The Forge Reference Project

 

Topic: Finite RPGs
Started by: tldenmark
Started on: 2/4/2004
Board: Indie Game Design


On 2/4/2004 at 10:44pm, tldenmark wrote:
Finite RPGs

So I've been playing around with some ideas inspired by Universalis, and some of the stuff I learned from designing Dungeoneer. Basically an RPG with a specific win goal.

I think the unique character of RPGs is that they are infinite games, there is no "end" to the game. As opposed to any other kind of game - card, board, etc. that has a specific goal to win it. Of course RPG's do have win goals in the sense that there are objectives to complete, but they are only points in the development of the characters.

When designing Dungeoneer my idea was to create an rpg-like experience on cards. As development proceeded I came to realize the rpgs and card games are oil and water! You cannot create "general interpretive principles" in a card game and expect it to work. This is because card games motivate players to stress the rules to the point of breaking in their aim to win. Thus rules must be clear and finite. The more permutations of a mechanic you allow, the bigger design headache you have until the game becomes unmanageable - you simply cannot account for every interpretation a rule may have. So the more narrow you make a rule the better.

RPG's on the other hand work their best when rules have broad general principles that can be applied to a wide variety of circumstances. This works because you have a referee that has the power to render a final interpretation on a rule. And this leads me to Universalis - which has a clever mechanic that solves the need for general principles, through defining story traits that you purchase from your pool, and edges toward the finite requirement of other game types - you can practically "win" a game of Universalis through "strategic" use of the story traits.

So I want to make a Dungeoneer RPG. Literally. But it will have a clear win goal. If you haven't played Dungeoneer, the idea is you try to be first to complete 3 Quests to win the game (or you can just kill everyone else off). What I want is a situation where one player is the GM ("Dungeonlord" in Dungeoneer speak) who creates an adventure, his win goal is to kill off all the characters. The players each have a character ("Hero" in Dungeoneer speak) and their goal is to be first to complete 9 Quests (which makes their hero 10th level - each completed Quest gives your hero a level).

In many ways this would be more like the original idea I had for the game - a finite rpg.

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On 2/4/2004 at 11:49pm, anonymouse wrote:
RE: Finite RPGs

The games that immediately spring to my mind as finite are Matchmaker, My Love for You is Way Out of Line, and My Life with Master. So it's not a super-new concept (I've tried taking the same goal into a couple of horribly unfinished designs) in RPGs, but certainly under-represented.

I'm sure there're more, but those are what I think of off the top of my head.

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On 2/5/2004 at 12:46am, Jasper wrote:
RE: Finite RPGs

I don't own it, but I know Rune is something much like this, so you might want to check it out.

If the GM's goal is to kill players, you'll need to very tightly control his powers. Rune handles it in a nice way, in that the GM gets reward points for injuring the characters (bringing them close to death even), but loses a lot for actually killing any. So it's a balancing act on his part to decide how hard he can afford to make it. He gets points to use in the creation of his dungeon, and the reward points translate into these, allowing him to throw in more interesting stuff.

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On 2/5/2004 at 5:41pm, tldenmark wrote:
RE: Finite RPGs

Jasper wrote:
If the GM's goal is to kill players, you'll need to very tightly control his powers.


The true goal of the GM is to insure everyone is entertained, and the bulk of the GM section as I'm writing it centers around creating a balanced game environment. But the stated win goal is to "defeat all the heroes".

Human nature being what it is though there needs to be a mechanic to insure balance, the basic mechanic is centered around 2 resources: Glory and Peril. Glory allows players to buy cool stuff for their hero, and Peril allows the gm to buy cool stuff for his monsters and the dungeon. But it is the players who generate the resources, and as they adventure they will accumulate both. So the better the players are doing, the more points the GM will have to bring nasty things into play.

td

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On 2/5/2004 at 6:18pm, clehrich wrote:
RE: Finite RPGs

Jasper wrote: If the GM's goal is to kill players, you'll need to very tightly control his powers.

And you'll probably want to lock him up and keep him away from sharp implements.

Sorry, couldn't resist.

Chris Lehrich

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On 2/5/2004 at 6:35pm, Jasper wrote:
RE: Finite RPGs

Hmm, I don't know.

td wrote: The true goal of the GM is to insure everyone is entertained.... But the stated win goal is to "defeat all the heroes".


I've encountered plenty of games that say this, but seems to me that these are mutually exclusive as real goals for the GM, and in practice one or the other has to be chosen. Either:

1. The GM really wants to defeat the heroes, and fun hopefully ensues.

2. He's really trying to make the game fun, and "trying to defeat the heroes" is just a ruese he keeps up as a means to that fun.. In other words, if defeating the heroes gets in the way of everyone enjoying themselves, he might forego it.

You could say that the GM should switch between these two modes, but what's to prompt that, other than the other goal itself?

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On 2/5/2004 at 8:14pm, chadu wrote:
Re: Finite RPGs

tldenmark wrote: So I've been playing around with some ideas inspired by Universalis, and some of the stuff I learned from designing Dungeoneer. Basically an RPG with a specific win goal.
(snip)
In many ways this would be more like the original idea I had for the game - a finite rpg.


I tried to support the finite vs. infinite game idea in Dead Inside, except I called them closed and open games.

A good chunk of being able to say that with some chance of it actually working in a game is dependent, I think, on the game being structured to support an endpoint... not just hinted at in setting and adventure, but also in chargen and mechanics.

For example, in DI the starting state of the recommended character type is "You're missing your soul." The ending state therefore is "You've gotten your soul back." Progress is tracked by Type Ranks and Soul Points, and when you've accumulated enough of those, you can enter the endgame. At that point, you can stop playing -- goal achieved. That's the closed game.

The open game is when you decide to see just how far the rabbit hole goes, running DI as a more standardized RPG setting.

CU

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On 2/5/2004 at 8:19pm, Lxndr wrote:
RE: Finite RPGs

The game I'm working on right now, Shangri-la has recently moved into a closed-game format. Characters have "Quests", and by fulfilling individual steps in that quest they can open more doors...and by completing the ENTIRE quest, they've managed to fulfill their whole reason for being in the game, and get removed from it.

