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Ben Lehman

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A thought on parody [Feb. 5th, 2010|05:18 pm]
Parody is effective when it is also a good narrative.

Does this mean for a parody game to be effective it must also be a fun game? Yes, I think so.

Someone is about to mentional HOL. HOL is a parody of a game text, rather than a game, I think.
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Song Outlines! [Jan. 30th, 2010|09:51 pm]
Long ago, on LJ, there was a thing with people posting song lyrics in outline form. I thought this was funny and would like to start it up again.

Example:

The fire~
* Our relationhip to the fire
* * Didn't start it
* * Tried to fight it
* Been always burning
* * Since the world's been turning
List of historical personages~
* Abridged

Everyone got the idea? Here's another, slightly more obscure one.

Hey~
* Lady
* You, lady
* * Cursing at your life
* * Discontented mother
* * Regimented Wife
* * Dreaming about the things you'll never do
* * Sharing a part of the weary heart that has led a million lies?

Please~
* Lady
* Don't just walk away

Things I wish~
* Someone had talked to me like I wanna talk to you
* * Re: Why I'm all alone today

Things I see~
* So much of me
* * Within your eyes
* Some things a woman ain't supposed to see

Things I am out of~
* Places
* Friendly faces

Things I cry about~
* Unborn children
* * That might have made me complete

Things I took~
* The sweet life

Things I didn't know~
* I'd be bitter from the sweet

Men I have had sex with~
* A preacher man
* Kings

Places I have been to~
* Georgia
* California
* Everywhere I could run
* Nice
* Isle of Greece
* * While sipping champagne on a yacht
* Monte Carlo
* The subtle whoring that costs too much to be free
* Paradise

Places I have not been to~
* Me
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The Prep Mountain [Jan. 30th, 2010|06:10 pm]
Here's an RPG theory topic which has come out of the Love contest entries: the prep mountain. Basically, before we play, we have an enormous amount of material we need to pre-establish in order to have a foundation to play on. There is the basic level of mechanical stuff, but this is usually pre-set by game's rules. Then there is the enormous amount of fictional stuff, for which there's a wide variety of strategies.

So how do we deal with this? And what are the problems with each approach?

1) Group discussion and consensus on all points. The problem with this is that it takes a long time, and often gets hung up on totally pointless details. For instance, in Bliss Stage, we can spend upwards of an hour arguing about details (such as what sort of grains we can grow) that will not actually matter very much in terms of actual play.

1a) Group discussion with some sort of structure: a list of questions, a method of discussion, etc. Bliss Stage has this, as does PTA. PTA probably does this the best: it provides a pretty detailed conceptual structure for doing prep work that keeps people moving and focused on what's important.

2) Give authority for all such decisions to a single player, often the GM. The advantage of this is that it doesn't waste time. The disadvantage of this is that there is a huge amount of homework for the GM player, and also that the rest of the players may not be clear on all the details of the prepwork.

2a) Divide authority between players in some way. This has two versions: public and private. In public, this has the problem that it can lead to a sort of pre-play where everyone figures out the conflicts and relationships between their characters before the game starts or, just as damaging, a sort of one-upsmanship where everyone tries to make their part more interesting or spike the other people's part, rather than leaving such things for play. The private version has the problem of the the 30-page backstory which never enters play, and the scenario where the most interesting parts of the character's life necessarily happened before play started.

3) Pre-fixed. One or more aspects of prep is nailed down before play starts, and won't be changed during play at all. The weakness of this version is that the game loses replay value, and every time the game is played it has a certain sameness to it.

3a) Pre-fixed but modular. A way to fix the sameness of the above, a game with several distinct pre-prepared set-ups. For instance, D&D and its campaign settings. This has the same weaknesses as the above, plus the additional problem of making sure all the players have similar and relatively high levels of knowledge about the setting before starting play. Assigning reading to players is really just another prep wall.

4) Mechanical and game like prep. At the simplest, this is a random generation system for part of prep. But other versions are more gamey, where choices by one player trip off choices by other players, etc. The greatest weakness of this is that prep can be more fun than the actual game (I'm looking at you, IAWA), plus some of the issues of the public split-up prep, above.

5) Systematized prep in a non gamelike way. This is an outright procedure for prep which is heavily structured but not individualistic. It's basically an advanced version of 1a. The problem here is that the system has to produce good prep every time, and that it can be just as time consuming as the initial prep itself. Plus, if the mechanics aren't well designed, it can lead to some serious problems in play (Universalis and lasersharking).

