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Topic: Thoughtcrime (formerly Iron City) - concept sketch
Started by: WDFlores
Started on: 7/3/2003
Board: Indie Game Design


On 7/3/2003 at 3:52pm, WDFlores wrote:
Thoughtcrime (formerly Iron City) - concept sketch

Hello.

I'm doing some backtracking and much trashing of drafts with my little project (the last post concerning which is here: The Iron City: Secrets and Subversives). I've gone in and retooled my initial focus somewhat. This is what has turned up:

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THOUGHTCRIME: IRON CITY

The Game In Brief: You are the worst kind of criminal, and in this world, the only kind of criminal that truly deserves to hang. You are a subversive and seditionist, a traitor to the state. You are the madman waiting on the horizon to strike at the bustling hive of order and civilization called The City. Driven to this life of villainy by a desire for vengeance, you must now pit your wits against society's greatest weapon, the Secret Police. So, what'll it be? Che Guevarra or Osama Bin Laden? It's your choice.

Literary (and not-so-literary influences on the game): 1984 by George Orwell, The Man Who Was Thrusday by GK Chesterton, the Metropolis films (both the Fritz Lang original and the Osamu Tezuka anime), Captain Nemo and other characters from HG Wells' novels, Repent Harlequin said the Tick-Tock Man by Harlan Ellison, and Mojo Jojo from the Powerpuff Girls cartoon series.

Setting Sketch: An ultra-stylised cartoon-ish steampunk city. Bowler hats and gasmasks. Massive urban sprawl full of hidden levels, gigantic skyscrapers, factories spewing gouts of smoke and steam, a comprehensive people-mover system of steam-powered locomotives, elevators, and trams. Gargantuan airships and sputtering gyroflyers dot the sky. Retro-style gearjacks (robots with human brains) collared for manual labour and all sorts of clerical tasks -- in a sense, these are The City's slave population. The rest of the population includes both humans and savants. Savants are, well uhm, "furries", anthropomorphic animals (of the Wind In The Willows type). The savants represent The City's migrant population (which also means that the human population is all caucasian -- so, yes, I'm going for stereotypes here.)

The Player-Characters: The PCs are anarchists fighting against the system. Essentially they are criminals, with motive, means, and opportunities which they themselves will explore throughout the game. Their "deviancies" from the accepted norm include not only a motive for striking back and their means for doing so; but also form the basis by which the system's Secret Police will be hunting them and their allies down.

Role of the Setting: The City is essentially a modular "snap-on" setting. It provides some basic structure and flavor, but it gains more and more stability in terms of where hidden bases, secret tunnels, and such are located as play progresses. The player-characters themselves are given directorial power over this to some degree. They are the anarchists of the game after all, and represent that random flash of chaotic lightning that "the system" must deal with.

Role of the Gamemaster: The Gamemaster takes on the roles of the City's "system" and it's agents, The Secret Police. The GM (and to some extent the players) have directorial power over how The City reacts to the actions of the anarchists, which people significant to the PCs the system might target next, etc.

Some Rules Concepts: Each anarchist character always begins with a Motive -- a significant point where he begins to question the system and starts to build resources (whether intra-personal such as an exceptional talent at making bombs, or extra-personal such as his own secret lab under the sewers). The Motive's strength goes up during the course of play, depending on what the character will be risking (allies, self, other PCs), and how the system counter- attacks (example: the Secret Police end up killing a friend, Motive thus goes up in strength).

Aside from stengthening Motive, advancement will also reflect greater power over certain elements of the setting such as secret bases, hidden laboratories, networks of contacts, the sheer power of infamy, and so on -- ie: advancement equals more anarchic power, but also equals riskier opportunities.

There's also the idea of "deviancy" -- that the criminal anarchist is a deviant (a genesis of which is in his Motive), and so I'm looking at how to turn this deviancy into traits or measures in the game.

The players are rated on one or perhaps several scales of "fame" and "infamy". Since the actions of the PCs will place their allies and other significant people in the line of fire, the effects of their actions will eventually result in a tug between the "Che Guevarra" side or the "Osama" side of things.

The Secret Police are everywhere. Which means for each significant strike against the system that the players enact, a set of Leads are gained. These Leads can pop up as "extra dice" (extra effectivity) possessed by various agents of the system within a scene. Furthermore, the players get to choose just how much of the Leads they've thus far incurred get played into a particular scene. However, the specific person in which this extra effectivity is placed on is up to the GM -- you never know who the Secret Police really are until the last moment.

As the individuals in the Cell (the PC group) follow their villainous adventures, they begin to take either side of the Che-Osama dichotomy. The more varied the members of a Cell are in this regard, the more likely a Secret Police agent will arise from among their own ranks. I'm also thinking of some way for the players to actually declare where the Leads will show up, as long as it is within their own ranks.

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Granted, the above is just another sketch on the drawing board. However, this one's getting more and more closer to the feel/style and theme areas I'm keen to explore, those areas I'd like to humbly ask the gallery for a bit of help with.

Some questions:

I know that questioning your own motives, might just be gazing at one's own navel, but is the emphasis as outlined above leaning toward a more narrativist game, or a more gamist game?

From a narrativist design point-of-view, which elements of those outlined above stike you as worthwhile enough to develop? Also, just from a more general gamer standpoint, which elements strike you as interesting? Is there even any with some potential at all?

Finally, concerning the whole PCs as "villains" and "hunted criminals" set-up, would you know of some good games out there that tackle this?

Thank you very much for taking a look. And best wishes for your own games.

- W.

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On 7/4/2003 at 2:49am, scobie wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Looks good on initial gloss, I'll have a think. I guess the biggest danger is that the political issues be dealt with too simplistically (a la The Matrix) and you end up with a cartoon. It would be good if the system provided a way of staging ethical dilemmas, faustian deals and modelled the politics - not sure how that would work...

Love the Furries. Are you with me Comrade Mole?

I'd recommend the anime film Jin Roh: THe Wolf Brigade.

Also, The Secret Agent by Joseph Conrad. On a lighter note, the 'Comrade Bingo' story in the Jeeves & Wooster tv series - not sure what short story it came from..

Scobie

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On 7/5/2003 at 8:33pm, WDFlores wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

scobie wrote: ...I guess the biggest danger is that the political issues be dealt with too simplistically (a la The Matrix) and you end up with a cartoon. It would be good if the system provided a way of staging ethical dilemmas, faustian deals and modelled the politics - not sure how that would work...

Love the Furries. Are you with me Comrade Mole?


Thanks for the response, scobie!

In many ways, sometimes I think an "animated feature" is what I'm working towards here, a sort of "mature cartoon" -- thanks for pointing out the possible danger of over-simplification. Right now, I'm still trying to focus my notes on some of the things you've mentioned, in particular the ethical dilemmas. The politics modelling has been somewhat initially defined with the following broad strokes:

- the furries represent migrant stereotypes, so that each specific "species" represents an ethnic group (non-City natives); I'm setting them up to represent the "better than slave, less than master" slice of the City population -- essentially artisans, skilled but poor workers, and so on.

- the gearjacks represent the most abused, controlled, and least deviant (at least in way of thinking) slice of the population.

- the more "non-standard" your way of life, the more the Secret Police will be looking into you; so the more obscure and mundane a character is the less risk you will face (but ultimately the less effectivity you possess); the more capers you pull off the more non-standard you become.

