Bill White's roleplaying game design blog, with emphasis on narrativist or story-heavy games.
Monday, October 26, 2009
Two Games, One Name
My assignment was The Piper at the Gates of Dawn, which fit nicely into something I'd been thinking about since Gencon. My constraint was "music must be central to resolution," which I interpreted fairly broadly, using a musical analogy for the sort of exchange-level game-mechanical focus I first used in The Perilous Realm. I'm not sure whether to consider this a cheat or a bit of cleverness.
A draft of the game is here. Let me know what you think.
Tuesday, October 13, 2009
Designing Ganakagok Essay at Flames Rising
Friday, October 02, 2009
The New World
THE NEW WORLD
A Roleplaying Game
by Bill White
You must leave everything behind.
You must forge a new life for yourself in an alien land where everything is strange.
You must journey to THE NEW WORLD.
The New World is about the encounter between the Old World and the New. It can be played as a straight historical game, or in a more speculative mode. Thus, a given instance of play could be a quasi-historical game about Vikings in Greenland, an “allohistorical” or alternate history game about Chinese admiral Zheng He’s colonization of the West Coast of North America, an homage to Eisner’s stories about Jewish immigrants on Dropsy Avenue, a fantasy of conquistadors seeking the Seven Cities of Cibola and the Fountain of Youth, or a science fiction epic about the terraforming of Mars.
Basic Concept of the Game
The New World is a tabletop version of games like Civilization and Colonization. But rather than attempting to be a quantitative strategic simulation—something that computer games facilitate far better than tabletop play—the game is a qualitative, impressionistic simulation of the experience of leaving your home and voyaging to a distant land that may change you, break you, or kill you.
The game is thus played at the macro level and the micro level, where the macro level models the movement of peoples, resources, and ideas in time and space, and the micro level involves playing out the little dramas of individual choice, action, and experience. The two levels feed into each other, with the macro establishing the situation at the micro level and the micro informing the parameters that the macro level comprises. In other words, player decisions at the macro level have consequences at the micro level, and vice versa.
One player is the Game Master; the others are Player-Characters. In general, the GM represents the resistance of the New World to efforts at colonization, while the PCs are the agents of the Old World, will he or nil he. Each player-turn consists of a scene that intimates the material and cultural flows taking place at the macro level but is played out at the micro level of character action.
Macro Level
The macro level is constituted in how the Frontier mediates the Old World and the New World. Players brainstorm, or the GM concocts, contrasting descriptors for both domains in terms of Geography, Ecology, Economy, and Culture; e.g., well-mapped/trackless; cultivated/wild; agrarian/nomadic; civilized/savage.
The Frontier is defined in terms of cultural ecology concepts (after Diamond): Development, Sustainability, Hostility, Trade/Support, and Cultural Change. Comparisons among those elements determine what’s happening in the colony; e.g., if Development is greater than Sustainability, then some sort of environmental damage takes place.
Micro Level
Characters are leaders or exemplars of what’s happening in the world. They are defined minimally by assigning a different die type (d4, d6, d8, d12) to each of four domains: Physical, Social, Mental, and Moral. They may have other, scenario-dependent special abilities as well. Players probably create new characters for each scene.
The Game
The game is played out in scenes.
Each scene is about an encounter between the Old World and the New, on the Frontier (in a colony, that is to say). This encounter may be literal, as in meeting the natives upon stepping off the boat, or figurative, as in a single individual choosing between the values of her immigrant parents and those of the community beyond the ghetto.
Each “side” (GM=New World, PCs=Old World) starts the game with a pool of tokens representing their available resources, with different colored tokens signifying different resources. The size of the pool is probably tied to the qualitative description system in some way.
| Color | Old World Action | New World Attribute |
| RED | Exploration | Vastness, Extensiveness |
| GREEN | Conquest | Deadliness, Danger |
| BLUE | Exploitation | Richness, Diversity |
| WHITE | Colonization | Strangeness, Unfamiliarity |
On his or her turn, each player plays a token from the Old World’s pool to signify the larger macro-level activity in which his or her character is engaged, involved, or enrolled. The GM responds by playing a token from the New World’s stock. Playing a token commits a player to a particular mode of action in the scene, and shapes the macro-level stakes of the scene (i.e., the effects on the Frontier).