6) Development in play. Many decisions which would be normally considered in preparation are instead pushed out to be discovered / revealed / addressed as they come up in play. The downside of this is that there can often not be enough to make a good, juicy situation. Additionally, some prep is always required.

This listing is not intended to be prescriptive, it's just a list of strategies for dealing with one of the most basic RPG design problems. Any other thoughts on this? How do you deal with it each of your games?
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Contest Entry: A Breath of the Heart (Giving and Taking) [Jan. 30th, 2010|05:07 pm]
This entry has already been revised since the contest deadline; I'll be reviewing the original submission. The author is a fast one, and it's hard to keep up with her.

As far as I know, the game is not available for download anywhere (I received it in e-mail). The author might be convinced to put it up for download. [edit: She has indeed done so. This is the revised version, so some of my comments below might not make sense.)

This game explicitly labels itself jeepform, which I will take the author at her word, because I'm pretty much incapable of distinguishing between jeepform and high-concept, small group LARPing.

The game calls for 2 to 4 players, although the third and fourth players are somewhat superfluous and require extra bits to shoehorn them in. During play, one player portrays a root character who interacts with three other people in three separate scenes, portrayed by the second player: one person who they are close to, one person who they know but not well, and one person who they are antagonistic to. In each scene, there is a conflict for the non-root character and also between the characters, the root character expresses love in some way, and the other character reacts to their expression. Each scene is played out multiple times, presumably with different outcomes. The game consists of these three scenes, and the interstitial discussions of them. When they are played out, the game is over.

In the three or four player version, the extra players can rotate playing the non-root character, or can hover over play and whisper suggestions to the players that are actively playing a character.

The game contains a large amount of technical terminology that I don't understand, so it is a bit of a challenge to offer significant comment. Here's a brief list of these terms: scene, take, guide, intensity, players are resolved with the situation.

Here's my assumptions: a "take" is a play through of a scene. A scene is either the played event or a unit of play that encompasses many "takes." A scene is played in many takes until all players agree to end it, at which point we move on to another scene. "guide" means something like "give suggestions to other players, plus control environmental features and incidental characters." "players are resolved with the situation" means "players, for whatever reason, have decided to move onto the next scene." But there are other possible interpretations (for instance, maybe you play three each scene in order and that's a take, and then we start over and replay them until we're satisfied).

So what's my critical judgment of the game? I would play this, because I trust the writer and also because it seems pretty different from what I'm used to, but there seem to be a number of procedural issues which I expect would give me trouble.

First, like with Romantic Comedy, the amount of prep compared to the amount of play seems very high to me. There are, in this case, some prep suggestions, which are very welcome. Nonetheless, I worry that we're going to spend a lot of time determining trivial details of the root character (what's her job?) which aren't really going to matter much in play. I would rather either give a single player control of this, in order to speed through it, or leave it open to be addressed in play if necessary, which would allow for transitions between retakes (okay, let's play that scene over, but this time you're a gas station attendant).

Likewise, a fair amount of prep goes into each scene. I'm more worried about this than I am the initial prep, though, because while initial prep really only has the chance to waste my time, in scene prep we're figuring out what the conflicts of the scene are, which strikes me as really dangerous pre-play. I worry that we'll figure out the conflict entirely in preparation, which would leave very little space to explore during play. My fear is that this will end up playing like a flat game of Primetime Adventures, when we've figured out the whole conflict and stake before we even start playing. Maybe we're supposed to do that? Or maybe I'm over-thinking this?

(reading again, I realize that I might be mistaken: there's no explicit pre-figuring in the text, however, the presence of "conflict" and "difficulty" on the game sheet makes me think we are supposed to pre-figure them. I guess it's another ambiguity.)

There is a tone throughout the text that we're going to be doing some very heavy emotional stuff, but for the moment I don't really see it justified in the text. I mean, yes, the topics that we'll be dealing with can be very heavy and emotional, but I think that there's not really the tools for emotional deep-sea diving that would require an emotional check-in after each scene. The thing is, I would like to play that game, I'm just not quite seeing it present in the text, unless we already have a social contract-level understanding that we're going to "go there" in which case we probably also have our own pre-existing expectations about emotional well-being and such, and don't really need the game to do that for us. What I'd like is to see more tools for that in the game itself.