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On 2/5/2004 at 11:07pm, Jack Spencer Jr wrote:
RE: Finite RPGs

Hey, Thomas.

In what way would your RPG be different from your card game? That is, Dungeoneer appears to work. What are you trying to do with an RPG version of the game?

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On 2/6/2004 at 8:37pm, tldenmark wrote:
rpg-like

Jack Spencer Jr wrote: Hey, Thomas.

In what way would your RPG be different from your card game? That is, Dungeoneer appears to work. What are you trying to do with an RPG version of the game?


The game works fine as a card game. What I'm working on now is a document that transforms the core mechanics into an "rpg-like" book. Basically here are the differences:

1. Character creation. You can create your own character with a point based system. OR you can just use a pre-made character (in other words an actual Dungeoneer hero card). This is the largest and most challenging section. All the Boons and Special Abilities will be broken down into crunchy bits. Characters will go up to 10th level in "grades" - Heroic, Epic and Legendary. Heroic will be levels 1-3, Epic levels 4-6, Legendary levels 7+. Each of these levels can only be achieved by the appropriate grade Quest. This way the Quest=Level system can be scaled to the general power level of the heroes.

2. Adventure creation. Players get to create characters, GM's get to create adventures. I will be treating this section the way most RPG's treat character creation - Adventure creation will also be point based and balanced against the character creation rules. It will have all the Encounters, Banes, Maps and Quests broken down into crunchy bits.

The one sticky wicked I'm having is handling Treasures. It makes sense for GM's to control the doling out of Treasures, but there is no incentive for them to put cool treasures in the adventure. I could allow it in the character creation system (then it would resemble other point-based superhero RPG System's item creation rules). But doesn't that "break" one of the classic canards of Fantasy RPG's? The one solution I can think of is to allow the GM to equip his monsters with Treasures - and then the heroes can take them when they defeat the monster. So in card game terms a Treasure can be treated as an Attachment to a Monster.

Here's the titty twister - it will be fully compatable with the cards (I just leaked an important bit of info about development plans for the expansions if you can read into where I'm going here). You can use the cards, or not, if you want.

My whole goal is to capture a classic fantasy campaign that usually takes months to play, in one enjoyable evening of gaming.

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On 2/6/2004 at 9:45pm, Valamir wrote:
RE: Finite RPGs

Hmmm.

Why not simply tie the Treasure to the monsters power level.

15 points worth of monsters, requires 15 points worth of treasure. One could come up with all sorts of niggling rules about how much of this treasure is "on the body", "in the lair", or "just there for the taking"

I believe Rune had a system that worked along these lines.

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On 2/6/2004 at 10:03pm, tldenmark wrote:
RE: Finite RPGs

Valamir wrote: Hmmm.

Why not simply tie the Treasure to the monsters power level.

15 points worth of monsters, requires 15 points worth of treasure. One could come up with all sorts of niggling rules about how much of this treasure is "on the body", "in the lair", or "just there for the taking"

I believe Rune had a system that worked along these lines.


Interesting and very simple solution. The problem is the GM could simply provide 15 points worth of Potions of Blandness rather than that great big 15 point Sword of Hiny Kicking. I sure would hate it to turn into a complicated requirement system with lots of exceptions and must-haves.

Possibly each Encounter/Bane must be accompanied by an exactly equivelant Treasure. 6 point Encounter? you gotta have a 6 point Treasure. (not 2 Treasures that total to 6). - which your post could be interpreted as saying. :o)

But that certainly reduces the flexibility the GM has in creating the adventure.

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On 2/6/2004 at 10:27pm, Jack Spencer Jr wrote:
RE: Finite RPGs

Hmmm.

Well, IIUC the main differences you'd outlined are the ability to make your own cards.

My gut is telling me to advise you to consider carefully what you wish to do with this. I don't think I need to point you to the Fanatasy Heartbreaker essays in the Articles section. But all you've mentioned here is something that would add to the card game. And what's wrong with a card game?

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On 2/6/2004 at 10:51pm, Valamir wrote:
RE: Finite RPGs

tldenmark wrote:
Interesting and very simple solution. The problem is the GM could simply provide 15 points worth of Potions of Blandness rather than that great big 15 point Sword of Hiny Kicking. I sure would hate it to turn into a complicated requirement system with lots of exceptions and must-haves.


Well, if thats a concern, make each seperate item -1.

So if the GM wants 15 points of monsters he has to provide 15 points of treasure + 1 point for each seperate item.

So 1 piece of treasure would be one 16 point item (16-1 = 15)

5 pieces of treasure would be five 4 point items (20-5 = 15)

If the GM wanted to get stingy and give out 15 tiny items, he'd have to do fifteen 2 point items (30-15 = 15).

So the last method may only be potions and blandness but its 30 points of potions and blandness instead of 16 points of coolness.


But there are alot of different ways you could do this without needing to get too niggly. You could require at least 1 piece of treasure must be equal in points to the level of the highest level character in the party, or there must be 2 pieces of treasure equal in points to the level of the lowest level character in the party (as another example).

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On 2/6/2004 at 11:02pm, tldenmark wrote:
RE: Finite RPGs

Jack Spencer Jr wrote: Hmmm.

Well, IIUC the main differences you'd outlined are the ability to make your own cards.

My gut is telling me to advise you to consider carefully what you wish to do with this. I don't think I need to point you to the Fanatasy Heartbreaker essays in the Articles section. But all you've mentioned here is something that would add to the card game. And what's wrong with a card game?


What, you mean the world doesn't need another fantasy RPG with classes, levels, elves and dwarves???

I love Ron's Heartbreaker essays, because they echo my own feelings so accurately. I LOVE those little fantasy RPG's that are labors of love, but at the same time they are so obviously a reaction AGAINST D&D. They can be summed up by saying "It's like D&D ... only better!".

There is a certain chunk of this RPG I've failed to mention, and won't mention for sometime until I'm much closer to publishing it. This chunk is, I believe, quite innovative and pushes the envelope in terms of design. I hope to have it at this next Gen Con.

But you are correct, so far it's only something that adds to the card game. And in fact it could be thought of as a sourcebook for the card game - something to allow you to create your own cards. But it's an idea I've had for quite some time, that's been on the back burner far too long. And is really just a fun way for me to vent a variety of cool ideas that are not likely to ever be published in the actual card game.