Development: Green/Red, Blue/Blue
Sustainability: Blue/Blue, Blue/Green
Hostility: Blue/Red, Green/Green
Trade: Blue/White, White/White
Cultural Change: Green/White, Red/White.
So, for example, if I’m a PC (a Player-Colonist, naturally) then I’m playing out a scene against the GM (Geographical Mediator). I define my character by putting my d12 in Physical, my d8 in Mental, my d6 in Social, and my d4 in Moral. I’m a tough and ruthless navigator with a sturdy crew and a mercenary eye on the main chance.
I take a Red token from the Old World in order to engage in some Exploration. This has some sort of in-game meaning as well, e.g., “I travel up the river, hoping that it leads to the Northwest Passage.” The GM chooses a Blue token, and has to describe the richness of the environment, “You are struck by the many streams that drain into the river, and the great number of beaver dams that block the streams.”
But the stakes of the scene now have something to do with the presence of hostile neighbors or natives. The GM gets to introduce a character. She describes a tribe of innocent natives, noble savages living in a neolithic utopia, and assigns her dice by putting the d12 in Moral, the d8 in Physical, the d6 in Social, and the d4 in Mental.
We declare our actions; I go first, saying “I give them gifts of steel axeheads and pretty beads.” I roll my Social die, a d6, and get a 4. The GM says, “They examine the gifts you bring with great interest. One elder of the tribe says, ‘These gifts are good, but I am afraid that they will cause jealousy among the younger men. Let us throw them in the river, so that there will be peace among the youths, and no strife.’” She rolls her d12 (because her reaction was moral), and gets an 11, which beats my die (and is also prime).
The GM has the high die, so she gets to describe what happens next—something involving my umbrage at the refusal of my trade goods. She also gets to increase the Frontier’s hostility by 1, because she won. If I’d won, I’d have been able to reduce it by one.
Her result of 11 was also prime, so she gets to inflict some sort of consequence on my character, moving him closer to his eventual deserts: death, madness, destitution, ignomy, and so forth. If I’d had a prime number (or 1) on my die, I’d have been able to move closer to my character’s stated goal: fame, fortune, discovery, and so forth.
Play continues in this vein until one side or the other runs out of tokens. During play, comparisons among Development, Sustainability, Hostility, Trade/Support, and Cultural Change will allow in-game events to be introduced, both in favor of the colony and in its despite.
The Book
The game book will consist of a a relatively short section on game mechanics and then a number of sample scenarios along the lines of those discussed above, plus guidelines for creating one’s own, either on the fly or as a prepared “adventure.”
Thursday, August 06, 2009
This Just In from Gencon 2009
I met Ryan Macklin at Camp Nerdly in May 2009 and he's a good guy, a great player, and a clever game designer. This e-mail from him came off the rpgpodcasters mailing list:
A Last Minute Request for This Just In From GenCon
Posted by: "Ryan Macklin"
Wed Aug 5, 2009 1:47 pm (PDT)
Gang,
So, GenCon is a week away! I'm pretty excited, and as many of you
know, I'm doing the almost-live podcast news show called This Just In
From GenCon.
As a favor, I was hoping you guys might post on your blogs or forums
about it. I know some of you have run the promo, for which I'm wicked
grateful, and I'm hoping another bump in the textosphere might help
get the word out about the show -- since its success is measured by
people who are listening during GenCon as much as it is afterwards.
http://thisjustinfr omgencon. com/
Thank you,
- Ryan
--
Ryan Macklin
Master Plan: The People's Podcast About Game Design
http://masterplanpo dcast.net/
Wednesday, June 03, 2009
Fixing Trail of Cthulhu
Tuesday, June 02, 2009
Whither Rune Saga? Post-Nerdly Prospects
Freeform/jeepforge is somewhat outside my comfort zone but I'm very interested in your efforts to develop "techniques to facilitate player engagement with their characters without sacrificing the narrative coherence that oracular mechanics provide."
