eventually. ;)

Mike Holmes wrote: Also, when a person sees the next evolution, doesn't he go off and make it? That is, I don't think anyone knows. Or the question would be moot, and we'd be pointing at that visionary.


Well, going by current trends, we can guesstimate based upon what has come before. I've noted many people speak of the innovations in games like Donjon, Universalis, and Elfs (hope I remembered that right). But do games like this form a trend that will be followed or are they merely unique games that will probably be underappreciated by the larger gaming hobby?


Kind Regards,

Kester Pelagius

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On 4/10/2003 at 8:15pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings Ron,

Ron Edwards wrote: Hey

Christopher (Kester), you wrote,

do those engaged in such arguements have no true opinions but rather prefer to engage in pointless debates purely to hone their debating skills? If that's the case then, by all means, remain silent.


That was obnoxious and provocative. Don't do that again, please.


Apologies if it sounded that way.

Guess my preface remark should have had a smiley by it or something, did not intend to insult anyone here.

Again, my sincere apologies if anyone took offense.


Kind Regards,

Kester Pelagius

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On 4/10/2003 at 8:18pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings Walt,

Walt Freitag wrote: I agree with Bruce, except that I'd substitute "system tools" where he said "advice."

Yeah, I've said this before. And yeah, I'm working on it.


Indeed, I think that Mr. Baugh has some very interesting ideas.

So, if I may, what are you working on?


Kind Regards,

Kester Pelagius

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On 4/10/2003 at 8:19pm, greyorm wrote:
RE: What is the next great evolution in RPG design?

EDIT: This cross-posted with Kester's Apology and his following posts.

I take serious issue with your "Respond to my thread, or you're a weenie!" attitude, Kester. This is the second time you've polled for responses when your initial question did not result in a furious debate or discussion.

Realize that what you believe to be the next great debate might not hold any interest or be so vague or full of assumption as to be undiscussable.

I, personally, think the question here is...well, inane. If we knew where RPGs were going, we'd be there already. It's like asking, "What new technologies do you see emerging in ten years time?" or "What television show do you plan to be watching on Wednesday nights in five years?"

Nobody can know the answer, and guesses are usually sadly incorrect. Especially given something that is wholly system and design like an RPG.
I'd prefer to deal with current "technologies" that can actually be worked with and discussed usefully.

In fact, the only question that is useful in this sort of discussion is, "What design are you working on right now?" and "What do you want a system to do that a current system doesn't?"

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On 4/10/2003 at 8:23pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings Mr. Edwards,

C. Edwards wrote: I'm not half as concerned about the evolution of rpgs as I am about the evolution of the rpg gamer. The level of awareness among gamers as to the possibilities offered by existing games (and I suppose games yet to be designed) needs a severe boost. I consider The Forge to be a nice comfy ray of light shining down upon the path out of the gaming dark ages.


That *is* a interesting statement. Would you agree then that, perhaps, there exists a erroneous misconception amongst most gamers that once a game ceases to be published and supported that it is no longer worth playing?

I, for one, wouldn't mind seeing more people talking about the fun they had playing their favorite *old* game, rather than complaining about how the rules fail to do this thing or the rules don't quite display that level of realism. Or is it just me?

I mean, after all, we still play Monopoly and Chess, right?

And those games are far older than RPGs.

Definitely something to think about!


Kind Regards,

Kester Pelagius

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On 4/10/2003 at 8:26pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings greyorm,

greyorm wrote: In fact, the only question that is useful in this sort of discussion is, "What design are you working on right now?" and "What do you want a system to do that a current system doesn't?"


Questions that one coudl assume were implicit in my rather general questions.

So, greyorm, what game(s) are you working on now?

What type of system do you plan to implement for use in it, and how did you come to choose that system over the others extant at this time?


Kind Regards,

Kester Pelagius

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On 4/10/2003 at 8:27pm, Mike Holmes wrote:
RE: What is the next great evolution in RPG design?

Kester Pelagius wrote: I've noted many people speak of the innovations in games like Donjon, Universalis, and Elfs (hope I remembered that right). But do games like this form a trend that will be followed or are they merely unique games that will probably be underappreciated by the larger gaming hobby?


Probably not.

What becomes trends isn't what's innovative, usually, but what's flashy. The next big trend will, as usual, follow novelty and fashion rather than simple innovation. Thus the huge fascination with Clix. It doesn't really work all that well, and it's nothing new in terms of rules, etc. But what it is, is something neat and new that's visually based. And that's what sells.

Perhaps if someone can figure out how to bring sex to RPGs, in a non-nerdy, non-pornographic way (i.e. not Xenophile or Fatal), that could be the next big thing.