One key difference from the subjects of the Fantasy Heartbreakers essay I can guarantee, and at the risk of sounding egotistic, most of the art will be better than "frankly boring". ;o)

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On 2/6/2004 at 11:32pm, Jack Spencer Jr wrote:
RE: Finite RPGs

tldenmark wrote: There is a certain chunk of this RPG I've failed to mention, and won't mention for sometime until I'm much closer to publishing it. This chunk is, I believe, quite innovative and pushes the envelope in terms of design. I hope to have it at this next Gen Con.


Hmmm... intriguing. I can respect your not wanting to tell us, but it does make constructive criticism difficult.

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On 2/7/2004 at 1:30am, talysman wrote:
RE: Finite RPGs

damn, is everybody doing stripped-down dungeoncrawl games these days?

I'm working on one that's more of a just-for-fun thing (I plan on playtesting it in a MOO.) I doubt I will be selling this one, just distributing it as a freebie, because I plan on concentrating on selling games with specific settings. this one is more generic. however, everyone else working on dungeoncrawl games might want to see one of the mechanics, since you might find a similar approach useful for your own work.

I was inspired mainly by Rune and Fungeon. Rune looks fine, but the pointbuild system for building dungeons seems too intensive for my tastes. Fungeon has a simpler approach, but I wanted something just a tad more elaborate... so it occurred to me to use the Donjon idea of allowing Find Trap rolls to invent a trap where none existed before, or Find Secret Door to find a secret door, and so on.

so what I settled on was a resource management system. character "stats" would be Level plus three spendable resources: Health, Stamina or Magic (this could be made more elaborate, or stripped down to just Health.)

the dungeon, in contrast, has a Depth stat and a Risk resource. there's one other resource, Gold, which starts at zero and would mainly be a score tracker, although it could be spendable in a town.

the idea is that players can choose to increase their dice pool for an action by adding points to Risk or spending points from Health/Stamina/Magic. Health and so on can only be regained in specific ways, while Risk can only drop by spending it on traps or monsters. if Risk stays high, it causes wandering monsters and a boost of a monster's effectiveness when found (monster effectiveness = Depth + (Risk/10)).

so: you are about to enter a room. you choose to listen at the door and roll a dice pool (starting with just 1 die in the pool,) trying to hit a fixed target number; since you listened for a monster, there *is* one -- with an effectiveness = Depth + Risk/10 + your successes on the dice pool. you can boost your dice pool by subtracting 1 from Risk for every die you add; taking more powerful monsters from time to time thus guarantees that Risk doesn't go too high.

you know there's a monster, but the door is closed. by saying "I pick the lock", the door is considered locked -- and you can increase your dice pool this time by increasing Risk (because you are taking longer) or decreasing Stamina (because you are doing something exhausting) or Magic (casting a spell) or Health (there was a minor trap). searching for a trap on the door first works like listening for a monster, increasing the value of a trap by decreasing Risk.

those extra successes that you are earning can be rolled into other dice pools, including the search for treasure. I don't have all the details worked out for my particular approach, but I'm sure you get the idea.

of course, what we should be doing is offering help to Thomas, but without any idea about what his system is, the best we can really do is say "here's what I've beend doing" and leave it at that. if you find this helpful, Thomas, feel free to adapt it to your own approach.

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On 2/7/2004 at 2:19am, tldenmark wrote:
RE: Finite RPGs

talysman wrote: of course, what we should be doing is offering help to Thomas, but without any idea about what his system is, the best we can really do is say "here's what I've beend doing" and leave it at that. if you find this helpful, Thomas, feel free to adapt it to your own approach.


Dungeoneer has already been published by Atlas Games www.atlas-games.com/dungeoneer/ but what I've been discussing is a derivitive RPG based on that system.

Here is the basic system:
There are 3 basic stats: Melee, Magic and Speed, which may be thought of as Strength, Intellect and Agility.

There are 2 resolution mechanics: Combat and Threat. Combat is roll 1 die + stat to beat your opponents roll + stat. Threat is a target number - roll 1 die + stat to match or beat the Threat number to succeed. Pretty straight forward, and any roleplayer gets it immediately. Interestingly many, many non-roleplayers play Dungeoneer and have been baffled by this seemingly simple concept.

Each character (or "hero") starts at 1st level. Each time a character completes a Quest they gain a level, and their stats go up. In addition each character has a unique special ability.

The heart of the system is Glory and Peril. As you move through the Dungeon you collect Glory and Peril. You spend your Glory to buy stuff for your character. The GM (or "Dungeonlord") spends your Peril against you to buy nasty stuff like monsters and traps.

All the hard work of making the system has already been done, and it's been somewhat successful. So it's not like working from scratch, I have a ton of art to use as well. But, there are a few hurtles to overcome in adapting the game to an RPG.

I love D&D, and I am NOT trying to remake D&D in my image. This is more akin to the playability, strategy and speed of Magic the Gathering then it is to D&D. It is intended to capture much of the ambiance, but without the commitment of an extended campaign.

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On 2/7/2004 at 2:25am, tldenmark wrote:
RE: Finite RPGs

talysman wrote: damn, is everybody doing stripped-down dungeoncrawl games these days?


I believe every game is a dungeoncrawl!

The core idea being: limited options, clear choices, simple problems to overcome, etc.

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On 2/7/2004 at 5:45am, tldenmark wrote:
RE: Finite RPGs

Jack Spencer Jr wrote:
Hmmm... intriguing. I can respect your not wanting to tell us, but it does make constructive criticism difficult.


Don't mean to be vague, or act like I'm holding the secret to the next big thing in gaming! It's nothing so grand as that. It's just that I'm working on a preliminary playtest document with what I think are a variety of innovative ideas - not so much in the ideas themselves, but more so in the implementation. And I'm not ready to talk about that yet. :o)

What I'm trying to get at right now is the core idea of a finite RPG. A VERY competitive finite RPG. And a game like that really requires fine balancing to achieve that elusive fun factor. Anyway, I was wondering how the idea would resonate on this very active forum of independent game designers.