. . . To my mind, the tarot-based oracular game mechanics make Rune Saga unique so I wouldn't worry that In A Wicked Age occupies the same "space." I think the two games are very different despite the fact that they are both "sword-and-sorcery story games."
For me a major appeal of your designs is the support they provide to situation generation during play. Generally RPGs rely on the DM and players to decide what situations the PCs are presented with. Mechanics are provided to determine success or failure and to arbitrate conflicts; guidelines may even be provided such as "threaten PC beliefs" etc; however it's largely down to the DM (or other participants) to come up with interesting situations which advance the fiction.
In your designs the participants aren't asked to determine "what happens next?" they're asked to interpret the cards. This is easier somehow and works surprisingly well considering there's no 'architect' guiding the story. There's a degree of 'magic' being employed here I think.
Anyway, I'm curious, did you consciously aim to target this in your designs or has the added 'support to situation generation' arisen out of other things?
Your Fourth Age D&D rules would appear to address this specifically for D&D. In your words turning it into more of a "pick-up game."
Thirdly, I wonder if you might divulge any elements of the process you went through to establish the card meanings in Rune Saga and Ganakagok? Do I detect some of Vladimir Propp's narrative functions? I'm intrigued and fascinated. The symbolism which you've assigned is not only very effective but resonates quite strongly with me personally.
Monday, June 01, 2009
The Perilous Realm: An apocalyptic fantasy in three acts
- Swords (Chole) Open Plains, Steppe, or Desert
- Wands (Melanche) Forest, Jungle, or Valley
- Cups (Sange) Swamp, Marshland, or Coastlands
- Pentacles (Pneuma) Mountains, Highlands, or Hill Country
- Major Arcana (any) Town or Island
- Chole (KOH lay). This humour, also called “green bile,” is associated with the digestive tract and internal organs, particularly the kidneys and spleen. Its element is fire. Its virtue is cleverness; its vice is cynicism. An excess of Chole is said to result in excitability, rage, and anger. A deficiency of Chole produces episodes of gullible foolishness. A character with high Chole is excitable, irascible, volatile, energetic, prone to enthusiasms and manias, given to angry outbursts and susceptible to rage, jealousy, and envy — but also alert, daring, keen of sense and sharp of mind. The elemental form associated with Chole is a tetrahedron (i.e., d4).
- Sange (SAN gay). This humour is said to be the major component of blood. It is associated with the heart and the circulatory system. Its element is water. Its virtue is bravery; its vice is foolhardiness. An excess of Sange is said to result in high-spirited giddiness. A deficiency of Sange occasions cowardice. A character with high Sange is outgoing, gregarious, equanimous in adversity and content in prosperity; but he or she is liable to placidity and indolence, and susceptible to the pressures and blandishments of ostensible friends. The elemental form associated with Sange is a dodecahedron (i.e., d12).
- Melanche (mel AYHN kay). This humour, also called “black bile,” is associated with the digestive tract and internal organs, particularly the liver. Its element is earth. Its virtue is wisdom; its vice is a tendency to abstraction. An excess of Melanche is said to produce fits of depression, grief, and sadness. A deficiency of Melanche shows itself as ignorance. A character with high Melanche is withdrawn and morose, given to black moods and sullen funks; he or she also tends to be strong-willed and self-disciplined. The elemental form associated with Melanche is a cube (i.e., d6).
- Pneuma (NOO mah). This humour is associated with the lungs and respiratory system. Its element is air. Its virtue is piety; its vice is cruelty. An excess of pneuma is said to cause emotional detachment and withdrawal. A deficiency of pneuma produces irreverence. A character with high Pneuma is serene and contemplative, but often naive and impractically idealistic. The elemental form associated with Pneuma is an octahedron (i.e., d8).