Mike

Edited in: Oops, wait, that was Vampire, wasn't it? ;-)

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On 4/10/2003 at 8:39pm, Le Joueur wrote:
Fine

The future?

We'll stop making D&D clones and calling them mainstream; we'll take mainstream and make games of it!

We'll junk the 'game store' concept and create something like a coffee house with gaming in it!

Networked console games will finally add enough social interaction to catch up with MUDs and MUSHes. (I love .Hack//Sign!)

We'll get beyond DFK and finally develop games that aren't just resolution systems, they'll be social activity games!

We'll get beyond this idea that it has to be printed and on a shelf to be a 'legitimate game.'

People will engage in role-playing games without having a pretext of civil war reenactment, creative anachronism, or sexual aberration.

Kids will come out of a theatre saying 'how kewl' a certain character was and be able to be playing it as a game before they get to the parking lot.

Someone will finally make a Collectible Card Game that is both very much a role-playing game and popular with Magic: the Gathering collectors.

People will take roles they're familiar with to new and 'unsafe' arenas using role-playing games without thinking their going to screw up their own psychology or go kill people or have to learn something.

Deep within the heart of the digital age, people will discover how much fun it is to sit down, in person, with other people and use their imaginations together. (No tools, cheats or otherwise.)

People will find it possible to use role-playing games as a healthy alternative to a life that cannot have (it'll work for more than just handicapped kids, y'know).

People who can't write their way out of a paper bag will be able to enjoy the feeling of creating something really good 'with a little help from their friends.'

Someone will create a visual stimuli rig based on reflectivity to project realtime three-dimensional illusions onto your retinas so that you can do something you never tried before, just for the sake of doing it.

I'll be a millionaire.

Who can say what the future will truly bring? Who predicted Vampire LARPGs? Heroclix? Collectible card games? Who knows what will 'catch?' Certainly not me.

Fang Langford

p. s. But I really like that last one.

[edit: to add one and correct speelings!]

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On 4/10/2003 at 9:34pm, C. Edwards wrote:
RE: What is the next great evolution in RPG design?

Hey Kester,

Kester wrote:

Would you agree then that, perhaps, there exists a erroneous misconception amongst most gamers that once a game ceases to be published and supported that it is no longer worth playing?


I don’t know if that misconception exists amongst most gamers, but it definitely exists. Really, I don’t see that as being as large a problem as that of the many gamers not willing or able to accept and explore new game designs, formats, and presentations.

-Chris

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On 4/11/2003 at 1:20am, greyorm wrote:
RE: What is the next great evolution in RPG design?

Kester Pelagius wrote: So, greyorm, what game(s) are you working on now?

"Orx" and "Ninja Kitty, Samurai Dog" are the two full games I'm working on. I'm also finishing development on two supplements for Sorcerer, each semi-divergent in certain aspects from the main rules.

What type of system do you plan to implement for use in it, and how did you come to choose that system over the others extant at this time?

Orx uses a die-scale system: that is, your effectiveness is measured in the size of the die you have to roll. It was originally designed to model the idea of becoming less effective at any task the more effort you put into it and failed at: that is, a failure in combat results in injury; but you can have social "failures" as well, which leave you feeling 'off' for the rest of the day; and intellectual failures, where you just feel more and more stupid, and keep doing dumber things, being more forgetful, etc.

That's obviously an over-simplification of the whole system, but AFAIK, there is nothing similar to this system out there. Likely because I designed the system to support how the game should play. As the system is designed for the game, this explains why I chose it over anything else.

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On 4/11/2003 at 2:45am, b_bankhead wrote:
RE: What is the next great evolution in RPG design?

quozl wrote: I think we're going to see a lot more RPGs like Monopoly.

No, I'm not kidding.


I agree, a Monopoly like rpg would fit the profile of the rpg playstyle I have derived in my upcoming essay "Rpg Structure and Issues of Recruitment".

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On 4/11/2003 at 3:10am, quozl wrote:
RE: What is the next great evolution in RPG design?

b_bankhead wrote:
quozl wrote: I think we're going to see a lot more RPGs like Monopoly.

No, I'm not kidding.


I agree, a Monopoly like rpg would fit the profile of the rpg playstyle I have derived in my upcoming essay "Rpg Structure and Issues of Recruitment".


Very cool. When can I read your essay?

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On 4/11/2003 at 3:10am, Kester Pelagius wrote:
You know you've picked the perfect name for a game when...

Greetings greyorm,

greyorm wrote:
Kester Pelagius wrote: So, greyorm, what game(s) are you working on now?

"Orx" and "Ninja Kitty, Samurai Dog" are the two full games I'm working on. I'm also finishing development on two supplements for Sorcerer, each semi-divergent in certain aspects from the main rules.


