Tom Fitzgerald
01-10-2002, 09:28 PM
Hey all,
I've been working on a game (bet you didn't see that coming) and it's shaping up to be pretty nifty.It's a diceless storygame. I do not make any pretenses at innovation (but I've tried to conceal my plagiarism somewhat) and I do not intend to publish it (save p'raps as a freebie on the web if I feel so inclined). I just want something simple and self-contained I can play with my friends and to realize one of the several dozen game ideas that I have floating around in my head.
What I need is motivation and ideas, so any feedback is much appreciated.
The game is one of epic heroic narrative. Scope is broad. The focus is not on details and description, Just people and their actions. Think the Bible or the Silmarillion or the epics of Beowulf or Gilgamesh. Mythology paints with broad strokes, Archetypes and Symbolism. The players are recounting the deeds of forgotten heroes from some distant epoch, irrelevancies are swept aside.
This is a very emulative approach. I strive throughout the design process to adhere to the conventions of the genre; Broad scope, minimal description, minimal dialogue, third person past-tense narrative etc. so that there is nothing in the game that detracts from the epic flavour, any assistance/comments/criticism in this regard would be most welcome.
on to the nitty gritty;
PREMISE: "Rage against the dying of the light"
No, seriously it's something like that, p'raps better put as; The players recount the stories of Forgotten Heroes from Lost Civilisations as they struggle against the forces of Imminent Doom.
Or,
The characters stomp enemies and snatch treasure to gain rewards which translate to ever increasing levels of power and ability to stomp enemies.
That sounds very original.
But then they die and you have to make new characters.
Kewl!
It's all very bleak really, the end is nigh. The Cataclysm was foretold
seven generations hence (an arbitrary number really) and each generation did face three great perils but into each generation were heroes born that they might shield their legacy 'gainst the encroaching night...
... and thence pass into the Uttermost West.(?!)
My idea is that they knew the Deluge (Milesians, Ragnarok, Armageddon, Bell-Beaker people etc.) was coming but were incapable of preventing it. The only hope is that the heroes, through mighty deeds of Mythical Legendry, may preserve some remnants of the Glory that Was agaist the nescient tides of doom, an Ark as it were, or an Exodus to Tir nan Og (or is it Tir na Nog) or Hy Breasil, p'raps a cultural rebirth among the invading people. A slender hope for some form of consolation for the civilisation, For the Heroes, mortality is imminent, they burn with the Hero Light during their wondrous lives on Earth but are doomed to fall or die or fade from the world.
Does there not need to be a possibility of winning? This is something I have been considering, but I like the bittersweet pessimism of the northern European imagination. The theme that proved to be the most inspirational to me in writing this project is the Long Defeat, The fading of Tolkien's elves, a theme that is prevalent thru much of western mythology. Typified by;
The remnant of our people
Sweeping westward, wild and woeful
Like the cloud-wrack of a tempest
Like the withered leaves of Autumn
-Tain Bo Cuilagne -4th Century
No, really, what does my character do?
Um, er, this is kinda difficult to explain at this stage. My idea revolves around a definite story structure. A railroading technique if you will- Face your destiny or fade from memory. Each game session represents the tale of a single generation of heroes in their struggle against prophesied peril.
Something a little like this;
-The Civilisation is doomed to Fall
-The Player's Heroes are prophecied to face three great perils in their life
By peril I mean a threat to the civilisation, taken loosely it could mean anything, an invading army, a great plague, The First Herald of the Dragon Star, The Construction of The Dark and Loathly Dreadful Deathly Dark Tower of Doom by Lord Darkdeath Doom XIII.
I'd like to codify this a little more. I intend for there to be a stage at the beginning of the game where the prophecies/omens/portents/auguries are revealed By the GM and are open to interpretation by the players. They may also be open to in-game manipulation by the heroes (as related by the players of course)
-Following this the heroes set out to face perils and overcome adversity or are subject to diminishment. The Player describes his heroes' progress thru life freely... If a player tells you Thurglebraxan the Mighty destroyed a small army of Grailites ere he arrived at the Cerulean City then that's just what he did.