I really have to do a lot more work where this game is concerned, so I'll leave things at that for now. I might be able to provide some sort of update in a month or two, when I finally make some good and solid headway beyond the drawing board stage.

Thanks also for Jin-Roh and the other suggestions -- I'll be looking into them. I'll be raiding the classics as well (Secret Agent like you've said, and maybe Graham Greene now that I've thought about it).

Cheers!

- W.

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On 7/5/2003 at 10:02pm, Jonathan Walton wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

For other influence, pick up the first couple of "Scion" graphic novels from Crossgen Comics (or get a subscription to the online version of their comic library). They're great for old/high-tech, enslaved-furries-serving-humans stuff. And the writing and art are incredible. Leans a little more towards the tropes of the sword-and-sorcery genre than what you're doing, but similar on several levels. Of course, you may be familiar with it already...

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On 7/6/2003 at 3:47am, Chris Goodwin wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

You mention Mojo Jojo, but have you looked at Samurai Jack?

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On 7/6/2003 at 8:49pm, Daredevil wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

I really 'get' this game idea. It resonates with me pretty strongly. Excellent work thus far!

I was thinking about the deviancy aspect you mentioned and thought of something interesting. How about the City being ordered in a rather strict caste system and every player character having his background in one of these castes which would define the beginning 'skills'/'traits' that the character had. The city's system not only promotes but enforces its citizens to be good workers with just the right skills and to not develop themselves out of the mold. So, every additional trait a character would have would make it easier for the Secret Police to get a Lead on the character. The caste skills could be basic things like Engineering, Menial Labour and so on, while the deviant skills could include pretty much everything from Charismatic Speaker to Demolitions.

I feel this idea ties in the deviancy and character effectiveness nicely.

The caste system could also neatly introduce a shady ruling caste if that feels appropiate for the setting.

That's just a first idea concerning the setting, let's see if I can propose a few others later.

- Joachim Buchert -

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On 7/7/2003 at 5:16am, WDFlores wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Jonathan Walton wrote: ...pick up the first couple of "Scion" graphic novels from Crossgen Comics (or get a subscription to the online version of their comic library). They're great for old/high-tech, enslaved-furries-serving- humans stuff...


Took a brief look at Scion via the Crossgen website, Jonathan. Thanks for the tip. Looks good. I'm noting it down and adding to my growing list of reference material.

Chris Goodwin wrote: ...You mention Mojo Jojo, but have you looked at Samurai Jack?


I completely forgot Samurai Jack! Thanks for this one, Chris. It resonates well with what I had in mind -- that is, part of the game concerns the players slowly becoming either a "Mojo Jojo" (ie: villainous mastermind) or a "Samurai Jack" (ie: noble fugitive).

Daredevil wrote: I was thinking about the deviancy aspect you mentioned and thought of something interesting. How about the City being ordered in a rather strict caste system and every player character having his background in one of these castes which would define the beginning 'skills'/'traits' that the character had. The city's system not only promotes but enforces its citizens to be good workers with just the right skills and to not develop themselves out of the mold. So, every additional trait a character would have would make it easier for the Secret Police to get a Lead on the character. The caste skills could be basic things like Engineering, Menial Labour and so on, while the deviant skills could include pretty much everything from Charismatic Speaker to Demolitions.

I feel this idea ties in the deviancy and character effectiveness nicely.

The caste system could also neatly introduce a shady ruling caste if that feels appropiate for the setting.


Thanks for the discussion on this, Joachim. It looks like you have a good grasp of what I'm trying to do. I've been looking at a possible caste structure for a while now, ever since I began thinking of the project. A system such as you've outlined would help player characters fit into the setting nicely.

In line with this, and to tie it in with a Nar angle (or maybe Nar/Sim might be more appropriate), I was also thinking of the following ideas:

The anarchist PCs will be profiled as criminals, possessing the classic (a) Motive, (b) Means, and (c) Opportunity elements. Among these three, Motive bears the most weight and becomes a core currency of the game.

One way of looking at Motive is that it is that thing which compels a particular PC to go beyond the mould, and develop skills not condoned by the powers that be within The City. It directly relates to how different you are from the rest. More to the point, it relates to how criminally different you are.

Thus, I'm imagining character creation to go like so:

First, players choose their characters from among several City-approved character templates. This alludes to the caste structure you've mentioned, but included not just skills but resources as well such as political clout, networks of contacts in specific areas of the City or specific segments of society, etcetera.

Each player then begins crafting his character's Motive, a significant moment in their personal history that causes them to challenge the system. A certain value, say 5, should be assigned by the game to a PC Motive.

The players can then modify their City-approved templates by a number of steps directly proportional to their Motive value. As a campaign progresses, the players may go through experiences that allows Motive to grow in strength (eg: "They killed my father, and now they've taken Christine! The bastards!"). This again translates to "deviations" within their templates, until they become so criminally different from the normal citizen that they have to modulate their use of resources and special skills if they are to survive being hunted down.

Further, it is Motive that the Secret Police are really after. It represents that random thing that doesn't fit into their plans for society. So, one way of looking at the Secret Police, is that they're out to discover your Motive. If, through the Leads you leave behind, they finally figure it all out, it's game over. (I'm still thinking about how to work this into the design.)


The ongoing use of specific character resources, such as say tapping a network of allies, bring into play people significant to the player characters (eg: "My little Christine is running guns for the Cell."), placing these people at risk (eg: "I hope she gets that shipment to us without a hitch.") How these situations work out in-game decides not only strength of Motive but also the evolving "face" of Motive and whether it will lead you to nobility (ie: Samurai Jack, Che Guevarra) or villainy (ie: Mojo Jojo, Osama Bin Ladin) and so on.

(Hmm. This is starting to look a bit like The Riddle of Steel. I haven't actually played TROS, so I'm really just speculating here.)

Another thing, I've recently been trying to focus on not only Motive and its expression as deviations from the norm, but also something I'm beginning to call Cause, as in "Pledge yourself to The Cause, Men!" I hope to be able to represent the evolving face of the anarchist with this concept, as well as the integrity of the Cell (ie: how much each member hews to the tenets of the Cell as it evolves). Thus, I'm imagining not not only a gradual exploration of each player-character's nobility-villainy aspects, but also a gradual evolution of this aspect with regards to the Cell as a whole.

I apologize if the brief concept sketches above still look rather simplistic. I still really need to find the time in the next few months to get down and dirty with the whole project. However, the discussions have been very helpful and ever little bit gives me more fuel to use. Every iota of input is greatly appreciated. Thanks, all. I will post more as the project develops and I get more concrete with the core game ideas.

- W.

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On 7/7/2003 at 12:10pm, Daredevil wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

I'll be glad to offer input, if only to give you a firm push towards working on finishing this concept that very much sounds like something I'd like to run. Now, let me put on a little Rage Against the Machine and ...

I like the way your ideas try to make the game become an exploration (or even Exploration, in the Sim sense of the word) of rebellion, in the way that you first define what type of insurgent you actually are and also how your character fits in with the rest of the Cell and how much he embodies their great Cause. I find this a very interesting area to explore via play. You could become an ardent fanatic supporting your comrades or a withdrawn rebel who finds little contentment in the base acts of his Cell? Will the lonely thinker betray his comrades to the Secret Police or will he leave them be and ultimately go down his own lonely path of rebellion?

As for the visual look, ever since first reading about this and especially after hearing some of the references, I keep seeing these pages out of a European-style comic, ala Enki Bilal and Moebius.