Have to ask.

What's "Ninja Kitty, Samurai Dog" like?

I can sort of guess what it might be about based on the title, which I have to admit intrigues me, but I might be wrong.

I'm thinking: A fun light hearted tongue in check kind of game.

Close?


Kind Regards,

Kester "loving that game's name" Pelagius

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On 4/11/2003 at 3:14am, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings,

b_bankhead wrote:
quozl wrote: I think we're going to see a lot more RPGs like Monopoly.

No, I'm not kidding.


I agree, a Monopoly like rpg would fit the profile of the rpg playstyle I have derived in my upcoming essay "Rpg Structure and Issues of Recruitment".


Are we talking a fixed board RPG or a pseudo-board game, perhaps one with tiles that can be placed on the table top to create the environment?

*searching memory for examples*

Ah, ok... will it be more like Hero Quest or Magic Realm? Or did you perhaps envision something more along the lines of Talisman?




Kind Regards,

Kester Pelagius

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On 4/11/2003 at 3:19am, quozl wrote:
RE: What is the next great evolution in RPG design?

Kester Pelagius wrote: Are we talking a fixed board RPG or a pseudo-board game, perhaps one with tiles that can be placed on the table top to create the environment?

*searching memory for examples*

Ah, ok... will it be more like Hero Quest or Magic Realm? Or did you perhaps envision something more along the lines of Talisman?

Kind Regards,

Kester Pelagius


I have no idea why any of that would make a difference. Could you explain what you have in mind?

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On 4/11/2003 at 3:20am, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings greyorm,

greyorm wrote:
Kester Pelagius wrote: What type of system do you plan to implement for use in it, and how did you come to choose that system over the others extant at this time?

Orx uses a die-scale system: that is, your effectiveness is measured in the size of the die you have to roll. It was originally designed to model the idea of becoming less effective at any task the more effort you put into it and failed at: that is, a failure in combat results in injury; but you can have social "failures" as well, which leave you feeling 'off' for the rest of the day; and intellectual failures, where you just feel more and more stupid, and keep doing dumber things, being more forgetful, etc.

That's obviously an over-simplification of the whole system, but AFAIK, there is nothing similar to this system out there. Likely because I designed the system to support how the game should play. As the system is designed for the game, this explains why I chose it over anything else.


Can't think of anything like what you've outlined. The closest I've seen, and which I have a skeleton system in place (though I can't recall where I got the idea for it, but I am sure it didn't originate with me) is to associate specific polyhedrals with power effects based on character type. Which I am pretty sure is not at all what you mean so, yep, sounds original to me.

Sounds like you are emulating a complex social structure, or rather a parody of one perhaps? (Ergo: Orx?)

If I may, what were your influences for deciding on this particular game premise?


Kind Regards,

Kester Pelagius

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On 4/11/2003 at 3:31am, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings quozl,

quozl wrote:
Kester Pelagius wrote: Are we talking a fixed board RPG or a pseudo-board game, perhaps one with tiles that can be placed on the table top to create the environment?

*searching memory for examples*

Ah, ok... will it be more like Hero Quest or Magic Realm? Or did you perhaps envision something more along the lines of Talisman?


I have no idea why any of that would make a difference. Could you explain what you have in mind?


How odd.

Simple answer: Because it would affect style of play, method of play, goal orientation, and affect what is possible within the confines of the game (meaning the field of play).

To grossly oversimplify: Monopoly is, in effect, a modified race game. It has been overlayed with an abstract element which allows the game to continue without having a set 'finish' while yet retain an 'end goal'; thus allowing for the illusion that the game is open ended. A basic premise which has been applied in numerous ways over the years, the most pertinent to FRPGs perhaps being the game King's Bounty.

Magic Realm uses large hex tiles to establish a 'board' that serves as the environment of play whereas Talisman and Heroes Quest use fixed boards, meaning they are static and, for the most part, unchanging. Yet despite this they do allow for a certain degree of customising and randomness that games like Monopoly, Pachesi, and Snakes & Ladders lack. But they, unlike games like King's Bounty or Wizard of Firetop Mountain could be classified as RPGs. Well, for sure Heroes Quest could, I may be thinking of Dragonquest where Talisman is concerned.

But the point being that each game provides for its own unique set up, some have static boards, some use tiles, and each have a set of rules that affect how the game is played and what can be done within the context of the game.


Kind Regards,

Kester Pelagius

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On 4/11/2003 at 3:45am, quozl wrote:
RE: What is the next great evolution in RPG design?