-Each Peril takes the form of several tests of escalating danger levels which are resolved with a simple diceless system- The idea here is that it should fit seamlessly into the narrative without game terms being used.
-When successful at a test the player may describe the results as they see fit (within limits) success against great danger gets rewards in the form of Essence or Story Points.
-Following the first peril is a period of rest and consolation when the players can describe their character actions as they see fit. As this may represent decades of game time a lot can happen but it is generally glossed over unless it concerns the ramifications of the first peril. Character development can continue during this time.
-Again a great peril threatens the world and the characters are drawn in to face even greater danger than before, with greater reward.
-Again with the rest and consolation, by this time the characters will probably have changed quite a lot and may well be advanced in age. But they must prepare for their greatest peril
-The final peril will lay waste to the world, and most likely kill all the characters. It doesn't matter who wins because everyone loses.Even those who survive to collect the greatest reward gain small consolation because even if they were not conquered, their tale has ended and usually they are much diminished so they die or pass into the west or under the hills. Whatever happens they pass beyond mortal memory
The cycle is complete.
The cycle begins again the next generation, or seven generations hence or among the conquering civilisation in another age. With new heroes (p'raps the reincarnation of the original heroes, maybe their heirs).
After seven generations or seven ages or whatever it is-Seven sessions of game play- the world of the heroes comes to an end in some marvelous climax,the Deluge or whatever.
Re-iterating:
-Prophecy
-1st Peril
-Consolation/Development
-2nd Peril
-Consolation/Development
-3rd Peril
-Diminishment/Exodus
My intention with this rather rigid structure is actually to free up the imagination. The amusement comes from creating imaginative permutations and improvising within the structure. The player has (almost) total narrative control over his character but that character is bound to do certain things or diminish in power. Likewise the perils are a completely abstract concept it is up to the GM to apply narrative flesh to the bare bones of game mechanics.
What game mechanics?
There are game mechanics.
What can my character do?
GAME MECHANICS
The resolution system is based on tokens - game currency-
At the moment I'm calling these tokens Essence. It's all very simple really.
You need so many points of essense to succeed at something -abilities give free essence points to spend in certain areas-. Either you spend all the necessary essence and succeed, or you don't and fail. There are a coupla little nifties that alter things but this is the basics.
Abilities: Characters are heroes and heroes can do stuff. Indeed, possession of one of theses abilities means a character is about as effective in that field as the most powerful mortal and abilities can be taken multiple times. I've tried to cover most everything heroes can do with a minimum of redundancy. The ability names are written el blando generico to make them as neutral as possibles (they get much more interesting later).
COMBAT:- Smiting, Melee, Destruction etc. -inflicting harm from up close
MISSILE:- Archery, Shooting, Blasting etc. -inflicting harm from afar
DEFENCE:- Armour, protection, resistance, evasion -preventing physical damage
RECONAISSANCE:- Perception, scrying, scouting, -Information gathering*
LORE:- Knowledge, Information, Intelligence - General Information*
PERSUASION:- Intimidation, Seduction, Leadership- imposing influence
MOVEMENT:- Speed, travel, transport - Initiative, Pursuit, Evasion
LABOUR:- Toil, Strength, Endurance -Feats of Power/Stamina
CRAFT:- Creativity, Ingenuity -Creation of objects to supplement other abilities
HEALING:- Preservation, Rejuvenation, -Healing Essence Loss
ATHLETICISM??:- Agility, acrobatics, Leaping, climbing -Feats of Coordination
SUBTERFUGE:- Obfuscation, Stealth, Trickery - Avoiding perception
WILL:- Courage, Motivation, Tenacity - Resisting Persuasion
*possible redundancy
Charaters either have an ability or they don't. It is possible to take an ability multiple times- Each ability needs its own explanation.
I intend for each hero to have about seven points to spend on abilities.Those that are not spent are retained as essence points to alter the course of events during a story and as a measure of the heroes' power.