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On 2/7/2004 at 2:16pm, Jack Spencer Jr wrote:
RE: Finite RPGs

tldenmark wrote: What I'm trying to get at right now is the core idea of a finite RPG. A VERY competitive finite RPG. And a game like that really requires fine balancing to achieve that elusive fun factor.


So, what you're talking about is a gamist-supporting RPG with some very well-defined elements for Step On Up both with the system or GM and the other players especially.

The way you describe it, it sounds more like WarhammerQuest without the minis. That game is a board game which has many trappings in common with an RPG, but I hestitate to call it an roleplaying. In my thread, a perspective on roleplaying, I defined roleplaying thus:

• roleplaying is an activity that primarily takes place in the shared imagined space
• the in-game or imagined elements may be used in terms of what they are


The last bullet relates to WarhammerQuest thus:

Each of the characters have the normal trappings of their type, Barbarian, Elf, Wizard, Dwarf, etc. But they each have an aditional piece of equipment. The Barbarian, for example, has the lantren This has no bearing on gameplay. It merely serves as the rationality for why the characters are able to see in the dark (Elf and Dwarf notwithstanding) and marks the Barbarian as the party leader. There are no rules for what happens if the lantren is lost and the party is plunged into darkness. Likewise, the Dwarf has the rope. The rope is used for pulling someone out of a pit trap. That's it. No tying bundles or using it to trip the silly Orcs. Just pulling people out of pits. They even had a bit of flavor text fiction illustrating this. Because of this, WarhammerQuest does not fit my definition of a roleplaying game. It looks and smells like one, close, but no toboggen.

Dungeoneer stikes me as similar game, only with cards and now you're trying to expand it, we'll say, into something that doesn't need the cards.

So it sounds like it all about bullet 1 but no mention of bullet 2 yet. That is, WHQ is played with miniatures and dungeon geomorphs and other nifty props. The shared imagined space is literally laid out on the table. To take those props away would necessarily place the game deeper into the collective imagination, but would lack some of the strategy element that makes the game what it is. Part of the game is the position-based combat. It's difficult to do that in the collective imagination, hence the plastic pieces on the table.

So, what you need to consider is how "rpg-like," to use your word with quotes, is this going to be? Will elements be defined by their use, like the WHQ rope? Or will the object define the possibilities of use? It sounds like you're going towards the first option.

Nothing wrong with that. Heck, it sounds like a challenging approach to design. My instincts would be to go with the second otion but I wouldn't want to have to define everything, so the GM would have to decide all the time.

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On 2/8/2004 at 9:07pm, tldenmark wrote:
RE: Finite RPGs

Jack Spencer Jr wrote: In my thread, a perspective on roleplaying, I defined roleplaying thus:

• roleplaying is an activity that primarily takes place in the shared imagined space
• the in-game or imagined elements may be used in terms of what they are





I can't fully agree with your points on what an RPG is. I think the key element of an RPG is "closure". That is the action takes place in the participant's mind between each player describing what they are doing. For example:

GM- you enter a musty room, at the other end sits a vampire, he rises and says "velcome to my lair, prepare to die..." from that moment the scene appears in the player's mind - they picture the room, the vampire, their characters. Then they respond to the gm "I pull out my sword. I prepare my spell." etc. then that scene plays out in the GM's mind and he reacts. And so on.

There has been a distinct trend towards enhancing closure in the player's minds with the use of visual aids. These aids have become more sophisticated, culminating in the current collectable, painted, plastic minis. As well as other popular dungeon props. Personally, I see this as a GOOD thing. It gives companies in the biz another product to sell, to keep this market we love so much alive, so these companies can keep putting out cool, creative products for us to enjoy. And to keep funding game conventions and so on. It keeps our hobby alive and vibrant.

I see the cards as purely a visual aid to enhance closure. In addition they have rules on them, to keep those rules readilly at hand without players having to refer to voluminous cyclopedias that stall the flow of the game. Also I believe player's attention spans are much shorter. Not that people aren't as smart, clever, and creative. There's a lot more games out there to enjoy, which means less time to play each game. Not to mention competition with video games. So condensing the enormously satisfying campaign experience into an evening of gaming seems to me a good endeavor.

There is a problem though. One other key element of RPG's is the infinite nature. A player may come up with an infinite number of solutions to a problem, and explore endlessly in a world that is created mostly on the spot by the GM. And this is all possible through a flexible game system that ultimately relies on the GM-as-referee. From a card or boardgame perspective RPG's are non-games. They are completely broken because one participant, the GM, gets the power to break the rules practically at-will. And this is why I consider RPG's and card/boardgames to be oil and water. I do not know if the two can be reconciled.

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On 2/8/2004 at 9:50pm, Shreyas Sampat wrote:
RE: Finite RPGs

Your examples of "clusure" look to me like attempts to communicate information about the imaginative space, enhancing the portion of that whhich is shared among participants.

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On 2/8/2004 at 10:13pm, tldenmark wrote:
RE: Finite RPGs

Shreyas Sampat wrote: Your examples of "clusure" look to me like attempts to communicate information about the imaginative space, enhancing the portion of that whhich is shared among participants.


Closure, in the way I use it here, was well defined by Scott Mcloud in his famous "Understanding Comics" book. It's the space between panels that comics "happen" - when the reader's imagination is engaged and brings the comic to life.

I think in the same way, it is that period after receiving information from the GM that the player's provide closure - their imagination engages and fills in all the details and action that takes place. Then they respond and then it's the GM's time for closure as his imagination kicks in.

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On 2/10/2004 at 12:12am, Jack Spencer Jr wrote:
RE: Finite RPGs

Sorry, Thomas. I agree with Shreyas that your Closure is just illustrating communication about the shared imagined space.

So condensing the enormously satisfying campaign experience into an evening of gaming seems to me a good endeavor.

This bit has me puzzled. I don't get how this goal is possible.

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On 2/10/2004 at 9:08pm, tldenmark wrote:
RE: Finite RPGs

Jack Spencer Jr wrote: Sorry, Thomas. I agree with Shreyas that your Closure is just illustrating communication about the shared imagined space.
So condensing the enormously satisfying campaign experience into an evening of gaming seems to me a good endeavor.

This bit has me puzzled. I don't get how this goal is possible.


Campaign in the D&D sense - taking your character from level 1 to 20 and then retiring.

