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Posts Tagged ‘game design’

At the moment, I’m really enjoying the 2 GMs 1 Mic podcast (www.2GMs1Mic.com).  The main segments are a bit hit-and-miss, but the regular segment Favourite Game Of The Week is a great way to hear about other role-playing games from some very enthusiastic reviewers.  They cover three new games every week; as a result, the list of RPGs that I want to buy, read and play is growing at an impossible rate.  The only solution is that I’m going to have to retire now and dedicate my life to gaming.  My first task is to find out which game comes in the biggest cardboard box, so I can live in it.

Their Currently Playing segments are also interesting, as they deconstruct their latest play sessions (actual play).  Like me, they’re in a couple of different gaming groups and that switch game systems very regularly.  Currently Playing is a great chance to get an in-depth look at games that I haven’t played yet, and to get other gamers’ perspectives on games that I have.  I’m still trying to understand why they like Dresden Files so much (I’ll gripe about Dresden in another post).

Since my main gaming group is having some extreme problems with scheduling at the moment (there’s real life interfering with gaming again), listening to 2 GMs 1 Mic and Ken And Robin Talk About Stuff comprises just about all my “gaming” right now. *sigh*

Also, I made an interesting connection recently.  I was introduced (virtually) to a friend of a friend of a friend, because we’re both big gamer-heads.  Sky Roy thinks a lot about what makes games work (or not work), and writes about it on his gamer blog, Bright Cape Gamer.  He has also put his learnings into practice and written his own fantasy RPG that fixes some of his biggest peeves about D&D and similar games.  The game (in beta), and the reasons for its existence, can be read here: Heroes By Trade.  Feedback and AP are welcome.  I’m really looking forward to reading the beta (and maybe playing it), but haven’t started yet, because these days my free time seems to come in 10-minute chunks, and trying to grok a game that way is frustrating.  I’ll wait til I can dedicate a couple of hours to it.  Meanwhile, I’ve been reading his blog, and I think that he’s my kind of gamer.

So in short, while I’m not gaming, I’m consuming blogs and podcasts that make me want to game more than ever.  It’s like being lost in the desert and reading foodie magazines.  Hope you’re having better luck!

-J

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How could one design an RPG that requires no (or minimal) GM prep, and that develops a screenplay-like or novel-like story through play, including interesting revelations and plot twists (things normally planned ahead by the author/GM)?

Perhaps a game could do in reverse what authors do: instead of planning plot twists and then revealing them, the players could invent plot twists during play and then fill in the backstory to explain them.  The backstory develops in parallel with game events.  Startling revelations don’t have to be surprises that someone prepares ahead of time; they can be realizations that occur during play.

I’m thinking of an Indie game: “system matters.”  In other words, the game mechanics should be designed to achieve that specific goal.  What would those mechanics look like?

Maybe all that’s needed is a critical mass of mysteries and characters.  During play, elements of the story evolve or appear randomly.  The players seize on the ambient and emergent elements, and make connections cooperatively.

Example:  The PCs question an NPC regarding one of the mysteries.  The GM rolls to determine whether the NPC was involved or not, was a perpetrator or a victim, is helpful or evasive.  Perhaps there could be a pile of cards instead, with suggestive 8-ball-like prompts for the GM (or the whole group), like “is keeping a secret,” “is desperate to tell their story,” “is in danger,” “is taking orders from someone else,” etc.  After the scene, the GM (or all the players) decide what that NPC’s backstory really is, and how it fits (or doesn’t fit) into the mystery and other ambient story elements.

Similarly, when PCs visit a location, randomly determine what they’ll find there: a trap, foes, an event in progress, a stash, evidence.  Relate it to an extant story element or two.

The sweet spot of this game is after a few scenes, when the players start riffing organically: “Oh!  Maybe the old lady is Orville’s grandmother, and she’s protecting him, and that’s why the bloody clothes were in her shed!”  “Yeah, and that makes Orville the werewolf!”  “Or he just thinks he’s a werewolf!  Maybe the anti-psychotics we found at Jennifer’s house were his!”  “Oh!  A secret romance between Orville and Jennifer!  It all makes sense now!”  “So, we need to find out how the deputy is involved, and where Jennifer is now.  I still think the weird lights on the hill have something to do with all this…”

Caveat: not all initial story elements will end up getting tied into the resulting narrative by the end of the game.  That’s okay.

Is there a game that already does this?

-J

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