WDFlores wrote:

The anarchist PCs will be profiled as criminals, possessing the classic (a) Motive, (b) Means, and (c) Opportunity elements. Among these three, Motive bears the most weight and becomes a core currency of the game.



It would be very interesting to develop Opportunity into a sort of Kicker type system to provide a starting point and framework for a session. I think it would be most effective if it sort of sprung forth from either the character's Motive or possible his available Means.

On the social aspect of the Cell, there could be disagreement between members on which opportunity to invest into. The less your idea of using the Cell assets in some way appeals to the rest of the Cell, the less effectiveness you have available as fewer comrades will be helping you whole-heartedly.

WDFlores wrote:

Further, it is Motive that the Secret Police are really after. It represents that random thing that doesn't fit into their plans for society. So, one way of looking at the Secret Police, is that they're out to discover your Motive. If, through the Leads you leave behind, they finally figure it all out, it's game over. (I'm still thinking about how to work this into the design.)



Hmm. Why (do you think) the discovery of the character's motive would extinguish the character's rebellion? Some form of cover-up by the Secret Police or how?

In fact, I think I have some half-complete ideas for a mechanic that is very similar to this that I'll have to dig up a bit later and offer up for discussion.

- Joachim Buchert -

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On 7/8/2003 at 1:06pm, WDFlores wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Daredevil wrote: As for the visual look, ever since first reading about this and especially after hearing some of the references, I keep seeing these pages out of a European-style comic, ala Enki Bilal and Moebius.


Actually, yeah! The comics and graphic novels of the sort you've mentioned certainly provide the same visual cues I'm imagining. With a Soviet or East German socialist-constructivist jive going. If the project ever pushes into actual publishing, I'm thinking the chapter headings ought to be done in Soviet-style fonts. And the front cover will be an overhead shot of a crowd of "citizens" packed into a subway car, and one of them (just off to the right and bottom near the shadows) is wearing a bowler hat, a trenchcoat, and a gasmask! Yeah! (Hey, I can dream can't I... Getting giddy, getting giddy ;o)

It would be very interesting to develop Opportunity into a sort of Kicker type system to provide a starting point and framework for a session. I think it would be most effective if it sort of sprung forth from either the character's Motive or possible his available Means.


One way I've been thinking about it is like so: "Opportunities" (note the plural) will be happening regularly in the game, preferrably through some author stance (even director stance) mechanic given to the players. The players set themselves for a caper or heist of their own devising, or at least are encouraged to protagonistically "hijack" the scenes framed by the GM. The game, as it's bubbling in my lab right now, looks like it requires a good deal of pro-active play, which stems from the "lightning flash" nature of the anarchist role. The Cell is always considered on the attack, as it were. All the City (or the "system") really does is wait until the anarchists make their move, before it begins hunting them down (ie: there are no Leads to follow when no crime occurs). So Opportunity is when Motive gets expressed through Means.

On the social aspect of the Cell, there could be disagreement between members on which opportunity to invest into. The less your idea of using the Cell assets in some way appeals to the rest of the Cell, the less effectiveness you have available as fewer comrades will be helping you whole-heartedly.


Definitely something I'm looking into. I'm still formulating ways to explore this on the drawing table. The situation seems to me to have lots of Nar potential, and rife with opportunities for players to explore the particular styles of criminal deviancy that interests them.

Hmm. Why (do you think) the discovery of the character's motive would extinguish the character's rebellion? Some form of cover-up by the Secret Police or how?


Actually, I was groping for a clear marker for "game over" with that one. That way, I was hoping that if players see the end in sight, it will be easier for them to pro-actively chase it (or avoid it so long as they keep the game moving). Choice of motive at character creation may foreshadow the ultimate end of a particular character. Thus, the player has a clear idea of the "personal issue" his character is trying to resolve via sedition, with that in mind he can play in a way that serves to fuel and ultimately resolve that issue.

From a Sim point-of-view, I admit this won't be realistic. Still, it does seem to give me some sort of nice little Nar package. I'm still on the fence where this is concerned (ie: Nar-Sim, Sim-Nar, Pure Sim, or just Nar... dang, I'm getting dizzy ;o).

Again, thanks for the interest and the discussions! It's all very helpful and much appreciated. I'll endeavor to keep an update as things develop.

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On 7/8/2003 at 2:40pm, Mike Holmes wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

With a Soviet or East German socialist-constructivist jive going. If the project ever pushes into actual publishing, I'm thinking the chapter headings ought to be done in Soviet-style fonts.
Heh, I'm seeing modernist Soviet style propaganda posters with mottos from Brazil: "We're all in it together!"

Mike

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On 7/8/2003 at 5:36pm, gobi wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

I would absolutely love a chance at doing the layout and design of the game if you decide to go with the constructivist look. That's one of my favorite design styles of all time.

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On 7/8/2003 at 8:04pm, Emily Care wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

This sounds great, WD. Question: what happens to revolutionaries who get caught? Are they killed? Imprisoned? Branded? Re-programmed and used to catch other cell members?

The central narrativist question of the game seems to center on the divergent developmental path you've got going: the che/osama dichotomy. The intra-cell conflict based on these decisions serves to highlight that basic question.

The players are rated on one or perhaps several scales of "fame" and "infamy". Since the actions of the PCs will place their allies and other significant people in the line of fire, the effects of their actions will eventually result in a tug between the "Che Guevarra" side or the "Osama" side of things.

Having multiple ratings makes it more complex than simply having a single rating cover "loss of decency" etc. The increase of fame/infamy could influence who gets drawn to be in society with you as well--thugs gravitate towards stronger thugs, and law-abiding citizens will be more likely to help a Robin Hood figure. Are the leads involved in the fame/infamy? Seems like you'd need some way for your identity to be known in order for your personality to have that kind of impact for the "cause". Sounds like you might want to look at how other games such as Sorcerer foreground the premise via the mechanics.

Great stuff, I look forward to seeing more!

Regards,
Emily Care

ps I'm personally very happy you wrote this because I have an idea for a slave revolution game that is much more historical in nature, and historically revolutions are very, very difficult. Now I can refer folks to your game if they want a that kind of experience, and I can be free to have mine be a more sim-oriented educational game that helps folks have the experience of what it's like to be enslaved. Thanks!

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On 7/8/2003 at 9:09pm, Mike Holmes wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Re-programmed and used to catch other cell members?

The central narrativist question of the game seems to center on the divergent developmental path you've got going: the che/osama dichotomy. The intra-cell conflict based on these decisions serves to highlight that basic question.
That's brilliant, Em. Perhaps it could be engineered so that the players wouldn't always be sure if a character had gotten caught or not. Some PCs could be working for the other side, and the characters and even players wouldn't be aware. How's that for generating Paranoia? Essentially the players would feel the pressure of constantly worrying that those they were working with could turn them in at any time.

I'm seeing a potentially very Gamist game where players could actually win by causing an overthrow, but it would be something that would require extreme care to engineer over a lot of play. Losses, wherin all were captured would be common to make it a real challenge.

BTW, look at the game Zero for an example of characters who are hunted.

Mike

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On 7/9/2003 at 9:57am, WDFlores wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Hiya,

I've tried to order all the recent replies along specific categories. Just so I can organise the discussion and my own responses. Apart from my replies, I've also added some new "issues", placing these at the end half of this post. In general, this post moves from the issues I'm not so focused on right now (tackled in the earlier portions), and builds up to the concerns I'm still trying to wrap my brain around at this stage (tackled in the latter portions).