I am debating the nomenclature, I may call Essence Renown, Fame, Memory, Might, Fate, Providence, Destiny etc. But I imagine Essence as untapped Potential. When you've got lots of Essence you're in the noontide of your Power. Essence loss denotes injury, fear, weariness, doubt, aging etc.
Combat, Missile and Persuasion abilities are all designed to inflict essence loss. Failure at certain kinds of tests will also cause essence loss according to the story.
That's it: I've got combat once and defence once and 3 Essence points, He has combat twice and two essence. I spend one Essence point to bump up my Combat by one and kill him. He dies but still hits me for one. Fairly simplistic down at the operating system level. The trick is translating this into the context of the Story, for which we have...
IMAGINATIVE TOOLS
Here we have the Style/Flavour Doohicky and the Aspect/Tale Thingummy to add narrative and kewlness to the bones.
STYLE/SOURCE
Why can my chracter do what she does?
Because she's heroic Dammit!!
No, really, each ability is explained by it's source. Why does a character have Healing or Reconaissance or Lore? There has to be some explanation...
such as;
TRAPPINGS: The character possesses all the associated paraphernalia and the ability to use it. e.g. Apothecary's herbs, salves and ointments (Healing Trappings), Footpad's Shabby Mantle and Stealthy slippers (Subterfuge Trappings)
TALISMAN: Quite similar to trappings. A single enchanted/miraculous item confers the ability. e.g. The Grey Sword of Guerthmeglor (Combat Talisman)
MASTERY: The character has developed the ability thru devoted study, experience and practise. e.g "the Greatest Archer in the World" (Missile Mastery)
GIFT: The character has inherited the ability from a divine ancestor, or it has appeared out of the blue. Wherever it came from, it is inherent. e.g.
Strong as an Ox (Labour Gift)
COMPANION: The character has a faithful retainer/disciple/familiar (possibly several) who confers the ability. e.g Mighty white charger (Movement Companion) Venruel Kheladian the Spy (Reconaissance Companion)
This is the next level, a nifty character generation tool to assist the imagination. Each style has exactly the same mechanical effect, it just helps us imagine HOW things are done. I am rather fond of this nifty and enjoy spending time imagining possible combinations. I think the finished game should be absolutely saturated with examples of how to translate game mechanics into mythical attributes.
ASPECT
Tale/Mark/Fragment
How the Attribute manifests in the world. Each ability, once paired with a style is ready for the final stage of preparation. The aspect may describe
-What the ability looks like in action
-Feats that have been performed with the ability, bearing testament to it's power
-Some history of how the ability was acquired
or a combination of these things
Exempli Gratia;
He bore the Grey Sword of Guerthmaglor, Twas said of that blade that it keened a mournful dirge as it cut through the air, and a thousand lives it drank on the field of Daleth-Mandru ere the setting of the sun.
(I know I should give more examples but I've spent well enough time writing this post anyway, I promise I'll give more later)
The idea is that the aspect should somehow be evoked or alluded to every time an ability comes into play. Thus, the ability itself need not be referred to, actual verbal reference to game terms should be avoided, the game should take place at a non-verbal level in the here and now, with the story taking place in the third-person-past-tense of the long ago and far away, each player should know what their characters are capable of and (hopefully, when things become a little clearer) be able to deal with the relatively simple mechanics without interrupting the story flow.
So instead of mentioning game mechanics a player will assess the situation and tell what happenened. I think it fits the genre for you to know before you set out pretty much what is going to happen,'tis foredoomed, and besides, all the events occurred in the distant past. Sure, trickery and strategy should help if it adds to the story.
There's more...
I've got to tinker with prophecy and the story structure, detail perils and tests and what exactly abilities can do (distinguish between what you can do in Perilous and Consolation phases) and generally buggerize aroung with the nomenclature and such.
Then there is the competitive idea.
And the 3 stages of life idea.
And whatever else I was just thinking before I forgot.
