Game writing
Aug. 1st, 2010 02:28 amSome time in the last couple of days, I've forgotten how to sleep. I've tried just waiting for sleep to arrive (unsurprisingly, it didn't). I've tried getting out of bed and doing some exercise to get the blood flowing (still no luck - just ended up with weary and sore muscles). Now I've started writing (or typing) until I can't focus on what I'm doing any more. It's been marginally more successful, but I'm still sitting here at 2:30am...
Last night,
aeliel and I went to see Inception at the Nova. I really enjoyed it - it's a beautifully constructed film, and manages to successfully juggle four or more simultaneous stories taking place at different speeds. A relatively small group of concepts used in their dreamscapes (subconscious projections, acceptance of the dream, the 'jump' and a dream's collapse) are used in a consistent way to build some great stories.
A few hours after seeing the film, I headed out to the couch and grabbed my laptop. By about 4am I had written my first properly fleshed out roleplaying system. It takes some of the dreamscape concepts from Inception, and adds some other elements that I wanted to play with: a player-driven mechanic for increasing the challenge in each scenario (think Grand Theft Auto's threat ratings), a cooperative-play mechanism where the group always has tangible goals to work towards, and a way to manipulate the "luck" element of the game via player skill.
It's going through the hypothetical Jye-and-Lon tests at the moment :)
Test 1: the Gamist. When treated purely as a mechanical system and pushed to its limits in order to "win" the game, does the game still require active participation in the story by all the players? Are the mechanics robust enough to support the kind of story and gaming environment I want to achieve, without needing the GM to arbitrarily rule whether things can work?
Test 2: the Narrativist. Can players choose to make purely story-driven decisions in a way that's supported by the game mechanics? Are the underlying mechanics robust enough to keep things moving towards a shared story goal, regardless of what direction the players choose to take the story in?
I'm enjoying the mental challenge of thinking through the game design at the moment, and would like to try running a few games to try it out. I've drafted up a writing plan, and will keep chipping away at it while the muse (or the insomnia) take me. If I'm still happy with it in a few months, I'd like to take it through design and layout, and develop it into something I can sell through a site like IPR.
Last night,
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
A few hours after seeing the film, I headed out to the couch and grabbed my laptop. By about 4am I had written my first properly fleshed out roleplaying system. It takes some of the dreamscape concepts from Inception, and adds some other elements that I wanted to play with: a player-driven mechanic for increasing the challenge in each scenario (think Grand Theft Auto's threat ratings), a cooperative-play mechanism where the group always has tangible goals to work towards, and a way to manipulate the "luck" element of the game via player skill.
It's going through the hypothetical Jye-and-Lon tests at the moment :)
Test 1: the Gamist. When treated purely as a mechanical system and pushed to its limits in order to "win" the game, does the game still require active participation in the story by all the players? Are the mechanics robust enough to support the kind of story and gaming environment I want to achieve, without needing the GM to arbitrarily rule whether things can work?
Test 2: the Narrativist. Can players choose to make purely story-driven decisions in a way that's supported by the game mechanics? Are the underlying mechanics robust enough to keep things moving towards a shared story goal, regardless of what direction the players choose to take the story in?
I'm enjoying the mental challenge of thinking through the game design at the moment, and would like to try running a few games to try it out. I've drafted up a writing plan, and will keep chipping away at it while the muse (or the insomnia) take me. If I'm still happy with it in a few months, I'd like to take it through design and layout, and develop it into something I can sell through a site like IPR.