MISC:

Emily Care wrote: I'm personally very happy you wrote this because I have an idea for a slave revolution game that is much more historical in nature, and historically revolutions are very, very difficult. Now I can refer folks to your game if they want a that kind of experience, and I can be free to have mine be a more sim-oriented educational game that helps folks have the experience of what it's like to be enslaved. Thanks!


You're very welcome, Emily. Hopefully, I'll deserve more thanks if it ever reaches final published form. This might also be interesting for you: One of the reasons why I'm doing this project is my own country's revolutionary history and its experiences under a tyranical one-man dictatorship (in the 70s and early 80s). The whole Che/Osama dichotomy was prompted to me by my own nation's efforts and foibles at peaceful revolutions -- ie: "People Power", the last of which happened a scant three years ago here; I was there hoisting up the "Down with El Presidente!" banners -- so this project's got me involved in more ways than you can count. Har! ;o)


LOOK AND FEEL:

gobi wrote: I would absolutely love a chance at doing the layout and design of the game if you decide to go with the constructivist look. That's one of my favorite design styles of all time.


Thanks you for the interest, Daniel. Much like you, I'm completely gaga over that whole modernist-constructivist-socialist look. I practically pee'd in my pants watching the introductory credits for the movie "Enemy At The Gates" -- that whole sequence was to kill for. I can't thank you enough for the offer. However, I'd probably be keeping the design work to myself if ever it gets to the publishing stage.

Recently, I've been thinking of formally calling it Thoughtkrime (with the "k" for "kewl", not to mention a mirrored K looks nifty in a Soviet-style font. Har! ;o) Also, I'm leaning toward working on the Narrativist portions of the system first so Thoughtcrime (or Thoughtkrime, I dunno yet) is the Nar part, and Iron City is the Setting/Sim part. There's some new stuff about this at the end part of this post for whoever wants to take a look.


GAMEPLAY:

Emily Care wrote: This sounds great, WD. Question: what happens to revolutionaries who get caught? Are they killed? Imprisoned? Branded? Re-programmed and used to catch other cell members?


Mike Holmes wrote: That's brilliant, Em. Perhaps it could be engineered so that the players wouldn't always be sure if a character had gotten caught or not. Some PCs could be working for the other side, and the characters and even players wouldn't be aware. How's that for generating Paranoia? Essentially the players would feel the pressure of constantly worrying that those they were working with could turn them in at any time.


Thanks for the above, Mike, Em. One of the central ideas I had in mind behind the whole Leads concept is that the players (or at the very least the characters) are to have little clue as to where the Leads turn up. That is, if the Leads become say bonus dice to be used against the characters, they have no idea in whose possession those Leads will be placed. It could be a lover, a close family member, or even one of the Cell's own.

I'm also thinking I should come up with mechanics that can be used for interrogation and brain-washing scenes (or instead of a general conflict resolution mechanic, maybe I can provide a subset of the rules for addressing this kind of scene). I'm imagining one way to look at brain-washing or re-programming vis-a-vis Motive/Means/Opportunity is that a character's Motive gets replaced or supplanted by the Secret Police's own.


NARRATIVIST ANGLE:

Emily Care wrote: The central narrativist question of the game seems to center on the divergent developmental path you've got going: the che/osama dichotomy. The intra-cell conflict based on these decisions serves to highlight that basic question.

Having multiple ratings makes it more complex than simply having a single rating cover "loss of decency" etc. The increase of fame/infamy could influence who gets drawn to be in society with you as well--thugs gravitate towards stronger thugs, and law-abiding citizens will be more likely to help a Robin Hood figure. Are the leads involved in the fame/infamy? Seems like you'd need some way for your identity to be known in order for your personality to have that kind of impact for the "cause". Sounds like you might want to look at how other games such as Sorcerer foreground the premise via the mechanics.


Thanks for the advice. I'm assuming this "loss of decency" is reflected in the Humanity mechanic of Sorcerer, that element being where the Nar play of the game is at. I only have the apprentice version of Sorcerer right now, but I intend to go through it with a fine tooth comb.

About the Che/Osama dichotomy: You're right. That is indeed a central part of the Nar premise that's developing behind the game. As to how it might be played out by the system, I'm thinking more of a "slider" than two separate ratings. Each end of the spectrum representing the two extremes -- Hitler and Gandhi for example. Characters who fail to move one way or the other will tend to be less effective. The variance from the center of the spectrum might be used to indicate the strength of a particular character's Motive. Further, each of the two sides of the slider imply access to and the use of qualitatively different Means and Opportunities. (Dang, now methinks I have to look at Paladin.) Also, the more different the Cell members are from each other along this scale, the more likely it is for the Leads to actually show up within the Cell (ie: infiltration by the Secret Police becomes more likely the less the Cell members hew to a specific quality of sedition).

About Leads and Fame/Infamy: Yes. Those elements would naturally be related. I'm taking another look at how I'll be defining these -- whether to make them simply Sim elements or to involve them as part of the Nar premise. More buzzing in my head for the next couple of weeks, I think.


GAMIST vs. NARRATIVIST CONCERNS:

Mike Holmes wrote: I'm seeing a potentially very Gamist game where players could actually win by causing an overthrow, but it would be something that would require extreme care to engineer over a lot of play. Losses, wherin all were captured would be common to make it a real challenge.

BTW, look at the game Zero for an example of characters who are hunted.


Thanks for that bit about Zero, Mike. This is the one by Archangel Entertainment? Sadly, their site no longer seems to exist, but I'm going through some reviews of it now.

That "overthrow as winning and thus end-of-game" is a natural expectation of the game, I'd think. Knowing this, I'm wondering how to involve it in a Nar sort of way. What I wonder about is whether it's possible for a Nar system to be powered by what at first glace might be Gamist goals? I realise InSpectres could be such a game, as might be Sorcerer. Have there been any threads discussing this? (Maybe I should pose this question over at the GNS forum.)


NARRATIVIST vs. SIMULATIONIST CONCERNS:

In my last post I wrote: The situation seems to me to have lots of Nar potential, and rife with opportunities for players to explore the particular styles of criminal deviancy that interests them... I was groping for a clear marker for "game over" with that one... from a Sim point-of-view, I admit this won't be realistic. Still, it does seem to give me some sort of nice little Nar package. I'm still on the fence where this is concerned (ie: Nar-Sim, Sim-Nar, Pure Sim, or just Nar... dang, I'm getting dizzy ;o)


I've been calling this game "Thoughtcrime" now instead of "Iron City" -- my effort to distance the Nar and Sim portions of the whole project. Right now I'm focusing on the Nar part, involving elements noted above. I'm going to try to distill the Nar core of the project, and lay them out first within the framework of an effective set of rules/mechanics. The Sim part (ie: funky furries, steam-spewing robots, etc.) will come later, I think, hopefully to fall into place as I develop the Nar side more.

I'm supposing that if I'm in the least bit successful at making a good Nar system for this, that it might be applied to other settings, not just the steampunk one I've initially outlined -- that is, any setting involving (a) rebellious anarchists, and (b) an oppressive totalitarian system. One of the setting ideas for possible Thoughtcrime application that I've recently come up with is (don't laugh now) kindergarten school. One where you have the teachers, administrators, school nurses, etc. to represent "the system" and a bunch of unruly (or even gifted) kids as the "anarchists" out to piss on the walls! That brown-nosing tattle-tale classmate of yours who eats all the glue can be the cell's mole! (PS: I'm involved in something like this personally as well since I'm a pre-school teacher. Har!)