Soooo much more work to do.
I've been working on a game (bet you didn't see that coming) and it's shaping up to be pretty nifty.It's a diceless storygame. I do not make any pretenses at innovation (but I've tried to conceal my plagiarism somewhat) and I do not intend to publish it (save p'raps as a freebie on the web if I feel so inclined). I just want something simple and self-contained I can play with my friends and to realize one of the several dozen game ideas that I have floating around in my head.
What I need is motivation and ideas, so any feedback is much appreciated.
The game is one of epic heroic narrative. Scope is broad. The focus is not on details and description, Just people and their actions. Think the Bible or the Silmarillion or the epics of Beowulf or Gilgamesh. Mythology paints with broad strokes, Archetypes and Symbolism. The players are recounting the deeds of forgotten heroes from some distant epoch, irrelevancies are swept aside.
This is a very emulative approach. I strive throughout the design process to adhere to the conventions of the genre; Broad scope, minimal description, minimal dialogue, third person past-tense narrative etc. so that there is nothing in the game that detracts from the epic flavour, any assistance/comments/criticism in this regard would be most welcome.
on to the nitty gritty;
PREMISE: "Rage against the dying of the light"
No, seriously it's something like that, p'raps better put as; The players recount the stories of Forgotten Heroes from Lost Civilisations as they struggle against the forces of Imminent Doom.
Or,
The characters stomp enemies and snatch treasure to gain rewards which translate to ever increasing levels of power and ability to stomp enemies.
That sounds very original.
But then they die and you have to make new characters.
Kewl!
It's all very bleak really, the end is nigh. The Cataclysm was foretold
seven generations hence (an arbitrary number really) and each generation did face three great perils but into each generation were heroes born that they might shield their legacy 'gainst the encroaching night...
... and thence pass into the Uttermost West.(?!)
My idea is that they knew the Deluge (Milesians, Ragnarok, Armageddon, Bell-Beaker people etc.) was coming but were incapable of preventing it. The only hope is that the heroes, through mighty deeds of Mythical Legendry, may preserve some remnants of the Glory that Was agaist the nescient tides of doom, an Ark as it were, or an Exodus to Tir nan Og (or is it Tir na Nog) or Hy Breasil, p'raps a cultural rebirth among the invading people. A slender hope for some form of consolation for the civilisation, For the Heroes, mortality is imminent, they burn with the Hero Light during their wondrous lives on Earth but are doomed to fall or die or fade from the world.
Does there not need to be a possibility of winning? This is something I have been considering, but I like the bittersweet pessimism of the northern European imagination. The theme that proved to be the most inspirational to me in writing this project is the Long Defeat, The fading of Tolkien's elves, a theme that is prevalent thru much of western mythology. Typified by;
The remnant of our people
Sweeping westward, wild and woeful
Like the cloud-wrack of a tempest
Like the withered leaves of Autumn
-Tain Bo Cuilagne -4th Century
No, really, what does my character do?
Um, er, this is kinda difficult to explain at this stage. My idea revolves around a definite story structure. A railroading technique if you will- Face your destiny or fade from memory. Each game session represents the tale of a single generation of heroes in their struggle against prophesied peril.
Something a little like this;
-The Civilisation is doomed to Fall
-The Player's Heroes are prophecied to face three great perils in their life
By peril I mean a threat to the civilisation, taken loosely it could mean anything, an invading army, a great plague, The First Herald of the Dragon Star, The Construction of The Dark and Loathly Dreadful Deathly Dark Tower of Doom by Lord Darkdeath Doom XIII.
I'd like to codify this a little more. I intend for there to be a stage at the beginning of the game where the prophecies/omens/portents/auguries are revealed By the GM and are open to interpretation by the players. They may also be open to in-game manipulation by the heroes (as related by the players of course)
-Following this the heroes set out to face perils and overcome adversity or are subject to diminishment. The Player describes his heroes' progress thru life freely... If a player tells you Thurglebraxan the Mighty destroyed a small army of Grailites ere he arrived at the Cerulean City then that's just what he did.