Kester Pelagius wrote: But the point being that each game provides for its own unique set up, some have static boards, some use tiles, and each have a set of rules that affect how the game is played and what can be done within the context of the game.

Kind Regards,

Kester Pelagius


I see. While that is all very interesting, that isn't what I meant when I said that I think we'll see more RPGs like Monopoly. What I meant was I think we'll see more RPGs where the level of character identification is more like Monopoly, in other words "me but I have superpowers" which is like in Monopoly where I play "me but I'm a greedy property baron". The "props" make the identification easier but are not necessary as any self-identified roleplayer can tell you.

I apologize for the miscommunication. From your prior statement, I thought you had read my thoughts on Monopoly in the "What are RPGs?" thread. Please let me know if this is still unclear to you.

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On 4/11/2003 at 4:07am, M. J. Young wrote:
The Future of Gaming

Kester, it's fun to speculate, but is it really practical?

I wrote an article nigh on three years ago, still posted at The Learning Fountain, entitled The Future. In it, I observed a number of things about predicting the future.

The first is that nearly all predictions of the future are wrong. There are two essential reasons for this. For one thing, in projecting our expectations for the future, we always work from our concerns of the present. In the 1950's, disposable clothing was considered a wonderful futuristic concept; today, it would be considered an environmental nightmare. Most the things we looked forward to half a century ago (I'm almost that old) have ceased to hold much interest. For another thing, what will come is always based on the surprises. No one anticipated personal computers; yet the central computerized houses don't exist. AT&T was working on thousands of ways to route telephone service to you wherever you were (the Call Forwarding feature was demonstrated at the 1964 New York Worlds Fair--along with the Picturefone that isn't used because it eats more bandwidth than it's worth), but the cel phone was never expected to have this level of popularity.

The other is it isn't particularly useful to be way out on the cutting edge. How many games here at The Forge are breaking new ground? Now, how many of these have reached the mass market? Does anyone remember the Amiga computer? It was the first Multimedia computer in production, by most of a decade, and Commodore went out of business because no one saw any use for a computer that would show movies and play music. Being way ahead of the curve means no one understands what you're doing; and that means you don't have a market.

Of course, like everyone else, if I knew what really would take the gaming community by storm, I'd be writing that. That was in fact one of the reasons we created Multiverser--we thought we had something that would take the gaming community by storm, and be the next D&D/WoD/M:tG of the hobby game industry. Obviously, for whatever reasons, that has not happened. (Maybe we didn't have the marketing savvy?)

The future will come to us; looking ahead a month or a year is a good thing, but trying to guess the next big thing is a lost cause, and trying to look beyond that is sheer speculation.


--M. J. Young

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On 4/11/2003 at 4:12am, M. J. Young wrote:
RE: What is the next great evolution in RPG design?

I cross posted with this:

quozl wrote: ...I think we'll see more RPGs where the level of character identification is more like Monopoly, in other words "me but I have superpowers" which is like in Monopoly where I play "me but I'm a greedy property baron". The "props" make the identification easier but are not necessary as any self-identified roleplayer can tell you.

Having just written that we thought Multiverser was the wave of the future when we published it, it intrigues me that this "I game" concept (which we emphasize) is part of Quozl's prediction. Multiverser really is about "me, but I'm this".

May he be proved correct.

--M. J. Young

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On 4/11/2003 at 4:51am, greyorm wrote:
RE: What is the next great evolution in RPG design?

M. J. Young wrote: it intrigues me that this "I game" concept (which we emphasize) is part of Quozl's prediction

Just a historical note for you future historians out there: First Edition Immortal "way back" in '94 was deliberately aimed at the idea of playing "me, but I'm waking up to the supernatural power I really am."

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On 4/11/2003 at 4:58am, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings quozl,

quozl wrote:
Kester Pelagius wrote: But the point being that each game provides for its own unique set up, some have static boards, some use tiles, and each have a set of rules that affect how the game is played and what can be done within the context of the game.


I see. While that is all very interesting, that isn't what I meant when I said that I think we'll see more RPGs like Monopoly. What I meant was I think we'll see more RPGs where the level of character identification is more like Monopoly, in other words "me but I have superpowers" which is like in Monopoly where I play "me but I'm a greedy property baron". The "props" make the identification easier but are not necessary as any self-identified roleplayer can tell you.

I apologize for the miscommunication. From your prior statement, I thought you had read my thoughts on Monopoly in the "What are RPGs?" thread. Please let me know if this is still unclear to you.


I read your remarks. Just didn't necessarily agree with your stance and didn't really have much of anything constructive to add to the discussion, which is why I didn't post to the thread. That is not to say your arguement isn't an interesting one, it's just not in accord with my own perception of what makes a RPG a role-playing game.