Campaign in the CoC sense - that time from character creation until your character is too insane to function anymore.

Campaign in the sense of the lifetime career of your character.

So what I'm talking about is dividing your character's career into 3 distinct eras beginning his heroic career, becoming an "epic" hero eventually becoming "legendary". Then retiring him or her. In the mechanics of this game taking your character from level 1 to level 10 within the span of a 6-8 hour gaming session.

I believe there is a market of 30+ year olds, who played D&D in high school, then life, career, marriage and all that replaced their hobby. They still want to relive those exploits, but simply don't have time for a regular weekly gaming session. But keep in touch with their friends. Talk about gaming, but never seem to find the time to do it. Then a few times out of the year they actually get together, make characters, run part of an adventure. Have a blast, but don't find time to finish the game, and are left unsatisfied.

I believe many of you reading this right now fit in that demographic. I'm making this game for you.

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On 2/10/2004 at 10:31pm, Jack Spencer Jr wrote:
RE: Finite RPGs

tldenmark wrote: So what I'm talking about is dividing your character's career into 3 distinct eras beginning his heroic career, becoming an "epic" hero eventually becoming "legendary". Then retiring him or her. In the mechanics of this game taking your character from level 1 to level 10 within the span of a 6-8 hour gaming session.


Okay, the marketability of this game aside, because hell is I know what sells, I have to say that's a pretty tall order. I also wonder bit about the logic of it.

Is reaching the top level really what is desirable? I have had fairly high-level characters that had to be retired and I was dissatisfied because i didn't accomplish all I had hoped for that character. My ex-roommate retired a fair low (well, median) level character because all he wished to do with the character was done.

My problem seems to be with what I perceive as irreconcilable goods. I can see a RPG designed to be played in a single session or I could see a game that is similar to an RPG, namely the dungeon crawl in this case, and I could see a game that condenses an entire campaign into a single session, but I just can't see a single-session RPG for the dungeon crawl paradigm, somehow condensing an entire campaign-worth of play into a single session.

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On 2/10/2004 at 10:40pm, Shreyas Sampat wrote:
RE: Finite RPGs

(Parenthetically, I think your term "closure" is directly parallel to "shared imaginative space", and will use the latter if I feel any need to do so.)

Why the assumption that the entire "lifetime career of the character" has to be laid out in play?

How do you feel about "snapshot in time" games, that take characters (that may already be at a point where they are mid-to-high-level in D&D terms) and run a short, presumably satisfying story for them? It seems to me that your competitive, finite dungeon game would make a lot of sense run as a "lets see who can kick the most butt in this dungeon", and much less sense as a campaign game with overarching storyline.

IOW, I am not sure whether we are talking about a competitive card game or a roleplaying game at all.

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On 2/11/2004 at 1:29am, Jack Spencer Jr wrote:
RE: Finite RPGs

Shreyas Sampat wrote: IOW, I am not sure whether we are talking about a competitive card game or a roleplaying game at all.


We're kind of talking about both.

Thomas designed the card game Dungeoneer from Atlas Games. There's a review here and here. Now here's thinking of making a suppliment that will work with the cards to make a more "full" roleplaying experience or function on its own as an RPG. However, even as a standalone, it will be a very closed or finite RPG. The exact nature of this is a little difficult to parse, partially because part of it he's not ready to share yet, but that's his perogative. So the conversation is currently about what, exactly would his game be like and your questions have merit and sort of mirror my own feelings.

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On 2/11/2004 at 1:34am, Shreyas Sampat wrote:
RE: Finite RPGs

Thanks for the clarification. Now I have to go and think.

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On 2/12/2004 at 9:37pm, Doctor Xero wrote:
RE: Finite RPGs

tldenmark wrote: Closure, in the way I use it here, was well defined by Scott Mcloud in his famous "Understanding Comics" book.
It's the space between panels that comics "happen" - when the reader's imagination is engaged and brings the comic to life.


McCloud's book has moments of brilliance, doesn't it? I have cited his book as a source in some of my
research work on perception and perspective.

I think his concept of closure really applies to ~all~ storytelling, not just RPGs, so I'm not sure if it's
specific enough a term for what you're trying to convey.

tldenmark wrote: So what I'm talking about is dividing your character's career into 3 distinct eras beginning his heroic career,
becoming an "epic" hero eventually becoming "legendary". Then retiring him or her. In the mechanics of this game
taking your character from level 1 to level 10 within the span of a 6-8 hour gaming session.


I've done this before, and I found it an interesting experiment but ultimately weak.

I ran such a game because I had noted that in folklore heroes seldom had more than one major supernatural
adventure. Even Beowulf, whose life is played out, had only three major encounters -- Grendel, Grendel's mother,
and the dragon who kills him.

The problem is that running this well requires a degree of meta-plotting that becomes cumbersomely overt. It
eliminates one of the major attractions of the fantasy RPG -- serendipity. A gaming group seldom knows which
encounters are going to end up truly memorable and which are going to be merely fun. But the sort of progression
you invoke requires each encounter to be memorable both in game master performance and in player reaction --
and player reaction varies greatly. If the player reacts in epic fashion each and every time, it all works out, but if the
player doesn't, either the progression becomes derailed or the player's character is progressed artificially, which
usually ruins or at least diminishes the game for all involved.

Doctor Xero

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On 2/13/2004 at 2:04am, tldenmark wrote:
RE: Finite RPGs

Jack Spencer Jr wrote: making a suppliment that will work with the cards to make a more "full" roleplaying experience or function on its own as an RPG. However, even as a standalone, it will be a very closed or finite RPG. The exact nature of this is a little difficult to parse, partially because part of it he's not ready to share yet


I'm not holding anything back - there are just things I haven't figured out yet. Here's the jist of it:

A player gets X points to build his character.
A gm gets x points per player to build his adventure (so it scales up depending on the number of players).

The gm is running his adventure against the players. The players are running their characters against the adventure. The goal is to win.

So you can imagine the book may look like a cross between the Hero system by Hero games, and the Toolbox d20 supplement by AEG. Lots of charts. Now, with that in mind you can see how difficult that would be to explain on a forum - you'd have to see the system pretty much in it's entirety to fully get it.