- The Castle of Gathonolabe (P) +1 Melanche
- The Wall of Gogmagog (Kt) +1 Chole
- The Tomb of St. Judas Didymus (B) +1 Melanche
- The Fountain of Youth (R) +1 Pneuma
- The Firesilk Bazaar (Q) +1 Sange
- The Court of Prester John (K) +1 Pneuma
- 0 0 0 Youth (Maiden). Departure, initiation, potential. Sange +2, Melanche -1.
- 0 0 1 Knight (Priestess). Pursuit, conflict, struggle. Chole +2, Pneuma -1.
- 0 1 0 Mentor (Mother). Giving, sheltering, waiting. Pneuma +2, Chole -1.
- 0 1 1 Hermit (Witch). Gathering, resistance, obscuring. Melanche +2, Sange -1.
- 1 0 0 Bishop (Seeress). Judgment, revelation, command. Chole +2, Sange -1.
- 1 0 1 Vagabond. Seeking, failing, wandering. Melanche +2, Chole -1.
- 1 1 0 Hero(ine). Mastery, transformation, victory. Sange +2, Pneuma -1.
- 1 1 1 King (Queen). Completion, arrival, totality. Pneuma +2, Melanche -1.
- Capricorn (Melanche). Death, old age, failure, destruction.
- Aquarius (Pneuma). Magic, treasure-seeking, cameraderie.
- Pisces (Sange). Mysticism, religion, treachery, traveling.
- Aries (Chole). Strength, combat, valor, action.
- Taurus (Melanche). Health, rest, healing, endurance.
- Gemini (Pneuma). Messages, gathering knowledge, things hidden or concealed.
- Cancer (Sange). Fortune, luck, madness.
- Leo (Chole). Worldly power, justice, leadership.
- Virgo (Melanche). Worldly knowledge, mercy, love, sex.
- Libra (Pneuma). Peace, cooperation, commerce, working together.
- Scorpio (Sange). War, vengeance, evil deeds, scheming.
- Sagittarius (Chole). Laughter, teaching, protection, resurrection, rebirth.
- Byzantium
- Cathay
- Cipango
- England
- Ethiopia
- Fatimid Egypt
- Frankish Lands
- Holy Roman Empire
- Kiev
- Languedoc
- Leon & Castile
- Moorish Empire
- Outremer
- Rome
- Scandinavia
- Scotland
- Seljuk Sultanate
- Sicily & Apulia
- Syria
- Venice
- Byzantium is the hard-pressed and much-shrunken eastern Roman Empire, whose people are called Greeks by those from the Latin West and known for their subtle duplicity. The Emperor rules from the city of Constantinople.
- Cathay is the great kingdom of the far east, whose Song Emperor presides over an elaborate bureaucracy and whose vibrant culture produces many marvels.
- Cipango is an insular island-kingdom beyond Cathay where the Heike and Genji noble families vie for influence with the emperor of their land.
- England is a kingdom in the far West conquered a generation or two ago by Norman princes from the continent, who retain lands in Normandy and Brittany.
- Ethiopia is a Christian kingdom in the far South whose ruling dynasty is descended from King Solomon and the Queen of Sheba; it has been cut off from the rest of Christendom by the expansion of Islam along with other Nubian kingdoms such as Alodia, Blemmyes, and Makuria.
- Fatimid Egypt is the center of one of the chief powers of Islam, with important cities such as Cairo and Alexandria in its domain. The rule of its weak caliphs is supported by cunning eunuch viziers and mighty generals.
- The Frankish lands include the Kingdom of France and its important principalities: the Duchy of Anjou, the County of Blois, and places such as Flanders and Aquitaine.
- The Holy Roman Empire encompasses much of what is now Germany and northern Italy and comprises a network of semi-autonomous city-states, principalities, baronies, bishoprics, and other sorts of polities, united under an emperor whose authority is at most symbolic.