Take King's Bounty, for instance. It is a game very much like Monopoly, you even have money and a banker. However the goal of the game is not to gain a monopoly, you are playing Bounty Hunters out to collect bounties. However, unlike Monopoly, you have a number of pregenerated characters you can choose for a Bounty Hunter. Thus, quite literally, you are taking on a persona, whereas in Monopoly I am playing a race game in which the only choise I have is the type of playing piece I get to use.

There is no true 'persona' element to role-playing, save perhaps an imagined one, and then only if you want to play 'make believe'. Or is there? (I did give what you said some thought.) Truth be told, all that any role-playing game is at its most basic is just that. Make believe. In fact role-playing games have existed far longer than we've had the term for them. Yet the games we meld into each other, take on new forms, are adpated, eventually are given new shapes and forms, and thus evolve over time.

But what makes a RPG stand out is the rules to create characters, IMO, or at the very least the presentation of characters with statistics. Many might disagree, but to me that's what makes a RPG a RPG. You have to have statistics or other parameters that define the character you are playing, and allow for you to generate said character.

Conversely take the Storyteller games. Are they really an RPG? And by whose definition? (Maybe we need a broader definition of role-playing game with categories?)

I can still recall when the answer most gamers would have given to that was a firm: NO! And why? The main reason I seem to recollect was to do with story telling being one of those things you did when camping, or sitting around ina dark room on Halloween, or some such. But if I asked the average gamer that question what do you suppose the answer would be? Of course that they are RPGs.

Maybe it's just me but I find that fascinating.

So, if I may, do you consider games like Stratego, Chess, Pachesi (Ludo), Snakes & Ladders (viz. Candyland), Shaturanga, Life, Risk, Axis & Allies, and games like them to fall into the same category of 'role' game you place Monopoly in? Why?


Kind Regards,

Kester Pelagius

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On 4/11/2003 at 5:47am, greyorm wrote:
RE: What is the next great evolution in RPG design?

Kester Pelagius wrote: What's "Ninja Kitty, Samurai Dog" like?
...I'm thinking: A fun light hearted tongue in check kind of game.

Yep. I'm not too far with the design -- focusing my energy elsewhere for the moment, but that's my goal with it, anyways.

Sounds like you are emulating a complex social structure, or rather a parody of one perhaps? (Ergo: Orx?)

Er, no, actually. Though I am exceedingly curious as to how you see this mechanic accomplishing such? (because it sounds like a very interesting idea)

PM me or start another thread about it!

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On 4/11/2003 at 5:54am, hix wrote:
RE: What is the next great evolution in RPG design?

Way back on page one, Paul Czege suggested a system moderating the amount of power a player has to create, define and manipulate NPCs and events.

I envision games that grant and rescind power over the introduction of such things as new NPCs, locations, relationships, historical details, animosities, and power structures, to name just a few . . .


Since we're talking "future of role-playing", how about a possible future version of D&D that cross-pollinates with some of these ideas.

For example, players and GM choose a style of campaign - Hack and Slash, Political Maneuvering, Swashbuckler etc.

In a "Political Campaign" you'd earn more experience for achieving political objectives than defeating monsters. And therefore you'd become more powerful in this mileau* not by whacking orcs but by brokering a truce between two rival mountain clans. IOW, rewarding non-standard D&D behaviour.

That's the soft version. The hard version would establish that players have the ability to create elements of the game depending on how well they adhere to the agreed upon style. That their power to influence the game expands or contracts depending on how appropriate their contributions are.

Just some rough thoughts. Probably there are games that already achieve this or do it much better.

My point is that using a well established brandname to introduce concepts like this may be the easiest way to expand the mass market's awareness of "what's possible". And by exposing more people to new ideas, I assume you increase the chances of a paradigm shift in game design.

Steve.

* This example is courtesy of inverting our current game, which is highly political and yet the only way to gain power is by hunting monsters - a phenomena I'd never identified bugged me until I starting reading at The Forge.

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On 4/11/2003 at 7:55am, talysman wrote:
RE: What is the next great evolution in RPG design?

hix wrote: Since we're talking "future of role-playing", how about a possible future version of D&D that cross-pollinates with some of these ideas.

For example, players and GM choose a style of campaign - Hack and Slash, Political Maneuvering, Swashbuckler etc.

In a "Political Campaign" you'd earn more experience for achieving political objectives than defeating monsters. And therefore you'd become more powerful in this mileau* not by whacking orcs but by brokering a truce between two rival mountain clans. IOW, rewarding non-standard D&D behaviour.