We are talking about an RPG (and a purely hypothetical one - this may be FAR too much work and not worth the effort), but we are also talking about a boardgame. Well, more accurately a boardgame that plays out with cards.

Cards? That's right, the game comes with PDF's with card templates. You simply fill in the cards you want for your adventure, print them out and play. Keen players have noted that Dungeoneer really runs on an RPG engine, this would use the same engine.

This means the game requires a computer, printer and internet access (pre-made adventures would come in downloadable PDF format). How many gamers do you know don't have a computer? That's right, this requirement contrary to limiting the audience actually appeals to the demographic, I think.

I suppose I've pretty much let all the cats out of the bag I can think of. All the rest are details.

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On 2/13/2004 at 5:17pm, quozl wrote:
RE: Finite RPGs

Are you sure you want a GM?

You could do something like the Lord of the Rings boardgame where everybody plays to beat the game.

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On 2/15/2004 at 3:01am, Jack Spencer Jr wrote:
RE: Finite RPGs

Here's a question:

What is the role of the GM?

So far you've said that the GM will design the adventure, which, I think, means they design the adventure cards.

I could see this expanding the card game but with each player spending X number of points on their characters and then designing a quest with the same number of points. The quest cards are then shuffled and the players play that way.

So beyond designing the adventure (cards), what does the GM do?

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On 2/16/2004 at 8:53pm, tldenmark wrote:
RE: Finite RPGs

Jack Spencer Jr wrote: Here's a question:

What is the role of the GM?

So beyond designing the adventure (cards), what does the GM do?


I see it much like the philosophy behind Hero system 5th. A toolbox for GM's.

There are, I think, 2 kinds of RPG gamers. Those that play, and those that buy the stuff.

I don't think most players buy RPG books. I think only GM's buy them. Those GM types are the ones who have a keen interest in RPG's and how they work. Most of them have designed their own RPG system. Or have modified their favorite RPG with home rules.

Dungeoneer RPG is a toolbox to modify and create the game within a core context. So beyond creating a Boss monster with X points from a static list of stats and abilities, there would have to be rules for creating abilities and tinkering with the stats. The Hero system does a beautiful job of balancing all of this, so I'm drawing inspiration from that.

The GM gets to design or put together 3 things before the game:
Maps: "gameboard"
Quests: things for players to do
Perils (Encounters and Banes): things for players to encounter

Players get to do 1 thing before the game: create and/or design their character.

During the game the GM gets to 'run' the game. Though the way it works this responsibility is spread across each player's turn. Since I think GM's have to work WAY too hard in an RPG.

I may be misnaming this calling it the Dungeoneer RPG, since it may be it's own thing. But, since so much work and playtesting has gone into Dungeoneer, and it's now a finely balanced system. And since the system is, in fact, an RPG system - adapted to play on cards - there's no reason not to take advantage of all that hard work and publish an RPG from it. Since RPG's are near and dear to my heart!

Besides, I think it is quite novel, and fun, to have your options drawn from a deck during play in this way. It's like the antitheses of narrativist play.

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On 2/16/2004 at 9:22pm, Jack Spencer Jr wrote:
RE: Finite RPGs

tldenmark wrote: During the game the GM gets to 'run' the game. Though the way it works this responsibility is spread across each player's turn. Since I think GM's have to work WAY too hard in an RPG.

I'd like to focus on this a minute. Before the game, you could easily have the players each make up four things there. So what, exactly, does the GM do to "run" the game? What responsibilities are being distributed and what are left? Could the ones that are left also be distributed?

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On 2/16/2004 at 9:37pm, tldenmark wrote:
RE: Finite RPGs

Jack Spencer Jr wrote:
Before the game, you could easily have the players each make up four things there. So what, exactly, does the GM do to "run" the game? What responsibilities are being distributed and what are left? Could the ones that are left also be distributed?


What 4 things could players make up?

The GM acts as referee (makes rules calls), performs the encounters, lays out the map. Role-plays the NPC's, etc.

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On 2/16/2004 at 9:43pm, Jack Spencer Jr wrote:
RE: Finite RPGs

tldenmark wrote: What 4 things could players make up?

Maps: "gameboard"
Quests: things for players to do
Perils (Encounters and Banes): things for players to encounter
create and/or design their character.
The GM acts as referee (makes rules calls), performs the encounters, lays out the map. Role-plays the NPC's, etc.

Ok, it's getting a bit heavy for our purposes here. Let me change tactics

Is there any reason to have a GM instead of in one way or another delegate this responsibility amoung the players?

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On 2/18/2004 at 1:36am, tldenmark wrote:
RE: Finite RPGs

Jack Spencer Jr wrote:
tldenmark wrote: What 4 things could players make up?

Maps: "gameboard"
Quests: things for players to do
Perils (Encounters and Banes): things for players to encounter
create and/or design their character.
The GM acts as referee (makes rules calls), performs the encounters, lays out the map. Role-plays the NPC's, etc.

Ok, it's getting a bit heavy for our purposes here. Let me change tactics

Is there any reason to have a GM instead of in one way or another delegate this responsibility amoung the players?


I've been using the terms GM: person running the game, and Player: person running a character exclusively. You're using the term Player in it's broader context - that threw me off.

No reason for delegating the responsibilities, in fact that's what Dungeoneer currently does, it's the 'standard' mode of play. What I'm talking about is taking a 'campaign' mode (1 gm, multiple players) and extending it into a full blown RPG.

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On 2/18/2004 at 9:46am, smc wrote:
RE: Finite RPGs

Thomas:

As a RPG consumer, I like the idea, and I've actually been working on something similiar (see this thread: http://www.indie-rpgs.com/viewtopic.php?t=9844). Basically, I was working on a home-brew system that uses cards partially for mechanics but mostly for atomosphere, as well as simplified and streamlined storytelling on the part of the GM.

I would like the GM to be able to create a plot by choosing/creating cards that relate to settings and challenges. My thinking was to emulate a movie rather than a book, if you get my drift. The typical RPG is heavy on character development and role-playing, but I wanted to encourage a session with a bit more momentum and action, without completely discarding the role-playing elements. Basically, a storyline could be resolved in 2-3 hours of playtime, and a characters "career" might last a few session. Characters would gain experience/levels by completing quests and by adhering to their motivations.