-Each Peril takes the form of several tests of escalating danger levels which are resolved with a simple diceless system- The idea here is that it should fit seamlessly into the narrative without game terms being used.
-When successful at a test the player may describe the results as they see fit (within limits) success against great danger gets rewards in the form of Essence or Story Points.
-Following the first peril is a period of rest and consolation when the players can describe their character actions as they see fit. As this may represent decades of game time a lot can happen but it is generally glossed over unless it concerns the ramifications of the first peril. Character development can continue during this time.
-Again a great peril threatens the world and the characters are drawn in to face even greater danger than before, with greater reward.
-Again with the rest and consolation, by this time the characters will probably have changed quite a lot and may well be advanced in age. But they must prepare for their greatest peril
-The final peril will lay waste to the world, and most likely kill all the characters. It doesn't matter who wins because everyone loses.Even those who survive to collect the greatest reward gain small consolation because even if they were not conquered, their tale has ended and usually they are much diminished so they die or pass into the west or under the hills. Whatever happens they pass beyond mortal memory
The cycle is complete.
The cycle begins again the next generation, or seven generations hence or among the conquering civilisation in another age. With new heroes (p'raps the reincarnation of the original heroes, maybe their heirs).
After seven generations or seven ages or whatever it is-Seven sessions of game play- the world of the heroes comes to an end in some marvelous climax,the Deluge or whatever.
Re-iterating:
-Prophecy
-1st Peril
-Consolation/Development
-2nd Peril
-Consolation/Development
-3rd Peril
-Diminishment/Exodus
My intention with this rather rigid structure is actually to free up the imagination. The amusement comes from creating imaginative permutations and improvising within the structure. The player has (almost) total narrative control over his character but that character is bound to do certain things or diminish in power. Likewise the perils are a completely abstract concept it is up to the GM to apply narrative flesh to the bare bones of game mechanics.
What game mechanics?
There are game mechanics.
What can my character do?
GAME MECHANICS
The resolution system is based on tokens - game currency-
At the moment I'm calling these tokens Essence. It's all very simple really.
You need so many points of essense to succeed at something -abilities give free essence points to spend in certain areas-. Either you spend all the necessary essence and succeed, or you don't and fail. There are a coupla little nifties that alter things but this is the basics.
Abilities: Characters are heroes and heroes can do stuff. Indeed, possession of one of theses abilities means a character is about as effective in that field as the most powerful mortal and abilities can be taken multiple times. I've tried to cover most everything heroes can do with a minimum of redundancy. The ability names are written el blando generico to make them as neutral as possibles (they get much more interesting later).
COMBAT:- Smiting, Melee, Destruction etc. -inflicting harm from up close
MISSILE:- Archery, Shooting, Blasting etc. -inflicting harm from afar
DEFENCE:- Armour, protection, resistance, evasion -preventing physical damage
RECONAISSANCE:- Perception, scrying, scouting, -Information gathering*
LORE:- Knowledge, Information, Intelligence - General Information*
PERSUASION:- Intimidation, Seduction, Leadership- imposing influence
MOVEMENT:- Speed, travel, transport - Initiative, Pursuit, Evasion
LABOUR:- Toil, Strength, Endurance -Feats of Power/Stamina
CRAFT:- Creativity, Ingenuity -Creation of objects to supplement other abilities
HEALING:- Preservation, Rejuvenation, -Healing Essence Loss
ATHLETICISM??:- Agility, acrobatics, Leaping, climbing -Feats of Coordination
SUBTERFUGE:- Obfuscation, Stealth, Trickery - Avoiding perception
WILL:- Courage, Motivation, Tenacity - Resisting Persuasion
*possible redundancy
Charaters either have an ability or they don't. It is possible to take an ability multiple times- Each ability needs its own explanation.
I intend for each hero to have about seven points to spend on abilities.Those that are not spent are retained as essence points to alter the course of events during a story and as a measure of the heroes' power.