That's the soft version. The hard version would establish that players have the ability to create elements of the game depending on how well they adhere to the agreed upon style. That their power to influence the game expands or contracts depending on how appropriate their contributions are.


interesting... some of the ideas I've had for games recently (ever since that dratted "24 hour game" post! heh.) fall into a group of games I'm calling my "fantasy inversions" rpgs. they all resemble DnD (or, more accurately, TFT) to a certain extent: pseudomedieval adventure-fantasy, rewards for meeting challenges rather than role-playing, and so on; but each game will twist one classic FRPG concept. for example, one game called Malignment will focus on alignment issues in a weird way.

one of the other games (the one I was seriously considering starting 24 hours of work on) is called The Eternal Messenger. it's a standard FRPG with a TFT-like mechanic (roll 3 dice below stat to succeed, roll more dice for more difficult tasks,) but the characters are all messengers -- specialists in deliveries. they earn experience at a flat rate of 1 point per die of difficulty, even for combat... but earn much more experience for delivering messages, with a bonus for short delivery times and for each hazard along the route. and the players can ask for a more hazardous route to earn more experience points.

the future of gaming? probably not. I think a lot of what we see as gaming trends depends more on marketing by large companies combined with new young players entering the hobby: whatever there's a lot of in the game stores when kids become gamers, that's what they buy and what they become used to. right now, the trend seems to be shifting towards miniatures, for the same reason that splat books used to be the big thing (maximize sales.)

of course, since online publishing and indie games are more prominent now, maybe this time a heavy marketing push to maximize sales will have a backlash effect and the future of rpgs will be lots of focused small games. or not. the future is a fickle chyk.

side note on Monopoly-like rpgs: I dunno about this. rpgs based more on boardgames? maybe... I suggested this myself back during the mainstream discussions, but I'm not sure if it will be a Big Thing. as for rpgs that are more like "me but with superpowers", that could simplify some things, but that concept has been around a while and has never gained a huge fan base. I played in a "you with superpowers" rpg over a BBS back in '91 or '92, and I think the idea has been floating around for a lot longer than that, but you only see a few rpgs based on that concept. I think more people are interested in playing "my favorite tv/movie character, but with a different name" than in playing themselves with superpowers.

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On 4/11/2003 at 12:37pm, quozl wrote:
RE: What is the next great evolution in RPG design?

Kester Pelagius wrote: But what makes a RPG stand out is the rules to create characters, IMO, or at the very least the presentation of characters with statistics. Many might disagree, but to me that's what makes a RPG a RPG. You have to have statistics or other parameters that define the character you are playing, and allow for you to generate said character.

Kind Regards,

Kester Pelagius


This is the part that I think will change. RPGs will not be all about characters. Instead, they will be about players and the roles they play will be defined little more than they are in Monopoly (which are only defined as "money-hungry property barons" and that's not even explicit).

I have a lot more to say on this subject but it deserves a thread of its own and I need to make my thoughts a bit more coherent first, perhaps in essay form. There's a lot to discuss.

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On 4/11/2003 at 12:56pm, Thierry Michel wrote:
RE: What is the next great evolution in RPG design?

Are you asking about the future of RPGs in general, or pen-and-paper RPGs specifically ?

I guess that, as more computer games like NeverWinterNights appear, traditional (pen-and-paper) RPGs will move towards the "low-complexity" end of the scale, with more emphasis on openness and flexibility.

(but it wouldn't be the first time that I'm totally wrong).

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On 4/11/2003 at 2:22pm, Paul Czege wrote:
RE: What is the next great evolution in RPG design?

Hey Steve,

In a "Political Campaign" you'd earn more experience for achieving political objectives than defeating monsters. And therefore you'd become more powerful in this mileau* not by whacking orcs but by brokering a truce between two rival mountain clans. IOW, rewarding non-standard D&D behaviour.

I think for it to work you'd need to do more than just change the criteria for earning experience. That's only half of the reward system. You'd need to adjust the nature of the payoff for leveling up as well. Paying characters for acts of peacemaking and other political triumphs with increasing combat expertise wouldn't achieve what you're after, I don't think.

Paul

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On 4/11/2003 at 2:37pm, Mike Holmes wrote:
RE: What is the next great evolution in RPG design?

quozl wrote: What I meant was I think we'll see more RPGs where the level of character identification is more like Monopoly, in other words "me but I have superpowers" which is like in Monopoly where I play "me but I'm a greedy property baron".


I think we're still not getting it. I'm not at least. What you describe is Villains and Vigilantes. Or is there some difference that I'm not getting?

Mike

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On 4/11/2003 at 8:46pm, clehrich wrote:
RE: What is the next great evolution in RPG design?