- Kiev is one of the principalities that rules over the Russian steppes, and is an important corridor for trade between the far north and lands to the south. Its golden age is recently passed, and it faces pressures from rivals and nomads from the east.
- Languedoc is the name for the regions of southern France like Provence and Toulouse where a particular Frankish dialect is spoken; its people are proud and assertive.
- The Kingdom of Leon & Castile is the bulwark of Christendom against Moorish conquerors from the south, and is chief among the Spanish principalities that also include Valencia, Saragossa, Aragon, and Navarre.
- The Moorish Empire of the Almoravids includes large portions of northwestern and sub-Saharan west Africa as well as southern Spain, and consists of numerous fractious and rebellious peoples ruled from the city of Marrakech.
- Outremer is the name given to the imperilled crusader kingdoms established in the Holy Land by Norman and Frankish nobles late in the last century. It includes the Kingdom of Jerusalem, the Principality of Antioch, and the County of Edessa.
- Rome is the seat of the Papacy, chief ecclesiastical authority of the Latin rite of Christianity and ruler of the surrounding Papal States.
- Scandinavia includes Sweden, Norway, Denmark, and the Orkneys, whose far-traveling vikings were once the scourge of the North.
- Scotland is a kingdom in the far north of the British islands.
- The Seljuk Sultanate is the chief rival of the Fatimid dynasty for control of the Muslim world. It has many fractious client states who owe their allegiance to the Sultan in Baghdad.
- Sicily and Apulia in the south of Italy have been conquered by Norman adventurers who cagily play off Muslim and Byzantine influence to open up opportunities for themselves.
- Syria includes numerous provinces and principalities nominally under the sway of the Seljuks but which seek to preserve their autonomy by subtle diplomacy; the cities of Damascus, Aleppo, and Mosul are prominent among them.
- Venice is a mercantile city in northern Italy whose sailors move aggressively to acquire rights and privileges in markets far from home.
- Arrival (Sange-Sange). The active character arrives at a destination; the active character overcomes an obstacle; the active character is joined by or reunited with companions. Move the character one square in a cardinal direction chosen by the active player, expending humours for direction and terrain; OR add a trait reflecting the event; OR move Prester John or another non-player character to the character’s square; OR move Wormwood to the character’s square if within the apocalyptic region (see below). Negate the effects of Obstacle.
- Departure (Melanche-Melanche). The active character begins or continues a journey, is dispatched by some authority or by his or her own initiative on a mission or other endeavor, or slips free of his or her current circumstances. Move the character one square in a cardinal direction chosen by the interlocutor, expending humours for direction and terrain; OR add a trait reflecting the event. Negate the effects of Obstacle. Choose a new destination for the character, if desired. Leave pursuers and other characters behind, if desired.
- Loss (Chole-Sange). The active character loses a fight; something valuable is stolen or taken from the active character; the active character is hurt or injured. Define the character as in a physical (Chole), intellectual (Melanche), social (Sange) or moral (Pneuma) conflict. Remove a tie or a trait or reduce one humour by an amount depending on the interlocutor’s relevant humour: 1 to 3, 1d4; 3 to 8, 1d6; 9 to 15, 1d8; 16 or more, 1d12.
- Masking (Chole-Pneuma). The active character dons a disguise; the active character is marked, scarred, or branded; the active character hides from pursuers or other foes; the active character is forbidden to undertake some action or is otherwise constrained. Give the character a new trait or tie reflecting the event.
- Obstacle (Sange-Melanche). The active character faces a challenge, obstacle, obstruction, or other constraint; the active character is separated from companions; the active character is captured by foes. The character cannot move until Arrival, Departure, or Remedy is played.
- Pursuit (Sange-Pneuma). The active character is chased, tracked, followed, or shadowed by foes. Create a new pursuer or move an existing pursuer into the character’s square. Until Masking, Struggle, or Victory are played, expend an additional Chole humour in order to move, and the pursuer follows.
