So, my cat Vivian and I were talking about how Facebook, by becoming the Wal-Mart of the digital communications media(A convenient, one stop shop for simplistic knockoffs of useful applications and games while simultaneously laying bare one’s own taste in just about everything by encouraging you to just put it out in public. Like in a shopping cart.) had in effect created a place where role playing a character entirely different from yourself is not only possible but probably a pretty responsible way to go. We were trying to decide if we could find a positive side of this media that matters to us, when with the most strikingly obvious observation I was struck. Facebook looks just like a character sheet. Facebook, at the end of the day, doesn’t actually require you to have a real name. Facebook has applications where one competes for coins, points, or privileges in certain groups of applications made by the same developer(Classes, professions, skills, experience, whatever). Facebook has applications that take a great deal of time to figure out, that the change shape of the user interface in agreed ways for the groups that install them(RP/RL analogue? Religion.) Facebook has applications simply to show your rank in a certain field compared to your friends(Loot/RP Rewards). I’m really not sure at all where to go with this now. Vivian blew my mind.
Most of the people I know never want to GM. There seems to be an informal sort of etiquette, about it, even where someone who is sort of “Due” to GM is coerced in to running a game by having no one else agree to run them. It’s actually kind of depressing…
So, in my player-free(because I am a sucker) days I often wonder whether there is a way that the traditional style of RPG(Pencils, Character Sheets, Dice, Rulebooks) to which I have become accustomed can be adapted to work without a GM. I came up with a couple of solutions,which were:
This worked OK if the game met 2 of these 4 criteria- it was simple with it’s types of encounters, had less than 4 players, was at low level, or used primarily shambling undead. It made a magnificent Savage Worlds zombie game, but the preparation process definitely requires an imagination, and probably requires an advanced course in statistics. The text of this is going to be made available once I figure out how to generate the map effectively as the game goes along. The Zombie game is 6 pages of typewritten tables detailing the- Contents of each possible area, The likelihood of finding a set of resources, likelihood of behaviors for each monster type and for randomly generating NPC’s and their behaviors, the rules for randomly generating buildings and their degree of repair, randomly determining dead-ends, and a system for tracking the in-game time using the adventure, and modifiers to each table based on the player’s actions. Pros: Requires absolutely no GM, quick and easy to play, TOTALLY REUSABLE Cons: Limited Circumstances where the system is practical, Entirely too complicated to set up, Outliers occur and break the action, Final product is disproportionately small compared to work involved Points: Almost all Roll-Playing, for good or ill. Also, probably will drive those who attempt to create it insane.
The primary role, for all participants, is still the player character, but the secondary roles are Adjudicator, Storyteller, and GMPC. When the participant is acting as the adjudicator, he is responsible for determining the difficulty of an action when it is provided by the storyteller, and for concealing that difficulty from the Storyteller and Players. The Storyteller is responsible for coming up with the action of the story. When the participant is the storyteller, he also controls all NPC actions and temporarily relinquishes control of his Player character to another participant. The Player who’s secondary role is the GMPC is responsible for playing the storyteller’s character when he is moving the action of the story along and controlling the NPC’s. These roles are rotated several times during the game when the Storyteller dictates thus. Pros: I don’t know. I haven’t tried it yet, but it is a cool hypothesis. I think the “pro” here is that it requires no real alteration of the pre-existing game system, but rather compartmentalizes the role of the GM. Cons: None forseen by me. Points: The Participants would have to agree on a general story concept before beginning the game. Certainly would require experienced, comfortable, and cooperative players. People who like eachother and want to role-play will probably find this fun. Kind of an homage to Lord Byron’s party game, who’s name I cannot remember, but supposedly was the game in which Mary Wollstonecraft came up with the beginning of Frankenstein. If anyone can remember what it is called, it would save me a trip to see the world’s worst poetry professor… Please?
Anyway. I thought they were good enough ideas to show folks. If you try them, please let me know what you think!
Related Post: Players Build the Dungeon, Sandbox Dungeon Master’s Tool Kit
I said I would, and I finally did. I made the Hogwarts RPG into a downloadable, printer friendly RTF Document, available here. This has, for the most part, been playtested, and should be a great quick pick-up-and-play game. For those of you who don’t know, I’ve been working on this Harry Potter-themed tabletop RPG, and have gone out of my way to emphasize both simulation and simplicity, no mean feat but I think I did it.
Some highlights of this game-
Currently it has the Character Creation, Classes/Skills/Experiences, Gameplay, and Creatures, but it does not have specific equipment or locations.
*Edit-Apparently the harassment that triggered my writing this was not, in fact, Blizzard. Just a Phisherman. Nonetheless, my criticisms still stand.
Two days ago, I got an e-mail from Blizzard Entertainment accusing me of trying to sell my World Of Warcraft account. Regardless of the fact that the e-mail is fraudulent, I feel offended by this because of the fact that I decided the game was lame and stopped playing shortly after level 25, feeling very cheated(and angry for having given in to peer pressure), and now am being harassed for by somebody who can’t even make a legitimate hack to steal my account with, I figured I would list, plainly, for the next company to develop one of these games, what would make it not suck, like World Of Warcraft does. All that unadulterated disgust I feel for MMORPG’s does nothing constructive. Instead, I’m going to list what I think would make a fantasy MMORPG not suck.
AI control should have a list of player-like algorithms a la the Infinity Engine games, plus a slider system detailing attributes such as aggressive-passive, courageous-cowardly, et cetera. Real Estate. Players should be given the option of purchasing an in-game home where they can store stuff, and where other players can break in. Also, sneak attack does not a rogue make. Burglary should be possible, as should beefing up security with technology, magic, animal companions, and the like.
Make the MMOS different from the single player games in any way you can, PLEASE! I hate the cookie cutter characters, the silly, stupid quest format, the fact that people disappear when they log out, the lack of customizability, and the frankly racist alignment system. It drives me crazy when a game has potential but rejects that in favor of more of the same, safe, monotonous gameplay. Make it worth paying monthly. Make having other players a meaningful part of the game. And most of all, allow the characters to be DIFFERENT!