To my mind, Thierry has hit the nail on the head

I guess that, as more computer games like NeverWinterNights appear, traditional (pen-and-paper) RPGs will move towards the "low-complexity" end of the scale, with more emphasis on openness and flexibility.

To put it more broadly, I suspect that the RPG field will increasingly divide into three big camps:

1. More of the same, i.e. continuations (perhaps under new names) of previous successful games. Broadly speaking, this would be Heartbreakers in all areas.

2. Knockoffs, spinoffs, and tie-ins: games whose primary purpose is to cash in on the popularity of something in another medium, such as a film, TV show, anime series, current-events debacle, video game, etc. I'd guess you'll see a lot of RPGs that imitate video games in particular, letting you do more gaming in a world you came to like and can visualise through a video game.

3. Games that try not to be either of these. Here's where Thierry's point comes in, and the Forge: these are games which make a point of doing something that cannot be done as well in another medium. Thus you've got the emphasis on moral premises, on extreme freedom, on reflexive play, etc.

I'd guess that the big counter-pole for a while yet will be video games, since game consoles are getting more and more common every day.

Don't know if this helps in any way. Predicting the future is, as M.J. points out, fairly hopeless.

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On 4/11/2003 at 9:17pm, Kester Pelagius wrote:
Re: The Future of Gaming

Greetings MJ,

I've been trying to think of how to best answer yor post, and the best way I think I can do that is to concentrate on your opening question.

M. J. Young wrote: Kester, it's fun to speculate, but is it really practical?


Granted there will be a lot of voices for the 'depends' and 'probably not' category, but if you really think about how we humans operate, yes it is practical. If only because we speculate about what the future may be like every day of our mortal existance.

We speculate about life after death, what our next pay check will be like (and how unforseen expenses may affect those gross earnings), what we want to wear for the day ahead, and what we want to eat at days end.

True, using your examples, and going by your article, we can wonder about the futility of past speculations. But, in doing so, we are engaged in speculation. Namely we are building a paradigm about future speculations based upon projections of the percieved correctness of past speculations.

And speculation is what evolutionary theory is all about, we project what we percieve to be adaptation that may lead from one form or another form. In terms of gaming this can mean many possible things. Perhaps a style of play, rule mechanic, or. . . but then that's what I am asking you to imagine; to think about what the next great game might be.

As for whether such speculation might be right or wrong, does it really matter? I don't think so. And you're right, it can be a fun excersize. :)

Peace, love, and happiness go with thee.



Kind Regards,

Kester Pelagius

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On 4/11/2003 at 9:24pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings hix,

I found this one interesting.

hix wrote: Since we're talking "future of role-playing", how about a possible future version of D&D that cross-pollinates with some of these ideas.

For example, players and GM choose a style of campaign - Hack and Slash, Political Maneuvering, Swashbuckler etc.

In a "Political Campaign" you'd earn more experience for achieving political objectives than defeating monsters. And therefore you'd become more powerful in this mileau* not by whacking orcs but by brokering a truce between two rival mountain clans. IOW, rewarding non-standard D&D behaviour.


I can almost see it. A multi-genre game that allows for the (almost wrote in "users" hehe) players to dial-up (now where have I seen that term before) the style of play they want. But all within the confines of a single rules set.

Hmm. Probably require templates for the characters, choose the genre and style at the beginning, go the appropriate section, then decide on a template. The template being little more than modifiers and skills to overlay on the base character, which could be generated by just about any method I suppose.

Ah, well, just thinking outloud. Anyone else find this idea interesting? Have a better idea of how to go about implementing it?


Kind Regards,

Kester Pelagius

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On 4/11/2003 at 9:46pm, Ron Edwards wrote:
RE: What is the next great evolution in RPG design?

Hi Kester,

If I'm not mistaken, those features are already implemented in many games, ranging from The Window, Universalis, and as far as can be told so far, Scattershot (in design). They are also implemented to lesser degree in more focused games such as Champions or Sorcerer. The only stricture that's not met is in hix's call for them to be found in D&D, which to my way of thinking is simply a matter of providing D20-based supplements that introduce them.

Best,
Ron

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On 4/12/2003 at 12:06am, hix wrote:
RE: What is the next great evolution in RPG design?

Hi Ron.

Yeah, your thoughts on "writing a supplement" echo my overnight conclusions. I'm still not sure if it constitutes 'drift' or a 'heartbreaker' but I think in evolutionary theory the term is 'incrementalism'.

Write a supplement (that has an original take, not just plagiarism) detailing these ideas, see if it becomes popular. If it does, chances are it becomes part of the canon - and gets incorporated into the next official edition of D&D. And the game changes once again from its original incarnation in the early/mid 70s.

Enough of these creeping changes and I suppose you have a new game. Which is raising a lot of questions about what a game actually is that my brain will have to deal with at some point.


