Some thoughts on game design
Aug. 12th, 2004 11:49 pmMy ftf group's next campaign will have a tinge of Nobilis to it. I've been thinking about a character, chewing it over in earnest, for more than a week now. And I've gotten a flash of insight into why I love the WoD-style tribe/phase of the moon/whatever groupings, which I believe are described as/in "splatbooks". I mean, I said before that by listing out the options, it gives me an idea of what style and feel the setting and game is meant for. And you can assume that the various options are at least somewhat balanced against each other. And there are zillions of little crystallization points in the descriptions around which a character idea may suddenly precipitate.
But what I really like about characterized systems is that I know what I'm missing. Take Deadlands. I read through the list of Edges and Hindrances, and I know that I could take "Big Ears" or "Grim Servant o' Death", and I can decide whether or not those are things I'm interested in, whether the character I'm thinking of will be able to get by without them. Compare that to Everway,
"What'd you pick as a Fire specialty? I finally went with 'Archery.'"
"Oh, I chose 'Kicks Ass.'"
"'Kicks Ass'? That was an option? Fuck!"
And then for an Air specialty, you could have "Takes Names." Hee hee hee.
It's anarchy. May sound nice to not have bounds, but in practice it's just getting steamrolled by the clever and well-connected. I can't overstate how much I prefer to choose that my character is kinda lacking in the ass-kicking department, instead of suddenly finding it out in the middle of a scene...
I mean, the first time I played Nobilis, I decided to be "Spirit of the West." Stagecoaches, wide-open spaces, the Lone Ranger... Didn't sound too useful, but did sound stylish. But it wasn't a style that mattered in the game. And boundless, it mutated: I granted Fruit an increased bounty in the West (if California even counts) for a year. The hell? I felt bad for merrily steamrolling down the edges of my character concept, but I also would have felt bad if I didn't have anything Fruit wanted and we all had to suffer. Feeling guilty any way you play it? Fuck that shit, sez I.
So now I have to come up with an area of godhood that's wide enough to be useful, useful enough that I can imagine I'd be a part of the action even if I didn't have that special PC glow, but not so widely useful as to be useful all the time, because that's just lame, other people need to be able to shine, too. Oy, sez I.
But what I really like about characterized systems is that I know what I'm missing. Take Deadlands. I read through the list of Edges and Hindrances, and I know that I could take "Big Ears" or "Grim Servant o' Death", and I can decide whether or not those are things I'm interested in, whether the character I'm thinking of will be able to get by without them. Compare that to Everway,
"What'd you pick as a Fire specialty? I finally went with 'Archery.'"
"Oh, I chose 'Kicks Ass.'"
"'Kicks Ass'? That was an option? Fuck!"
And then for an Air specialty, you could have "Takes Names." Hee hee hee.
It's anarchy. May sound nice to not have bounds, but in practice it's just getting steamrolled by the clever and well-connected. I can't overstate how much I prefer to choose that my character is kinda lacking in the ass-kicking department, instead of suddenly finding it out in the middle of a scene...
I mean, the first time I played Nobilis, I decided to be "Spirit of the West." Stagecoaches, wide-open spaces, the Lone Ranger... Didn't sound too useful, but did sound stylish. But it wasn't a style that mattered in the game. And boundless, it mutated: I granted Fruit an increased bounty in the West (if California even counts) for a year. The hell? I felt bad for merrily steamrolling down the edges of my character concept, but I also would have felt bad if I didn't have anything Fruit wanted and we all had to suffer. Feeling guilty any way you play it? Fuck that shit, sez I.
So now I have to come up with an area of godhood that's wide enough to be useful, useful enough that I can imagine I'd be a part of the action even if I didn't have that special PC glow, but not so widely useful as to be useful all the time, because that's just lame, other people need to be able to shine, too. Oy, sez I.
no subject
Date: 2004-08-13 06:31 am (UTC)no subject
Date: 2004-08-13 09:57 am (UTC)Still, though, I prefer a characterized system (with collaborative creation). I don't think terribly well when put on the spot, and so I'm loathe to settle on anything character-wise that I have to clutch out of thin air (even if there are other people around to suggest things), and without a concept I wouldn't get as much from bounces that might change it.