I do own Dungeoeer, and it was the partial inspiration for working on my own system (BTW, a request from my wife and daughter in terms of Dungeoneer .... we need more female characters).

Unlike dungeoneer, I wanted to avoid a dungeon crawl with distinct rooms, etc. A underground lair might be a location in the story, but it would consist of perhaps a couple of distinct areas and related challenges. In this way, again, it's like a movie ... For example, in LOTR: FOTR the journey through Moria has some distinct set pieces (Balin's tomb, the escape, the bridge, etc.) that could be defined as settings and challenges, while keeping much of the mundane travel and such compressed or "off screen".

I realize that these ideas are probably anathema to most role-players, but they appeal to me, which is why I was working on a home brew.

So, there is an interest in the sort of game you seem to be thinking about, at least from me. I think it would serve as a nice bridge from the "boardgame" feel of dungeoneer to more of a true RPG, and--as you said--you've got some built in resources in the form of the existing Dungeoneer cards (by the way, your art on the Dungeoneer cards is quite lovely--I am envious of the fact that you are a skilled game designer as well as an artist).

I'd be interested in hearing more about this system as you work on it. I may decide to give up my struggled on my own version in favor of yours ;)

Forge Reference Links:
Topic 9844

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On 2/19/2004 at 7:32am, tldenmark wrote:
cards as mechanics

smc wrote: As a RPG consumer, I like the idea


I'm confident in the built in audience for the product. I don't know if that audience is large enough for how much work this would be. It's on a similiar scale to the quite chunky Hero system "toolkit".

smc wrote:
I would like the GM to be able to create a plot by choosing/creating cards that relate to settings and challenges.


This is excellent! Sort of the narrativist counterpart to what I'm thinking of with this. There was an interesting product someone was selling at Gen Con last year that had extensive card sets you could create D&D adventures with, it was specifically D&D. The idea was well thought out, and the product was cool - I bought a set. The only thing missing was the production values - art and card stock professional printing.

smc wrote: I do own Dungeoeer, and it was the partial inspiration for working on my own system (BTW, a request from my wife and daughter in terms of Dungeoneer .... we need more female characters).


The running joke in the old Gauntlet video game was "that cool dungeon crawl game, but someone had to play the chick". Their request will actually be satisfied with the expansions, there will be more female characters.

smc wrote: (by the way, your art on the Dungeoneer cards is quite lovely--I am envious of the fact that you are a skilled game designer as well as an artist).


Why thank you, but I don't think much of my game design skills. I look at what some of those CCG designers, and greats like Jonathon Tweet have accomplish and am humbled. I'm an artist, with a curious game design hobby. :)

smc wrote: I'd be interested in hearing more about this system as you work on it. I may decide to give up my struggled on my own version in favor of yours ;)


If this was available in a $15 softcover book you could order online (and pay the S&H on) could you see anyone purchasing it? What about if it required a computer, printer and Adobe Acrobat? And you had to fill out templates on the computer, and cut out cards?

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On 2/19/2004 at 8:30am, smc wrote:
Re: cards as mechanics

tldenmark wrote:
If this was available in a $15 softcover book you could order online (and pay the S&H on) could you see anyone purchasing it? What about if it required a computer, printer and Adobe Acrobat? And you had to fill out templates on the computer, and cut out cards?


Well, as a computer hobbyist none of these issues are daunting to me. I would like the idea, for example, of having a solid rules system and being able to create or customize my own cards. Anything under $20 for a softcover book and anything under $12 for a PDF version is in my price range for RPG accessories, depending on how much I am interested.

The challenge, I think, is your potential market. I think this would mainly fall into some categories such as:

* Casual gamers who have always been interested in RPG's, but have been intimiated by the cumbersome rules and the "geek factor" of doing dramatic voices and that sort of stuff.

* Former RPG'ers who just don't have the time to devote to preparing and running a typical game (i.e. a D20 game), but still want to enjoy some of the social aspects and atomosphere in a RPG-lite.

* RPG'ers who want to introduce friends, family etc. to the hobby.

* RPG'ers who want an alternative system that woulkd be good for last minute games, pick-up games, etc.

I manage to fit into the first 3 categories :) I've always had an appreciation and an interest in RPG's (ever since the late-70's), but I'm just not the kind of person who can "let loose" with the role-playing aspects and I've never had a circle of friends to play with. I've owned dozens of RPG's, and I've played a handful. I've participated in a few games, but I've had the most fun just exploring RPG's with my wife and kids. That said, I'm just too busy and most systems are too much work, and what I want is a game that's a bit more casual and "boardgame"-like but still has a lot of the flavor and fun of an RPG. Dungeoneer is a great game, but I also want to explore something that takes another step in the direction of a true RPG (hopefully without adding too much additional complexity).

So, for the past couple of weeks I've been working on the system I mentioned, and I am really pleased with some of the concepts. I'm looking for that balance of abstraction and realism that provides me with the right "feel", and I think it's working out so far. It won't be something that'll go beyond my dining room table, but that's okay ... it'll be worth the time I put into it.

So ... back to the question ... it's hard to gauge what your built-in market is like. I haven't been watching the Dungeoneer Yahoo group. Have you discussed it there? What has been the response? If the game is more suited to a casual audience, I'd be concerned that any "overhead" (i.e. work on the part of the player to print and cut the cards) might be a bad thing .... but, perhaps I am off-base and the game would have a wider appeal .... it just seems like the hard-core RPG hobbyists can be very elitist about these sort of systems.

I guess it depends on how it is pitched. You mentioned the idea of a competitive atmosphere where the GM is trying to kill the characters ... that's an interesting approach, though personally I'd want it to have an option to support the more cooperative atmosphere as well.

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On 2/19/2004 at 8:40am, smc wrote:
RE: Re: cards as mechanics

tldenmark wrote:
Why thank you, but I don't think much of my game design skills. I look at what some of those CCG designers, and greats like Jonathon Tweet have accomplish and am humbled. I'm an artist, with a curious game design hobby. :)


Well, I don't want to come off as a fanboy, but don't sell yourself short. Dungeoneer is pretty darn ingenous, and if there's another game designer out there who is as talented with a paintbrush, I'd be surpised. I am a jack-of-all-trades (writer, artist, gamer) and master of none, so I'm envious (and frankly, it makes me hate you just a bit ;) )

I look forward to your future work.