Paul Czege wrote:
. . . you'd need to do more than just change the criteria for earning experience. That's only half of the reward system. You'd need to adjust the nature of the payoff for leveling up as well.


Thanks Paul. You're absolutely right. I'll think about that and see if anything sticks.

In the meantime: how 'bout games that are solely designed to elicit specific moods like Dread, Joy, Bloodlust, etc. Personally, I'd enjoy it the more upbeat the emotion was. Recreational, mood-altering games as an alternative to recreational, mood-altering drugs.

Steve.

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On 4/12/2003 at 6:15pm, Kester Pelagius wrote:
RE: What is the next great evolution in RPG design?

Greetings Ron,

Ron Edwards wrote: If I'm not mistaken, those features are already implemented in many games, ranging from The Window, Universalis, and as far as can be told so far, Scattershot (in design). They are also implemented to lesser degree in more focused games such as Champions or Sorcerer. The only stricture that's not met is in hix's call for them to be found in D&D, which to my way of thinking is simply a matter of providing D20-based supplements that introduce them.


I dunno, is D20 really even D&D?

Guess that will depend on what the individual reading this thinks really makes D&D D&D.

Granted the last time I played D&D was back when 2nd ED was the hottest thing since melted wax, and then I pretty much just adapted stuff for use with 1st ED. (I still remember my basic reaction: "Half a dozen PHBs and two DMGs, and I'm going to invest in a not that new system whose rules I could glean from Dragon, UA, or the survival guides?") Not that that lasted very long since most of my players moved on to other game systems, but where xD&D is concerned I think that to do what Hix wants you'd literally have to gut the character creation system as it exists.

Which beggars the question: How much can you change D&D and still consider it D&D?

I think the OGL and D20 thing was a real astute marketing ploy, to say nothing of a very cunning patch to the inability to actually copyright the bulk of the basic framework of the underlying game mechanics. And it did work! Now rather that publish a 'clone' system people just publish under one those banners.

But if you were to ask me what made Dungeon & Dragons dungeons and dragons I doubt if I would say "the D20 resolution mechanic". It's really more of a feel, a flavor, or rather the style of gaming that is portrayed.
To me that derives mostly from the way the level progression works and how alignment is set-up. The resolution mechanic is really secondary, but that's just me.

Still, it's a good point. There are games out there that meet some of Hix's criteria. Maybe those here who are more knowledgable could compile a list for those interested?

It would certainly help those who wanted ideas about how to develope similar systems.


Kind Regards,

Kester Pelagius

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On 4/25/2003 at 6:15pm, kaiza wrote:
Thoughts from the Crimson Wolf..........

RPGs have been evolving the last 3 decades. From simple stats hack and slash dungeon raiders to epic worlds and dimensions. From many companies to a few. A free market, now dominated by the megacorp dominating Hasbro owned ,Wizards of the Coast vs Wizkids toy/model line.

Thus making more independant RPGs pop all the time. Gamers waying of saying their are other RPGs besides D20.

In the future I think RPGs will become a hybrid of online gaming mixed with RPG traditional themes. The process is already in motion. I like the traditional dice kind more myself than the electric stuff. Table top rpgs give a person more freedom. Unfortunatly the average person is farely lazy and would rather have somebody create a RPG world for them, than have to design one themself. Plus people are forgetting how to use their imagination and let other people dream stuff for them.

Traditional Rpgs will not survive business wise, if Hasbro keeps dominating the market as it is. Game shops can not afford the high prices they keep charging forever.

Independant RPGs are the ones who hold the future of this kind of Hobby. Where it goes from here depends on us gamers as a whole. I see collectively players are looking for something new and different. Game designs keep coming out that trying to put a change to old mold of RPGs of the past.

As a designer myself I think we need more story driven worlds with backgrounds interesting enough that you want to explore. Not have to force yourself to explore just to promote some sort of action or avoid bordem. There to many generic rules rpgs and limited setting games out there.

My challenge to the future is to make and have RPGs that have backgrounds so interesting they evolve with time. You keep your interest because you come to love that world too, not just your character.

Sincerely,
Kaiza The Crimson Wolf

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On 4/25/2003 at 6:29pm, Ron Edwards wrote:
RE: What is the next great evolution in RPG design?

Hi Kaiza,

We have several such game-worlds already. Are you familiar with Glorantha?

Best,
Ron

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On 4/25/2003 at 6:46pm, kaiza wrote:
?

No. I have not heard of that one. I never said there are not a few cool rpg worlds out there. There just needs to be more made in the future.

Kaiza The Crimson Wolf
"Always good to be in the hunt."

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