2005-01-13 : Archive 152
The Skiffy GameSome early, hopefully non-binding thoughts. Presumably, talking about this project will get me out of actually undertaking it! That's what I like.
This is all based on my attraction to and rejection of the ideas of this guy Rob who posts on the Forge as RobMuadib. Here's a place to start if you want to read about his game design in progress.
You'll also see the influence of Universalis and some stuff by Neel Krishniswami. Also I really don't want to compete with Matt Wilson's sf game (in design), so note the striking differences, please!
So: space ship, crew, exploring or running or surviving or something, with a certain technological emphasis in addition to the good meaty characters - more like Farscape than like Firefly, say. For aliens I'm thinking of: human expansion -> far-flung human world-states -> divergent human development to fit local environments. Everywhere you go, there are people but they're strange and sometimes there's no humanity left in 'em. You're strange and inhuman yourselves. But that's up for grabs locally, and must be, as you'll see.
The game isn't co-GMed, but the GM rotates at a brisk clip, formally defined. "This is my planet, I'm the GM until we leave it. That's your space station - you're the GM when we're there." I haven't decided about attaching the GM to locations or to chapters - it's easy when they line up, when every chapter is a visit to a planet and every planet is its own chapter. When they don't line up, who GMs?
Every player plays multiple protagonists. Every protagonist has at least one "off-screen interest": an in-character excuse to be elsewhere just now. When you're the GM, your characters are pursuing their off-screen interests. When one of your characters is at the forefront, the rest of them are.
The game absolutely depends on between-play world creation. You'll create world formally, on paper, with numbers and arrows and stuff; to play, you have to learn the notation the game uses for world creation. Bam! I just lost 30% of my audience forever, bye bye. To make up for it, it'll be extremely easy, plus you only have to create a couple of kinds of things: things you're interested in using when you're the GM, which is upcoming; and things you're interested in having one of your characters deal with, like the ship's workings if you're playing the ship's engineer.
I'll lose the other 70% of my audience too, if the resolution rules don't a) rely on the world creation notation, plus b) rock seriously on toast. They have to be as essential to resolution as Dogs' Traits are, and resolution has to be as good as Dogs'.
But this is going to be too much for my front page! Read the rest here.
1. On 2005-01-13, Meguey said:
2. On 2005-01-13, Per said:
3. On 2005-01-13, J?rgen Mayer said:
4. On 2005-01-13, Vincent said:
5. On 2005-01-13, Ninja Hunter J said:
6. On 2005-01-13, Vincent said:
7. On 2005-01-13, Ninja Hunter J said:
8. On 2005-01-14, Charles said:
9. On 2005-01-14, Emily Care said:
10. On 2005-01-14, Vincent said:
11. On 2005-01-14, ScottM said:
12. On 2005-01-14, Ninja Hunter J said:
13. On 2005-01-14, Ninja Hunter J said:
14. On 2005-01-14, Emily Care said:
15. On 2005-01-14, Charles said:
16. On 2005-01-14, Vincent said:
17. On 2005-01-14, Vincent said:
18. On 2005-01-14, Emily Care said:
19. On 2005-01-14, Vincent said:
20. On 2005-01-14, Ninja Hunter J said:
21. On 2005-01-15, Piers said:
22. On 2005-01-15, Neel Krishnaswami said:
23. On 2005-01-15, Vincent said:
24. On 2005-01-15, Vincent said:
25. On 2005-01-16, Weeks said:
26. On 2005-01-17, Vincent said:
27. On 2005-01-17, Neel said: