Indie RPGs     


 

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1. FUNnel

2. RPG vs RPE

3. GENIUS Fun

4. King Author

5. Godot Monkey

 

 

King Author : Drama - featuring Karma, Fortune & Skill.

 

Role-playing is a form of drama - imitation of life.

Play progresses as players propose additions to the narrative, for brevity I’ll refer to proposed additions as statements.  A statement which is non-contentious is automatically added to the narrative*. Most in-character statements are non-contentious as a player is assumed to have control over what their character says.

When a contentious statement is declared then the system mechanics determine how the statement alters the narrative.

Mechanics generally operate via three real-world factors:

· Mathematical: Karma - Fortune continuum.

· Skill: Expertise and real-world ability.

· Group: Social interaction & negotiation.

 

Mathematical Factors

These are what most people consider the core of game mechanics. Mathematical Factors refer to any time there is a numerical calculation which determines the effect of a statement. A dice roll is an exemplar of a mathematical factor.

All mathematical mechanics occur on a continuum between total order (Karma) and total chance (Fortune). The closer a mechanic to Karma, the more predictable the result. One extreme is total Karma which eliminates chance entirely. The other extreme is total Fortune which is utterly random, thus unpredictable.

E.g. in Dungeons & Dragons a player states “I slash the orc with my scimitar”. A D20 roll plus a modifier is compared to a fixed target number. If the player’s score equals or exceeds the target number then the orc will be struck - that is to say the act of the scimitar hitting the orc will become part of the narrative. Consequently the orc will take damage and maybe even die from the scimitar blow as contingent Mathematical Factors come into play.

 

Skill Factors

Skill operates in two distinct ways within role-play. The first, perhaps more obvious, way is that some players will have a greater knowledge of the system or role-playing in general which means they know how to stack Mathematical or Group Factors in their favour. I refer to this as role-playing expertise.

The second, more distinct type of Skill Factor involves some real-world activity built into the mechanics. The most obvious example of a Skill Factor operates in what are known as ‘boffer’ Live-Action Role-Plays (LARPS). During a boffer LARP participants dress up as their fantasy personas and enact battles using mock weapons. The players who are more skilled with their weapons will beat those less skilled (in a fair fight).

It’s difficult to come up with pen and paper RP examples, but my games Piledrivers & Powerbombs and Swansong both incorporate bluffing mechanics, which utilize player skill over Mathematical Factors.

 

Group Factors

These are the most powerful factors determining narrative direction, because role-playing is by necessity a social activity which individuals agree to play. Group Factors are hugely influenced by the Social Contract (group harmony & etiquette), however Group Factors refer specifically to how a statement influences the narrative and so are separate from the Social Contract. All Group Factors are constantly open to group negotiation. This flexibility is very useful as it allows each group to tailor the narrative to whichever flavour(s) of fun they find most appealing.

In most traditional RPGs, a single participant is given the final say in all matters, this person is usually termed the Games-Master (GM). Often, the GM is the only participant allowed to directly add to or author the narrative. This gives the GM a mighty Group Factor which can overrule all other factors and mechanics.

 

 

What’s The Point of Game Mechanics?

They determine how player statements translate into the emerging narrative. Mechanics are supposed to facilitate the fun. See the FUNnel model.

Game mechanics are also the only tangible part of a role-playing system, they’re the actual meat, what people pay for.  A system will live or die by it’s mechanics.

Well actually people seem to pay for the fictional backgrounds aka ‘fluff’. Fluff is ultimately subjective so can’t really be commented on critically.

Sadly, most commercial RPGs depend upon the geek factor of hobbyists buying into their fluff to support their games. As such mediocre mechanical systems flourish in the so-called mainstream and the roleplaying hobby becomes more and more niche - shamefully so. I know many role-players who would never dream of telling their work colleagues about their reprehensible hobby.

But Role-playing is a dramatic art form no less worthy than any other art form. And no fewer people would enjoy it than enjoy any other art form - if only they could try it. So this is my goal, to get more people role-playing and see this narrative art form taken more seriously.

 

*This is actually a Group Factor operating.

JJ Prince - 2006

 

 

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