In all, I think that this game is strong, if written in a technical language that I don't entirely understand and with assumptions that I can't access. I would love to see a version that was more accessible to me (nb: it is possible this already exists: I haven't yet read the revised version); I think that a lot of my issues with the game would be cleared up if I understood the basic procedures and social contract level understandings that went along with the 'jeepform' label. Even as is, I'm considering playing it soon, just to try to understand what else is going on.
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Contest Entry: Romantic Comedy [Jan. 25th, 2010|11:08 pm]
Original in this thread

Romantic Comedy is a game for two or more players about creating stories in the Romantic Comedy genre. It self-describes as being related to role-playing poems and Archipelago II, and since I'm not actually familiar with either I'll take it at face value there.

One of the things that strikes me about this game is that it self-defines as romantic comedy but is pretty unlike most romantic comedies I've seen (although I've seen Groundhog Day which is apparently one of the sources.) I guess I just tend to thing of RomCom as a more female centered genre. For example, my platonic ideal of a romantic comedy is French Kiss, with Meg Ryan. So that constantly threw me for a loop as I was reading the game. I kinda sorta have a feeling for what you're going for (a film genre which I, in keeping with the male-normative nature of my society, think of as just "comedy.")

So, to start with, we do set-up. One player is the Star, everyone else is the World. One of the World's characters is the Love Interest. Okay, cool. We have to do a consensus thing where we figure out what our setting is, who are characters are, and why they can't get together. Okay. In a finished game I'd like some serious help in this part of the process, because I can see it taking a long time without a pretty focused technique set to get to the point and to play. Maybe that's part of the fun? I dunno.

Then we play the game in scenes. We take turns with scene framing, and the World players do a draft of characters, with the Star picking up the slack (this is pretty interesting to me.) I'm not sure who starts the draft, but again this seems like a process that's going to take a fair amount of time without a clear benefit. Is there an advantage to not just having it be "play the characters you usually play?" If so, why not make the rule simply "you can't play the same character two scenes in a row unless you're the Star?" Do you forsee arguments about, say, who gets to play the love interest in this scene? If not, what's the draft doing there?

I'd also love to see some guidance on scene framing. Even something simple like "frame the scene based on what the Star was doing at the end of the last scene."

There is a three act structure that the game is based around. I really like this, I'd love to see it even more related to play (for instance, say that you can only have a conflict once a scene during act one or whatever) but if that's not needed it's not needed.

There are rules for conflict. This is where it gets really confusing for me, and I think that there may be a cross-cultural misunderstanding here which makes it difficult for me to parse the game.

In short, the game I know as "20 questions" is not scored at all like your 15 questions is. Namely, a "no" answer is as useful as a "yes" answer in my 20 questions: the sole goal is to figure out what the other person is thinking of by the end of your 20. Yours, on the other hand, scores us at +1 for each "yes" answer and -1 for each "no" answer. What do you do if you actually figure out what it is? It's all very confusing to me.

I'm also not clear how score rolls over between the "five question" rounds.

Conflict also seems very time-consuming, and not for a lot of benefit (in short, the process of conflict isn't really developing the fiction in any way, it's just this totally disjoint subgame.) I think that, were I to play the game, I would avoid conflict whenever possible and settle most fictional conflicts by suasion, social pressure, and the logic of the fiction, rather than use the conflict system.

Which segues into another point. The game is very time consuming. There are three time-consuming chunks (the prep, the character draft, and the conflict system) two of which are going to come up repeatedly during play. Unless these are adding something to the game, I think that they probably need to be cut or changed in some way to diminish them.

Despite the negative tone of this post, I think that there's a lot of good in the game. The act structure is great, the basic idea is good, and I think that there's a good game in here, you just need to cling closer to your vision and not include bits because you think that they need to be included. I also think that the conflict has some really interesting potential, although this may not be the game for it.

My thoughts would be: Cut the conflict system, scrap the character draft, give concrete scene framing advice, and base the introduction and resolution of conflict not on a resolution mechanic as such but on the three act structure (for instance: during the first act, the main character loses most conflicts. As soon as they win two conflicts in a row, move to act two. Or whatever.) Give more notes about how to play your character and genre emulation. But I'm not sure if that's the direction you want to take the game or not.

Regardless, I think that there's some interesting food for thought. Thank you for the game!
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Contest Entry: a very loose interpretation of the wikipedia article on greek words for love [Jan. 25th, 2010|09:54 pm]
For most of these, I'm going to rely on quotes from the text, but this one is short enough that I'm just going to quote it in full. If the author minds, I'm sure he'll tell me.