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On 2/19/2004 at 12:51pm, contracycle wrote:
RE: Finite RPGs

I don't have any problems with the proposition. Just the other day I checked out how much it would cost to have 200 B&W cards printed at my local kinkos-equivalent and was quoted £37 and pennies. Fair enough, thats a significant proportional expense, but a serious "build-your-own-game" model may be so strong that that this is a worthwhile expense.

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On 2/19/2004 at 1:27pm, contracycle wrote:
RE: Finite RPGs

On the principle of the thing...

Heres what I'd like to do. I'd like to have cards that are rather like the L5R cards for locations, like the Stronghold cards, so that the players and I can just sit there and hang out, checking out the cards, and sorting few out and saying cool, I want go here, cool, this is a good/bad looking critter, lets have a bit of that, etc etc, so that I have player buy-in from the get go.

The tricky part is building a theoretical model for how to take these things and use them in actual play. For one thing, I'm also going to want a second set of cards with all the REALLY cool evil critters so I can keep them secret for the mean while.

What I'm looking at is a synthesis between player selection/creation and the GM's "interpretation" of that information. Furthermore, I want as much of it as possible to occur on the tabeltop via props, and to be colour-heavy. So cards and maps are the business.

the whole point of having these props is so that you can find a card and give it to the players and say "you see THIS". And this means that from the metagame perspective, play must move from card to card to card in a systematic manner. The "continuous real time" mode in conventional RPG is not necessary, just habit IMO. A scene based system would accord more directly with the practical requirement to move from card to card.

Edit: all of which is to say, I don't think the dichotomy between Finite and Infinite necessarily applies; the intermediate case is a related sequence of Finite games, an episodic structure.

2nd Edit: One thought I've had in this direction is a mode of play that is explicitly centred on specific moments in the viewpoint characters lives. this seeks to obviate both real time play and the conventional party mode as follows. You could conceivably have a game in which the characters are, say, the counts of Blois, Berry and Anjou, and ALL actual play that happens at the table is explicitly presumed to occur during those occassions when the three characters are a) in the same place and b) working together. They can have any kind of off-screen conflicted relationship they like; part of the point of the story would be to explore how people get along with hated enemies when they must. So while we are in actual play, even though the characters are conflicted, the social contract explicitly requires they cannot bump each other off becuase the background hatreds are essentially there to provide colour and grist for the creative mill. The actual play of the game will be functionally cooperative regardless of the characters personal agendas. To do this you might effect say three occassion in the course of 40 years, for arguments sake, in which actual play will occur, and fill in the remainder of time as backstory prior to each new event; but each "scene" in this structure would constitute its own Finite game. I even speculate this might produce a Sim/Nar congruent game.

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On 2/20/2004 at 11:03pm, tldenmark wrote:
RE: Re: cards as mechanics

smc wrote:
tldenmark wrote:
* Casual gamers who have always been interested in RPG's, but have been intimiated by the cumbersome rules and the "geek factor" of doing dramatic voices and that sort of stuff.

* Former RPG'ers who just don't have the time to devote to preparing and running a typical game (i.e. a D20 game), but still want to enjoy some of the social aspects and atomosphere in a RPG-lite.

* RPG'ers who want to introduce friends, family etc. to the hobby.

* RPG'ers who want an alternative system that woulkd be good for last minute games, pick-up games, etc.


I think this list perfectly sums up the gamers I was thinking of.

I too fall into some of these categories. I love RPG's, just don't have the time to play. Or when I do have time, my gaming group doesn't. We manage to get together only a few times a year now, and it seems to be less each year.

I think there's a large demographic of age 25+ gamers out there looking for a game like I'm describing. But I think with the cards it's also "hip" enough for a younger crowd.

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On 2/20/2004 at 11:07pm, tldenmark wrote:
RE: Re: cards as mechanics

smc wrote: Well, I don't want to come off as a fanboy, but don't sell yourself short. Dungeoneer is pretty darn ingenous, and if there's another game designer out there who is as talented with a paintbrush, I'd be surpised. I am a jack-of-all-trades (writer, artist, gamer) and master of none, so I'm envious (and frankly, it makes me hate you just a bit ;) )

I look forward to your future work.


Thanks!

Unfortunately I'd be a better artist if I didn't 'waste' so much time with this gaming nonsense. ;o)

Or, I could be a better game designer if I'd stop this art nonsense...

I think that it's true of anyone that divides their attention, the more focused and hard working you are at ONE thing the better you will be at it, and the quality goes down proportionally to the number of different things you spend your time and energy on.

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On 2/20/2004 at 11:16pm, tldenmark wrote:
RE: Finite RPGs

contracycle wrote:
the whole point of having these props is so that you can find a card and give it to the players and say "you see THIS". And this means that from the metagame perspective, play must move from card to card to card in a systematic manner. The "continuous real time" mode in conventional RPG is not necessary, just habit IMO. A scene based system would accord more directly with the practical requirement to move from card to card.


I do expect a wave of RPG-like games that utilize cards at some point in the near future. I think Everway left a bad taste in everyone's mouth, and stalled the potential for a while. But with print technology advancing, cards getting cheaper to make, and the loads of creative game-designers in the making out there, it's inevitable.

I'd hope to be on the forefront of the next wave in gaming. I don't think Dungeoneer is it, too many flaws in the game design because I didn't know any better. Don't get me wrong, I'm thrilled with the positive reaction to the game. It's to be expected the designer would be the most critical of it. But next game: no dice, no tokens, just cards. That's my goal from now on. And I'm studying those brilliant German game designers like crazy!

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On 12/11/2004 at 8:28am, tldenmark wrote:
Ten Months Later!

It's funny to think that the last post to this thread was 20 Feb 2004 at 23:16, and now nearly ten months later all this discussion and speculation is a reality in the newly published Dungeoneer RPG.

Reading these old posts some of the ideas were spot on to what the product ended up being. But some of the ideas, such as point-based character creation did not become a reality. It's something far superior I think. There are no points to keep track of, just raw scores.

td

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