At any rate, looks like I've got a whole bunch of Leads to follow now. And, damn you Forgites! If I hadn't found this cursed hell-hole it would have been a D20 thing and all so very simple! Thanks for putting this incessant, near-maddening buzz in my head. Y'all keep it coming now, ya hear! :o)

Cheers,

- W.

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On 7/9/2003 at 2:25pm, komradebob2 wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Hi all.

Hey, I really like the idea for your game. I'm new here, so bear with me if I use the jargon a bit wrong.

Anyway, someone mentioned the gamist goal of overthrowing the evil regime, and thus ending the game. I just like to point out ( is this going narrativist/sim'ist?) that what happens after a revolution can be just as interesting as the paranoid underpinnings of the fight against the Big Bad.
Consider the following:

The struggle for power in the new Regime:
-The purges of the early Soviet Union through the Stalinist era, and then the post-Stalinist reaction. Heck, those periods alone are worth mining for ideas, either directly or in a translated form.
-Although the Stalinist era is usually held up as the big example of revolution gone bad, consider the following: The political underpinnings of the Marshall Plan, The Irish Civil War that followed Partition and the Tan War, The Cultural Revolution in China, the after effects of the Cuban Revolution, Post WW2 France and dealing with both the collaborationists and the leftists, etecetecetc.

Anyway, my point is this: I know that you haven't yet got the original game off the ground yet, but the overthrow of the Old Order almost never ends all the issues that the Revolution was originally about. More often than not, it leads to more chaos as new and old power groups struggle to reach some sort of functional equilibrium while still settling old scores.

Your general setting seems very well set up to have many, many adventure opportunities in any of the Three Play Styles _even_ in the event of the Regime being ousted.

Good Luck. I can't wait to see how things turn out.

PS- How horrific do you plan to make the setting? I used to play Paranoia and loved the setting. My group used to play it primarily for laughs. OTOH, I have seen people play it really dark and brooding...

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On 7/9/2003 at 4:15pm, Mike Holmes wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Bob, that's true. But then what's your "win" condition? There has been in the past an aversion to having win conditions in RPGs. But for no reason that I can discern other than tradition, and an unreasoning fear that Gamism will run rampant. The game Rune is a great example of a Gamist RPG with a win condition that has no problems.

What I see here is a game that could advance the idea of a Gamist game with seriously philosophical undertones. Which I think would be very cool.

Further, I stand by the principle that games ought to have a well defined scope. Sure he could do the aftermath portion as well, but I'm not sure that's part of his vision for the project. He could also include aliens in the conspiracy, and elves, but would the game really benefit? Don obviously has a strong idea of what the game will be about. So I think he ought to run with that.

Not to say that a game that includes aftermath of revolution wouldn't be cool as well. Just that if that's what you want, then someone else, maybe yourself, should design that particular game.

Mike

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On 7/10/2003 at 4:23am, komradebob2 wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Heya,

OK Mike, I see what you mean about limiting the scope, especially initially. I can easily see how overwhelming trying to do everything involved in building the system in the first place ( much less building essentially a second game at the same time ) could be.

Actually, I doubt that I personally have the wherewithall to put together anything even a tenth the size of ThoughtKrime these days. Honestly though, I am really jazzed about the whole setting. I really just wondered if a game where the pcs have little or no chance to eventually succeed in their endeavors was just a bit too depressing. Of course, that was the original premise of Paranoia, and I did enjoy that...

One thing that I would throw out there ( okay, maybe two things)

Game Art: This game seems to be one of those ones where the art that goes along with the writing is likely to set the entire tone of the game for folks first encountering it. Just curious what your vision for accompanying art would be?

Setting: Strictly for my own greedy reasons, I like all setting related stuff seperate from mechanical thingies. Basically, even though I understand the "System Matters" argument, I like to have a setting guide that is not intermixed with rules, so that I can port it around easily. I know, horrible and evil of me. Honestly though, I think the setting of ThoughtCrime is really clever- Clever enough that I'd want to play games in that setting without necessarily slowing down for mechanics ( Personal sidenote- I'm starting to game with folks that haven't been gaming before, so I'm tending towards ruleslite or even, Heaven Protect us Gamey Simmers, more narrativist oriented rules).

Wow, that was chatty.

I've been reading about both power groups as background and relationship maps ( it seems like you'd want to go beyond Blood and sex ties for this setting). Are you thinking of utlising either or both?

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On 7/10/2003 at 3:17pm, Mike Holmes wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Strictly for my own greedy reasons, I like all setting related stuff seperate from mechanical thingies. Basically, even though I understand the "System Matters" argument, I like to have a setting guide that is not intermixed with rules, so that I can port it around easily. I know, horrible and evil of me.
Not really controversial. System Does Matter indicates that system should be able to uniquely support the selected setting, but that doesn't mean that the setting must be made so that it can't exist without the system.

It does raise some issues of presentation, but that's been dealt with in other threads. Basically, it seems to be a matter of preference in how the system is linked to the setting in the text. Some prefer it to be interlaced, but many others would agree with you that system should be presented separately. It is traditional, and there's nothing to say that it's not effective.

In any case, interlacing is rarely that obtrusive, anyhow. I mean, what you tend to see is blocks of stats, followed by text. It's usually easy to ignore the stats blocks if all you're after is the rest of the text. But that's just my opinion. I recently stole a Warhammer Fantasy adventure, and all I had to do was ignore the last third of the text which was the system stats for the people and creatures invoved.

Mike

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On 7/10/2003 at 6:24pm, inthisstyle wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

It strikes me that within your Motive/Means/Opportunity areas, Means would be the place to put skills/stats. This portion of the character description indicates how useful the character is to the Cell, specifically in applying his skills, contacts, resources, knowledge, and other basic ability to the Cell's goals.

As far as Leads go, something you could explore is the fact that the more useful a character's Means, the easier he is to identify. Basically, the more he advances toward the Cell's goals (subversion), the more evidence he leaves for the authorities to track him down. You discussed this briefly earlier, but on the Cell level the more effective a Cell is the more likely it is to be discovered. The players would then be skirting the edge of capture in order to be truly effective. Great gains can only be obtained by taking risks, but risks that are too great end in the exposure of a Cell.

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On 7/13/2003 at 7:56pm, WDFlores wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Hi again, all. Apologies for the late return-fire, but here are the issues brought up for Thoughtcrime. Again, I've arranged them into sections starting from the ones I'm least focused on to those I'm more focused on (at least at this early point in the design stage).
__________________

MISC:

komradebob2 wrote: Wow, that was chatty.


Please do be chatty, Bob. It helps get the whole project moving. Thanks for the questions and all the input!
__________________

LOOK, FEEL, STYLE:

komradebob2 wrote: How horrific do you plan to make the setting? I used to play Paranoia and loved the setting. My group used to play it primarily for laughs. OTOH, I have seen people play it really dark and brooding...

Game Art: This game seems to be one of those ones where the art that goes along with the writing is likely to set the entire tone of the game for folks first encountering it. Just curious what your vision for accompanying art would be?


Strangely, I've always thought of the whole setting as dark but fun, or fun but with a heavy beackbeat. Like a Disney film but with strong emotional and philosophical content in the sub-text. I certainly don't mean dumbed-down, rather matured-up. I imagine the furries and the steam-powered robots would be just plain nifty to play, but loaded with meaning if the players so wish it. I just don't want the game's emotional underpinnings to get tiresome.

Imagine this: You are wrecking havoc on The City in a giant steam-powered five-story robot -- yeah! -- but your doing it because They've widowed you by killing off your one true love -- yeah! -- not to mention that you're cackling with diabolical laughter -- yeah! -- to cover up for the fact that a big part of you is wondering just how many citizens you're turning into widows too with each explosive cannister you fire off -- oooo.

Something like that.

komradebob2 wrote: Setting: Strictly for my own greedy reasons, I like all setting related stuff seperate from mechanical thingies. Basically, even though I understand the "System Matters" argument, I like to have a setting guide that is not intermixed with rules, so that I can port it around easily. I know, horrible and evil of me...


Mike Holmes wrote: It does raise some issues of presentation, but that's been dealt with in other threads. Basically, it seems to be a matter of preference in how the system is linked to the setting in the text...


Thanks, Mike. I'll have to check up on those threads for an overview of the issue here.
__________________

GAME CORE:

inthisstyle wrote: It strikes me that within your Motive / Means / Opportunity areas, Means would be the place to put skills / stats. This portion of the character description indicates how useful the character is to the Cell, specifically in applying his skills, contacts, resources, knowledge, and other basic ability to the Cell's goals.


Brennan, thanks for the input. The way it's going on the drawing board right now is this: Motive is used (among other things) for character advancement / development, Means are where the stats are (just as you've seen), and Opportunities are essentially scenes framed by the gamemaster and "hijacked" by the players through some director stance mechanic.

inthisstyle wrote: As far as Leads go, something you could explore is the fact that the more useful a character's Means, the easier he is to identify. Basically, the more he advances toward the Cell's goals (subversion), the more evidence he leaves for the authorities to track him down. You discussed this briefly earlier, but on the Cell level the more effective a Cell is the more likely it is to be discovered. The players would then be skirting the edge of capture in order to be truly effective. Great gains can only be obtained by taking risks, but risks that are too great end in the exposure of a Cell.


For this game, the above was exactly one of the core conundrums that I'm seeing the anarchist/criminal to be faced with, the reason why Leads are there in the first place. From my point-of-view right now: risk == deviancy (ie: just how much are you willing to step out of the systematised ordered nature of The City to effect your goals?). Means and Leads where I'm looking to explore this. I'm finding that conceptualising everything according to the idea of "deviancy" is where both the individual's struggle and the Cell's struggle come together.

A bit of explanation: a character's deviancy from the system makes you a criminal (thus Leads threading back to you are produced), deviancy within an anarchist Cell makes it more ripe for infiltration (thus the Leads may show up within the Cell itself -- a possible option which I'm thinking may be more potent if handled via author/director mechanics.) So right now, I'm really trying to tie everything into the whole deviancy angle in an effort to get at the "punk" in "steampunk", so to speak.
__________________

GAME SCOPE:

komradebob2 wrote: ...someone mentioned the gamist goal of overthrowing the evil regime, and thus ending the game. I just like to point out ( is this going narrativist/sim'ist?) that what happens after a revolution can be just as interesting as the paranoid underpinnings of the fight against the Big Bad....

Anyway, my point is this: I know that you haven't yet got the original game off the ground yet, but the overthrow of the Old Order almost never ends all the issues that the Revolution was originally about...

I really just wondered if a game where the pcs have little or no chance to eventually succeed in their endeavors was just a bit too depressing. Of course, that was the original premise of Paranoia, and I did enjoy that...


Mike Holems wrote: Bob, that's true. But then what's your "win" condition? There has been in the past an aversion to having win conditions in RPGs. But for no reason that I can discern other than tradition, and an unreasoning fear that Gamism will run rampant...

Further, I stand by the principle that games ought to have a well defined scope. Sure he could do the aftermath portion as well, but I'm not sure that's part of his vision for the project...


Yep. Mike nailed it right there. It's really a question of scope. I'd much prefer to work with an end in mind at this point (and not a new beginning), just so I don't go crazy. If it helps you can think of it this way: What happens after a revolution? Why, a new system is put into place; and a new breed of anarchists will then rise up. ;) -- self-prepetuating punk.
__________________

THE GNS ANGLE:

Mike Holmes wrote: What I see here is a game that could advance the idea of a Gamist game with seriously philosophical undertones. Which I think would be very cool.


Hehe. I was actually thinking of getting something Sim-Nar going here. However, the more I've thought of it over this weekend, the more I can't seem to escape the almost necessarily Gamist choice of premises for the game: You've been burned, so strike back. You versus the Secret Police. Cat and mouse. Everybody runs. And so on. The whole players "hijacking" the framed scenes, and the Leads (as essentially GM points) is all making it quite the Gamist game. So -- hey -- this thing really might end up being Gamist with... er, character "issues" and all. Sounds like fun, eh? :)

I was trying to explain the game to a buddy of mine and he goes: "Damn, it's a munchkin game (he meant Gamist in the GNS sense), but now your trying to make 'meaningful munchkins.'" Which I think pretty much sums up the direction I've been tacking to of late.
__________________

Well, that's it so far. I'm off to continue work on this thing. Hopefully, I'll be updating with more meat in a few weeks (er... make that a month). If anyone at all has any questions or input, I'd go ahead and post if I were you. ;) I'm just around the corner.

Specifically: If anyone has any idea where the "teeth" of the game might lie, I'm all ears! :)

Thanks, everyone!

- W.

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On 7/20/2003 at 5:17am, Praetus wrote:
D6 Translation and Giant Robots.

I've been lurking and following this idea for a couple of weeks now, and I've read the background threads to catch up. Simply put, there's a lot to love here.

I've been thinking about running a variation of it for my local group. The idea was to blend it a bit with the anime Big O, so that the characters are out to wreck the government, but (A) they're doing it with some really kewl steampunk gear, and (B) there are other, far less morally responsible criminals out there that they might end up fighting, which could create the escape path of becoming Robin Hoods instead of bin Ladens.

Today I read your comment about five-story robots with explosive canisters, and I made a face not unlike that of Dee-Dee from "Dexter's Laboratory" when she finds a red button to push. Maybe you're a fan of the Big O as well?

Anyway, the point. I came up with a preliminary idea of how this could be played using the standard tenets of WEG's D6 system. Here's how a character sheet would look.

NAME: the PC's name
NOM DE CRIME: the cool alias

STRENGTH: measuring both lifting power and physical endurance
Any Strength skills would appear beneath.
REFLEXES: measuring dexterity and reaction times
Any Reflexes skills would appear beneath.
KNOWLEDGE: measuring analytical thinking and memories
Any Knowledge skills would appear beneath.
TECHNIQUE: measuring ability to use and repair machines
Any Technique skills would appear beneath.

COVER: This is a trait for mundane life background details.
"Cover Skills" would actually be friends, business contacts, job, other legitimate sources of money, government contacts, etc.
CONSPIRACY: This is a trait covering criminal background details.
"Conspiracy Skills" would actually be crime contacts, allies, hidden sources of funding, weird gadgets, hideouts, etc.