Each character starts with five traits, rated from 1 to 5, with each value being used once and only once.

Agape - Roll Agape whenever you're trying to do something that would inflict suffering or badness onto yourself, for another person's benefit. The GM rolls your Agape whenever you're inflicting suffering or badness on another for your own benefit.
Eros - Roll Eros whenever you are acting on romantic love, or sensual desire. The GM rolls Eros whenever you are acting against someone you find beautiful, or sexually attractive, or doing something extremely unpleasant.
Philia - Roll Philia whenever you are acting to benefit your friends, or community. The GM rolls your Philia when you're acting against friends or community.
Storge - Roll Eros whenever you are acting to benefit somebody in your family. The GM rolls your Storge whenever you are acting against someone in your family.
Thelema - Roll when none of the above apply. The GM rolls when none of the above apply.

Roll means roll a number of d6s equal to the applicable trait, find the sum, and compare to what your opponent rolled.

(If more than one attribute would be applicable, use the highest of those attributes which isn't Thelema.)

Collaboratively decide upon a setting, an initial situation, and a GM. The GM decides what everyone who isn't a PC does, and is the ultimate authority regarding disputes on the rules. Go play!


This is acknowledged to be a pretty short, incomplete text. Technically speaking, it doesn't even say what the result of a roll is (well, you get your number and you compare it to another number, but after that it's a bit of a fill-in-the-blank.) I'm going to assume for review purposes that it is "if the players roll is higher, the action succeeds; if the GM's roll is higher the action fails / becomes complicated in some negative way."

One of the things that I think is very interesting about this system is the degree of focus for play (as mungy and settingless as it is). In order for the rules to function, our characters must have a family, friends, a community, and people that they find romantically and/or sexually desireable. That's pretty interesting! And already, if you talk about this stuff, you have a pretty rich tapestry for your character to occupy. On the design front, it's also interestingly baked into the "pure mechanical" elements of game play, rather than separated off into other parts.

There's a split in the attributes, presumably as the author had a hard time coming up with anything to fit into the active and resistive roles of each. Some of the attributes are triggered based on the content or intent of the character's action (that would inflict suffering and badness ...) and some of them are defined by who the character is acting on behalf of. Were I to be revising the text, I would shift all into one box or the other (personally, I would shift them all to who you are acting on behalf of / against.) In this light, Thelema presents an interesting dilemma. Presuming that Agape is "acting on behalf of someone who you have no personal connection to," as it is sort of that universal love, then the only thing left for Thelema is "acting on behalf of yourself." Which is very interesting given the modern usage of the term by Crowlites. That's a bit of a tangent, though.

If losing the roll is defined as "failure" then I think you're going to find the game very frustrating. Either interpretation of die-usage is going to be fudged so the player consistently has an advantage, or you're going to end up with a very whiffy sort of game. To solve this, I would give all players an extra die or I would work out some other definition of failure.

All in all, I think that this is a pretty interesting gamelet. I probably won't play it as-is but I probably would if the basic mechanical stuff (how do you resolve die rolls?) was addressed, even without a setting as such. I think that the things it needs, aside from the basic mechanical stuff, is maybe some guidance about *what* characters do (not in terms of mechanical resolution but maybe just a list of things you do) and/or a decent situation engine (including, as a possibility, simply some GM advice about how to get conflict rolling.) For long term play, there'd need to be some sort of rules about character change, I think, although perhaps as simple as "characters change but your scores never do."

Edit: This puts me in mind of a diagram that Ron drew for me at one point from sociobiology. It was a set of concentric circles which were community spheres of increasing size. Self, Mate and Children, Kinship Group, Community, Humanity. He talked about classifying human behavior as a series of trade-offs between these levels. In a way, such trade-offs are necessarily baked into this game, but in a surprisingly non ham-fisted way.
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Four Games [Jan. 25th, 2010|10:37 am]
I got four games about love submitted to my contest:
"a very loose interpretation of the wikipedia article on greek words for love," a "roll vs. GM's target" system.
"Beneath the Honeysuckle," a surprisingly gay Arthurian romance game from the specific scene structure attribute manipulation school of Bliss Stage and My Life With Master.
"Romantic Comedy" a game in the style of Archipelagio.
"A Breath of the Heart" in jeepform style.