I am debating the nomenclature, I may call Essence Renown, Fame, Memory, Might, Fate, Providence, Destiny etc. But I imagine Essence as untapped Potential. When you've got lots of Essence you're in the noontide of your Power. Essence loss denotes injury, fear, weariness, doubt, aging etc.
Combat, Missile and Persuasion abilities are all designed to inflict essence loss. Failure at certain kinds of tests will also cause essence loss according to the story.
That's it: I've got combat once and defence once and 3 Essence points, He has combat twice and two essence. I spend one Essence point to bump up my Combat by one and kill him. He dies but still hits me for one. Fairly simplistic down at the operating system level. The trick is translating this into the context of the Story, for which we have...
IMAGINATIVE TOOLS
Here we have the Style/Flavour Doohicky and the Aspect/Tale Thingummy to add narrative and kewlness to the bones.
STYLE/SOURCE
Why can my chracter do what she does?
Because she's heroic Dammit!!
No, really, each ability is explained by it's source. Why does a character have Healing or Reconaissance or Lore? There has to be some explanation...
such as;
TRAPPINGS: The character possesses all the associated paraphernalia and the ability to use it. e.g. Apothecary's herbs, salves and ointments (Healing Trappings), Footpad's Shabby Mantle and Stealthy slippers (Subterfuge Trappings)
TALISMAN: Quite similar to trappings. A single enchanted/miraculous item confers the ability. e.g. The Grey Sword of Guerthmeglor (Combat Talisman)
MASTERY: The character has developed the ability thru devoted study, experience and practise. e.g "the Greatest Archer in the World" (Missile Mastery)
GIFT: The character has inherited the ability from a divine ancestor, or it has appeared out of the blue. Wherever it came from, it is inherent. e.g.
Strong as an Ox (Labour Gift)
COMPANION: The character has a faithful retainer/disciple/familiar (possibly several) who confers the ability. e.g Mighty white charger (Movement Companion) Venruel Kheladian the Spy (Reconaissance Companion)
This is the next level, a nifty character generation tool to assist the imagination. Each style has exactly the same mechanical effect, it just helps us imagine HOW things are done. I am rather fond of this nifty and enjoy spending time imagining possible combinations. I think the finished game should be absolutely saturated with examples of how to translate game mechanics into mythical attributes.
ASPECT
Tale/Mark/Fragment
How the Attribute manifests in the world. Each ability, once paired with a style is ready for the final stage of preparation. The aspect may describe
-What the ability looks like in action
-Feats that have been performed with the ability, bearing testament to it's power
-Some history of how the ability was acquired
or a combination of these things
Exempli Gratia;
He bore the Grey Sword of Guerthmaglor, Twas said of that blade that it keened a mournful dirge as it cut through the air, and a thousand lives it drank on the field of Daleth-Mandru ere the setting of the sun.
(I know I should give more examples but I've spent well enough time writing this post anyway, I promise I'll give more later)
The idea is that the aspect should somehow be evoked or alluded to every time an ability comes into play. Thus, the ability itself need not be referred to, actual verbal reference to game terms should be avoided, the game should take place at a non-verbal level in the here and now, with the story taking place in the third-person-past-tense of the long ago and far away, each player should know what their characters are capable of and (hopefully, when things become a little clearer) be able to deal with the relatively simple mechanics without interrupting the story flow.
So instead of mentioning game mechanics a player will assess the situation and tell what happenened. I think it fits the genre for you to know before you set out pretty much what is going to happen,'tis foredoomed, and besides, all the events occurred in the distant past. Sure, trickery and strategy should help if it adds to the story.
There's more...
I've got to tinker with prophecy and the story structure, detail perils and tests and what exactly abilities can do (distinguish between what you can do in Perilous and Consolation phases) and generally buggerize aroung with the nomenclature and such.
Then there is the competitive idea.
And the 3 stages of life idea.
And whatever else I was just thinking before I forgot.
Soooo much more work to do.