CHARACTER POINTS: 5 (starting XP, basically, which can be spent on bonuses)
MOTIVATION POINTS: 1 (spent to double all stats for a round or to add a major plot point; if it's spent on a relevant matter it is regained at the end of the game, and if it's spent on a really game-critical matter, another MP is gained)
OPRESSION POINTS: 0 (these accumulate as the Secret Police manage successful investigations of the character -- discovering his/her Cover traits, finding the hideout, blocking access to technology, etc. Gain more OP than you have MP and you're pretty much out of business, because the character is more afraid of the SPs than he/she is motivated to fight them)

In case you aren't familiar with the system, D6 uses die pools for everything. Each attribute has a base die pool, and skills add to that (so each skill under an attribute would have more dice than the base attribute). The point of designing Cover and Conspiracy as attributes and their details as skills is to allow the player to choose how "in" the character is (just starting out with lots of legit contacts, or deep inside the underworld with little surface time?) by how the points are spent.

I have no idea if this is at all helpful in designing your own system. I hope it is useful as an alternative example. In any case, know that your work is inspiring others, and I for one will be happy to buy it if it ends up as a marketed product.

Praetus (five-story robots . . . glee!)

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On 7/20/2003 at 11:16am, WDFlores wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Hiya,

Welcome to the Forge, Praetus! Thanks for the interest and the input, and thanks also for taking the time to go over the background threads.

Praetus wrote: Today I read your comment about five-story robots with explosive canisters, and I made a face not unlike that of Dee-Dee from "Dexter's Laboratory" when she finds a red button to push. Maybe you're a fan of the Big O as well?


Great suggestion. I haven't actually seen any Big O episodes yet, but I've gone through some reviews of it and it's definitely going into my list of inspirational material for this project -- ya just gotta love them 5-story robots! I have, however, seen Giant Robo (which, I believed has influenced Big O to some extent). That particular anime helps lend color to the project in some way other than just look and feel. (If you've seen Giant Robo, the organisation called "Big Fire" is what I mean by anarchists of the Osama stripe.)

I'm imagining all technology and machinery in the game world might be powered by steam and pneumatics: No gunpowerder in the game, so guns might end up loaded with fat shells of highly-compressed gas that can drive bullets at high speeds, explosive cannisters should work the same way powered by a core of compressed gas. Robots and various automata can load their pneumatic tanks at state-run depots. Wheee! But I digress...

Anyway, the point. I came up with a preliminary idea of how this could be played using the standard tenets of WEG's D6 system. Here's how a character sheet would look...

... I have no idea if this is at all helpful in designing your own system. I hope it is useful as an alternative example. In any case, know that your work is inspiring others, and I for one will be happy to buy it if it ends up as a marketed product.


Wow, man. Flattered and floored by the response. :)

The ideas are definitely helpful. Many things you've touched on above parallel my own thoughts at the drawing board right now. For example, the whole angle of characters having a cover or some sort of mundane life under which their criminality lies is shaping up to be an important part of the game.

At the very least, that particular angle to the characters (ie: family life, emotional ties to "non-combatants", etc.) could become the "area of risk" for the players. That is, their cover life isn't simply a collation of contacts and resources, but also represents the elements each player-character may risk in the pursuit of their motive. The manner in which they put those elements in danger should impact both character effectivity (ie: you use you mundane resources for criminal activity, eg: send your 8 year old kid to unwittingly deliver a bomb in her lunch box) and also the evolving nature of each character's sedition (ie: whether they become an Osama or a Che or a combination of both). I'm still mulling about this in my secret lab right now.

Thank you for pointing out how the word "Conspiracy" might be used in the system. Right now, I need some tastey names for some of the stats. I've also been thinking of the other stat names you've mentioned. Right now, however, I feel that I should be more focused at tracking deviancy as the prime stat for character effectiveness in the game. One of the options for character generation on the table for me right now goes briefly like this: (1) give the players pre-made templates based on societal niches (ie: migrant, slave, government worker, trader, artisan, etc.), (2) give them them certain "deviancy points" that will represent just how criminally different they are from the societally dictated mould into which they've been born into.

To recap: I'm planning for the system to reflect a character's deviancy vis-avis (1) society, and (2) vis-a-vis the Cell he's a part of. Increasing character deviancy from societal norms (including special skills and strange abilities) will reflect greater effectivity but also how easy it will be for the Secret Police to track him down, and increasing deviancy within the Cell will reflect its inability to thwart infiltration.

So perhaps I could be dropping the traditional range of stats (ie: Strength, Intellect, Skill, etc.) in favor of deviancy. In fact, it might be productive for the project to make deviancy and its various measures to be the only kind of stats that really count, and the only ones that change over time.

As a proto-example, perhaps this might go like this: For all tasks related to your cover identity roll 2d6, for all other tasks roll 1d6. Each deviancy point you have (reflected in a character write-up) adds another dice, however to use this bonus you must also play a Lead point to be used by the GM. Something like that. (How this might actually be effected might need some sort of play structure similar to how I've envisioned it in past threads).

Again, thanks for the input and kind words. If you're planning on actually running the system you've outlined above, go for it! Tell me how it works out as it all sounds so intriguing for me and my own project.

I'm still very much at the drawing board right now, and I have yet to find enough free time to really get my hands dirty. I will be making updates here as I continue to work. There's also a good chance I might set up some sort of website about the project in the next three weeks to help me focus on it, spur interest, and help generate momentum. Might also be a good excuse for me to put up my own horrid sketches of giant steam-powered robots online somewhere. Yeah! ;p

Cheers,

- W.

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On 7/21/2003 at 4:10am, Praetus wrote:
Fun with compressed air!

"Together, Victory or Death! Big Fire!" Oh, yes, I am inspired now. I think I'll be reviewing my tapes soon.

Your comment on compressed air blew my mind, because I was actually thinking of something similar. Ever see "Logan's Run?" The Sandmen had pistols which blew out jets of white gas with a whoosh (an old Starlog magazine write-up said they were firing acid or explosive pellets, I think, but another source said they were lasers). I was thinking of playing the Secret Police as having compressed-gas pistols which fired some nasty kind of ammunition. Probably just a coincidence, but a nice one. I probably thought of it because it would allow them to have fairly quiet weapons, which would be nice for Secret guys.

The real trick with Deviancy is the question of how much it should impact the character's life as represented in roleplaying. It's a similar situation to the Humanity track in Vampire: the Masquerade. If the character starts off with a Humanity of 6 (stealing is at level 7, higher than the character's starting point) then is that character perfectly all right with stealing? That's determined as much by roleplaying behavior as by the chart. The situation might be one where Deviancy would be determined by in-game behaviors more than by dice. Or is Deviancy intended to be a roleplaying guide for the players? 'Cause that would work, too.

A really interesting point is that the character would gain effectiveness within the Cell as Deviancy increases. I have been wondering if there would be older members higher up the Cell's order, and just how Deviant would they be? Would they be the freaky mad scientists and diabolical plotters, or would people that Deviant have already been tracked down and removed from play by the Secret Police?

There is one thing that I'm still trying to wrap my head around. By the current description of system, if you use 3 Deviancy bonus dice (for example) you put a Lead point in the Sunday's hands. However, what if the player specifically designs the character's activities so that they confuse his goals and disrupt the evidence left behind? It seems like there should be some way that a high roll might actually neutralize the Lead point, preventing it from tallying into the final SP investigation roll. Alternately, a really horrible roll might add another Lead point, indicating that the conspirator's instincts were bad and his mistakes left even more clues than normal. Then again, this would complicate the system, and you may be going for a cleaner dicing element than that. So feel free to say "That's too complicated for my goals" and wave this paragraph away.

I desperately want to know one thing, though. Why is the GM called the Sunday? I'm afraid the reference goes right over my head, and I never found an explanation anywhere.

Thanks for all of this, and be sure to post your website address when it's up!

Praetus

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On 7/21/2003 at 11:28am, Cemendur wrote:
Anarchist

Small question. What exactly do you mean by anarchist? Do you mean the anti-political philosophy and movement that advocates autonomy? Or do you mean some one who happens to be against the current government? Or do you mean some variation of the dictionary and media definition, basically an advocate of disorder? Or do you mean a free market libertarian or any host of other political philsophies that are sometimes refered to as anarchist?

Which role is the character to play?

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On 7/23/2003 at 3:36pm, WDFlores wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Hi, all. Real life's been keeping me busy and I haven't had the time to really respond to the concerns above until now. Apologies for the delay.

Praetus wrote: The real trick with Deviancy is the question of how much it should impact the character's life as represented in roleplaying. It's a similar situation to the Humanity track in Vampire: the Masquerade. If the character starts off with a Humanity of 6 (stealing is at level 7, higher than the character's starting point) then is that character perfectly all right with stealing? That's determined as much by roleplaying behavior as by the chart. The situation might be one where Deviancy would be determined by in-game behaviors more than by dice. Or is Deviancy intended to be a roleplaying guide for the players?


Hiya, Praetus. I'd prefer for Deviancy to be reflected by in-game choices and supported by the dice (in that order). Deviancy ought to be proportional in some way to both (a) character effectiveness; and (b) the Leads by which the character is tracked down or otherwise countered by the powers-that-be. I'd like the players to be able to freely decide just how criminally deviant their characters become (and in what ways), given the relationship of such Deviancy to (a) and (b) above.

I have been wondering if there would be older members higher up the Cell's order, and just how Deviant would they be? Would they be the freaky mad scientists and diabolical plotters, or would people that Deviant have already been tracked down and removed from play by the Secret Police?


Ever since the project started, I've been trying to see where I can present a structure for the Cell itself within the game. Cell structure will be loosely based on the idea that an effective Cell controls access and isolation to and among its members. For example: you are connected to one person above you who knows more of the Cause, and two people below you who know less of the Cause ("the Cause" in this case might also be called "the Conspiracy").

... what if the player specifically designs the character's activities so that they confuse his goals and disrupt the evidence left behind? It seems like there should be some way that a high roll might actually neutralize the Lead point, preventing it from tallying into the final SP investigation roll. Alternately, a really horrible roll might add another Lead point, indicating that the conspirator's instincts were bad and his mistakes left even more clues than normal.


I was discussing this same issue just last week with one of my potential guinea pigs (er... playtesters). While it might be nice to have some element of controlled risk here, I'd prefer character effectiveness and evidence (the Leads) to be clearly and inevitably connected to each other. I am thinking that at most, what can be achieved by a character trying to obsessively cover his tracks is that the appearance of Leads can be delayed -- but only delayed; the Leads are inevitable. To play up this inevitability, I was thinking of giving the players some specific authorial or directorial stance mechanics allowing them to "force" the Leads to show up at certain points in the game (wherever they deem it most exciting and appropriate for their character). All in all, right I'm still weighing this situation, among other things concerning the game. Thanks for suggestion of using dice to help with this though -- I feel that it definitely deserves a closer look.

I desperately want to know one thing, though. Why is the GM called the Sunday? I'm afraid the reference goes right over my head, and I never found an explanation anywhere.


Hehe. Missed that one, eh? ;) In the novel "The Man Who Was Thursday" by GK Chesterton (text free and available at www.gutenberg.net), Sunday was the grand ringleader of the anarchists (all of whom -- surprise, surprise -- turned out to be members of the Secret Police). I'm still not absolutely sold out on the term though in light of recent developments. It does have a nice ring to it, however, and I'm trying to get over my little obsession with it.

Cemendur wrote: Small question. What exactly do you mean by anarchist? Do you mean the anti-political philosophy and movement that advocates autonomy? Or do you mean some one who happens to be against the current government? Or do you mean some variation of the dictionary and media definition, basically an advocate of disorder? Or do you mean a free market libertarian or any host of other political philsophies that are sometimes refered to as anarchist?

Which role is the character to play?


Hi, Cemendur. The core role of the anarchist that I'm trying to get to with the basic system I'm now cutting my teeth on is this: someone who has gone rogue and trying his best to strike against the nearly all-powerful rule of an existing system (be it political or otherwise). To be a bit more specific: The choices you've outlined above will likely be treated in the game as Color and not much more. I am meaning for the system itself to explore Character + Situation.

Thanks for the question. It helps to focus the game. Recently, I've been thinking of changing the name of the project to simply Rogue -- which is what it's all about, come to think of it.

General Update:

I'm pretty much ready to dive deep into the nuts and bolts of the project now. So that's what I'll be doing in the coming months. I generally work in spurts whenever I can, so the going will be a bit slow at times. Plus, I really feel I should go over and exprerience more games (eg: Dust Devils, etc.) in actual play before I can begin grafting some teeth into the design. I'll update here when I've got more beef to the rules to talk about, which I'm expecting to have developed within about a month or so real life concerns permitting. However, a simple website for the project should be up by mid-August (with links to the discussions here, if it's possible).

All things taken, I'd now like to ask if it's possible to simply just let this thread sink for a while. The game is pretty much out of the concept development stage at this point and there aren't any real nuts and bolts yet to the project to discuss.

Should there be any specific questions and input, everyone is still very much warmly invited to send them in. It would, however, be great to simply do it via PM or e-mail for now.

Sincere thanks to everyone for the advice and input. Wish me luck. :)

- W.

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On 7/24/2003 at 12:33am, gobi wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Good luck!

I know it's kind of late to be bringing in any input, but I just found some of my notes from when I was making a Matrix RPG (bear with me) that reminded me of your project's use of deviancy and leads.

Simply put, I had a single meter called "Freedom" that represented the mental freedom from the illusion of the machine. Any acts against any representation of the oppressive system, whether it's petty hacking or defying gravity, has Freedom added as a bonus to the attempt. Every successful act of rebellion added a notch. Get enough notches, your Freedom rating rises.

For a short while thereafter, the rebel would have an air of freedom detectable if he or she were in public. This would require a period of downtime while the rebel stays low until the heat dies down. However, this downtime also removes freedom notches so there's kind of a gamist tension. "My freedom's ready to level but if I so much as jaywalk, I'll be up to my eyeballs in agents. What the hell, I'll risk it."

Back to the topic at hand, in the long term, a rebel's "permanent" freedom would be used as a bonus in any investigation or tracking of her activities. In effect, higher freedom makes a bigger, brighter blip on the System's radar. Hrm... on second thought, maybe this should have been its own post. :P

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On 7/29/2003 at 12:05am, Dumirik wrote:
RE: Thoughtcrime (formerly Iron City) - concept sketch

Hey,

This game is a pretty cool concept, and gets really strong feelings from me. I was looking at the discussion on eventually bringing down the system and I strongly object. I don't know about anyone else, but I think that a 1984 style rebellion would be really interesting to play as, something that you cannot possibly achieve in your lifetime, but as one step closer to the system's downfall. I think that the fact that this is depressing brings the players further into the world you have created. I don't know, but that is just my thoughts on the situation.

Also, DON'T CHANGE THE NAME! PLEASE! Thoughtkrime is a really great name and should not be changed, you may be a rogue, but it is the thoughtcrime which leads to you becoming a rogue. Sorry, now that I have that out of my system I'll let the thread sink as you asked.

Good luck!

Kirk

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