I will be posting my readings and reactions about the games over the next week.
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Game Design Contest [Jan. 24th, 2010|09:08 pm]
I have two entries thus far in my game design contest. Anyone else?

I'm very happy with the two.

Edit: found another stashed away somewhere. Three is a good number.
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Since apparently we're posting our bad haircuts [Jan. 24th, 2010|08:37 pm]
Here's mine. No stylist to blame since I did it myself with a mirror.

Nonetheless, feels nice to have the weight off my neck and shoulders and the warmth off my ears.
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Liberal Shit I Am Sick of #1 [Jan. 21st, 2010|11:10 am]
So I am theoretically liberal so here's some shit I'm sick of.

"Money isn't speech."

What? What the fuck? In case you haven't noticed, the rights granted by the first amendment are not simply speech, but also "the press" which has been widely read to be "the media." Some media (including the press) cost money, thus money -- and the right to spend it -- is inherently tied to your first amendment rights.

Imagine that you and your friends decide to get together to raise awareness about -- I dunno -- racism in local police forces. You decide to print up some fliers and pass them around. To do this, you pool some money and ... get this! ... spend it at a printer.

Now, if "money isn't speech" then the government can restrict your ability to publish materials, because that's spending money. So the cops could say "uh, no printing anything about how we're racist. It's illegal to spend money on political causes." And you could do crap about it.

Indeed, a restriction on spending money on political speech could be expanded to publishing anything with political content whatsoever, up to and including posting on the internet.

Does this mean that I think political donations should be totally unregulated? Not really. I just think that we should except that this is done as an exception to the first amendment, in the same way that the laws which prevent me from owning NBC weapons (nuclear, biological, and chemical) are an exception to the second amendment that nonetheless we should all live with.

In other words, when you phrase your support of campaign finance laws as a constitutional argument, you look like morons, because it's explicitly a-constituional, even if it is a constructive way*.

Love and kisses
--Ben

* Yes, there are right-wing supported laws that are a-constitutional in exactly this manner. Two wrongs don't make a right etc.
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Comics about RPGs and the One Girl [Jan. 19th, 2010|04:48 pm]
Lesson of RPG comics: There is One Girl in the gaming group, and there's One Girl in the party. At max.

Case studies:
Knights of the Dinner Table. Sarah is the One Girl. She's an ass-kicker who can out-do any of the guys at their own game but is also less crazy than them.
Order of the Stick. Halley is the One Girl. She is the thief, wears skimpy clothing (despite being a stick figure) and is saucy.
Dumnestor's Heroes. Sue is the One Girl. She is practical, capable, and kinda fulfills the same role as Sarah from KotDT. In the real life portions, her player does as well.
Yet Another Fantasy Gamer Comic has many different girls and women with different goals and personalities (briefly: Arachne, Charlotte, Maura, Jone, Clover, etc.) However, and this is worth noting, the comic is explicitly about the "bad guys." Among the "good guys" in the comic, there's really only two female characters of any agency, one of whom is a plucky thief and one of whom is a bad-ass fighter chick.

This is just the comics that I read, natch. You will be able to come up with examples and counter-examples on your own.

(The first two comics are written by men, the third by a woman, and the last by a husband and wife team.)

So what do you make of this? Is female agency aligned Evil in D&D fantasy? Is the single girl in the gaming group, and how she acts, a realistic portrayal of the reality of a male dominated hobby or is it the inability of authors to write decent female characters?
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You Massechusettsans are voting, right? [Jan. 19th, 2010|01:39 pm]
I know there are a fair number of you on my friends list.
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Design Contest [Jan. 17th, 2010|03:29 pm]
"Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that." -- MLK

I'm holding a game design contest.

The contest is: Write me a game about love.
The constraint is: Express your unique creative vision.
The deadline is: next Sunday night, where-ever that is in your timezome.

If you would like additional constraints ask me and I will give them to you. Tell me what kind of constraints you want (mechanical, creative, social, genre, etc.)

I will give detailed feedback on all of the designs and may, if I'm feeling vindictive, declare a winner.

(edit: I decided to promote this.) If you would like to post it to your favorite forums and mailing lists, that's fine with me.

Everyone welcome, except for Elliot, who doesn't need another project.
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Eurogames [Jan. 16th, 2010|04:19 pm]
The ultimate eurogame rule: When you spend resource tokens to gain victory points, move the market demand two squares to the left, except in phase three.
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Haitian Earthquake Fundraiser [Jan. 15th, 2010|12:01 pm]
Hi everyone.

From now until Sunday midnight, I’ll donate all profits from PDF sales on my website (which is basically the amount you paid) to Haitian earthquake recovery organizations. Additionally, I will donate $5 from each copy of Drifter’s Escape. So if you’ve been thinking about buying Polaris or Bliss Stage, now’s a great time. For this to work, you have to buy directly from my website not from IPR.

If you have already donated $10 or more, send me a receipt and I’ll send you a free PDF.

I’d also take suggestions for organizations to donate to.
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This sums up a lot about me, I think [Jan. 10th, 2010|07:02 pm]
About %75 of the books that my mom gives me I hate.

But she gave more Oryx and Crake so that totally makes up for it.
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I don't normally do resolutions [Jan. 1st, 2010|09:49 am]
But here.

In the next year I will.
1) Graduate.
2) Get a grown-up job.
3) Practice *redacted*

All else is gravy.

Things that I did last year:
1) Major break-up
2) Finished a game.
3) Went to Taiwan
4) *redacted*.
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China Comics! [Dec. 22nd, 2009|10:20 am]
Comics about daily life in Shanghai.

These are a really cool and realistic representation of "upper middle class" urban life in China. They give a very good sense of what my daily life is like when I'm there.
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Shonen Fantasy Game [Dec. 21st, 2009|11:40 am]
The game doesn't have a name yet. It's a fantasy game inspired by http://imgur.com/FNYyK.jpg and http://imgur.com/ntDgG.jpg (thanks Ewen). I call it "shonen fantasy game" in my notes.

Here's some thoughts.
* Fast play as described in my previous post: target 1-hour.
* Long-term play. Target: play once a week for a year.
* A GM who does GM shit.
* Character levels 1-99
* Characters have both background and role. Backgrounds are high color power sets. Roles are thematic roles (hero, buddy, mysterious girl, villain, traitor, loner) and change in play.
* Turn-based play with productive passing.
* Antagonism comes from factions, which are mostly GM controlled but not always.
* A reward system (with leveling) for the GM?
* Backgrounds have three possible contexts (example: for the Light Rebus power, you can choose between being a member of a holy order, the last descendant of a hunted bloodline, or possessed by a mysterious entity.)
* Each context has plot unlocks which reveal more about your background and history (for the "last descendant of a hunted bloodline" above, these are: hunted, another branch of a family has survived?, the lost city of your people, your progenitor and your destiny.)
* Mechanically implicated: Characters, sets, items, factions, desires, mysteries.
* Power pyramids with ways to temporarily unlock higher level powers for big showdown fights.
* Saving your game?

Backgrounds thus far:
Light Rebus (see first link, above)
Chain Warden (see second link, above)
Dark Sigil

There'll be like ten or so.

Credit where it's do: Backgrounds are just Positions from Principia. Several ideas are lifted from Posion'd and Apocalypse World. Shooting the Moon also figures big into all my designs. Power pyramids are all over the place but I was thinking of FATE 2e. Final Fantasy, natch.
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The half hour RPG [Dec. 18th, 2009|11:37 am]
I'm not quite there yet. HGMO is close but there's still some room for improvement. But I think we can get RPGs down to half an hour total playtime, prep included.

Why would we want this? Because getting our entertainment in small chunks means it's easier to play and less of a social and personal drain.

The design path here is Breaking the Ice -> Shooting the Moon, It Was a Mutual Decisions -> Drifter's Escape -> S/Lay w/Me -> HGMO where we're not talking about direct descent but technique development.

Here are my thoughts about the things that shorten game time.

1) Definite end-point to play that is non-mechanical. Mechanical end-points can speed up play in longer games, but in games of this size they often extend play artificially. Thus, you want an end-point that is reached fictionally.

2) Play in explicit, short turns, around the table, with resolution integrated into the turns.

2a) Be able to pass on said turns productively.

3) Restrict action to a simple choice set or clear creative range. Allow room to break this if needed.

4) Fixed roles, with extra players slotted into existing roles rather than added as new characters.

5) If there is a GM, GM prep consists of at most three pick-lists. GM is also part of the standard turn structure.

5a) Probably a GM makes the game slower, because of the other mechanical things a GM demands. But we'll see.

6) While the end of the game is not mechanical, there is an immediate mechanism for moving the game along: introducing conflict, developing plot, etc. that triggers rapidly.

7) Think in terms of "this happens now" rather than "this can't happen yet."
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