- Recognition (Melanche-Pneuma). The active character abandons a disguise; the active character reveals a flaw or weakness; the active character’s brand, mark, or scar is noticed or otherwise proves in some way consequential. Add a new trait or tie to the character reflecting the event; OR tie another character to the character; OR remove any trait added by Masking.
- Remedy (Pneuma-Pneuma). The active character girds for war; the active character receives a useful gift; the active character learns how to overcome an obstacle. Add a new trait to the character reflecting the event; OR give the character a new special gift; OR negate the effects of Obstacle; OR restore a trait, tie, or special gift removed by Loss, OR add to one of the character’s humours by an amount depending on the interlocutor’s Pneuma: 1 to 3, 1d4; 3 to 8, 1d6; 9 to 15, 1d8; 16 or more, 1d12;
- Struggle (Chole-Chole). The active character comes face-to-face with a foe or otherwise becomes engaged in some kind of conflict. Define the character as in a physical (Chole), intellectual (Melanche), social (Sange) or moral (Pneuma) conflict. Reduce one of the active character’s humours by an amount depending on the interlocutor’s humour: 1 to 3, 1d4; 3 to 8, 1d6; 9 to 15, 1d8; 16 or more, 1d12. The character cannot move until Loss, Masking, Pursuit, or Victory are played.
- Victory (Chole-Melanche). The active character defeats a foe; the active character receives a reward; the active character gains the respect, admiration, or love of another character; the active character is transfigured or transformed. Add a new trait to the character reflecting the event OR tie another character to the character OR add a new archetype to the character. Remove one apocalyptic designation from the square, if any.
- If the card is a 2 or 3, transfer 1 humour from the relevant suit from Prester John to Wormwood (Swords = Chole, Wands = Melanche; Cups = Sange; Pentacles = Pneuma).
- If the card is between 4 and 8, transfer 2 humours.
- If the card is a 9 or 10, transfer 3 humours. If the card is a face card, transfer 4 humours.
- If the card is a major arcana, transfer 5 humours from Prester John’s highest humour to Wormwood.
- War squares require an additional Chole to move out of.
- Plague squares require an additional Melanche to move out of.
- Pestilence squares require an additional Pneuma to move out of.
- Poison squares require an additional Sange to move out of.
- If Prester John has higher Chole, then peace comes; otherwise, war will spread across the nations.
- If Prester John has higher Sange, then the people obtain health and happiness; otherwise, plague devastates the nations.
- If Prester John has higher Melanche, then there will be a time of prosperity and plenty; otherwise, the people face famine and starvation.
- If Prester John has higher Pneuma, then the people live in a spirit of harmony and good-neighborliness; otherwise, there is internecine strife and secret murder.
- If expended Chole is greater than expended Pneuma, the character is doomed to hell; otherwise, the character is granted heaven.
- If expended Melanche is greater than expended Sange, the character faces death; otherwise, the character is blessedwith life.
- Calvino, Italo (1974). Invisible Cities (William Weaver, Trans.). New York: Harcourt Brace Jovanovich.
- Chabon, Michael (2007). Gentlemen of the Road. New York: Del Rey.
- d’Ormesson, Jean (1974). The Glory of the Empire (Barbara Bray, Trans.). New York: Alfred A. Knopf.
- Eco, Umberto (2002). Baudolino (William Weaver, Trans.). New York: Harcourt.
- Philips, J.R.S. (1988). The Medieval Expansion of Europe. Oxford, England: Oxford University Press.
- Wright, John Kirtland (1925/1965). The Geographical Lore of the Time of the Crusades: A Study in the History of Medieval Science and Tradition in Western Europe. New York: Dover Publications
About Me
- Bill White
- A communication Ph.D., I teach public speaking and media-related courses in the middle of PA. I do research on scholarly/scientific communication, and I write & play roleplaying games.