August 2007


fun & games10 Aug 2007 10:23 pm

Hopefully I get into these games… We’ll see who’s get the draw on Monday!

Friday
3 pm unWritten (I’ll be running that)
8 pm SW saga edition

Saturday
10am unWritten (curious, I’ll be running that one as well)
3 pm Paranioa XP
8 pm Burning Wheel

Sunday
10am unWritten (Wow, that’s hilarious, I’ll be running this too!)
3 pm HeroQuest
8 pm Shadowrun 4e (yup, I was even considering Shock! Shocking)

Monday
10am Deadlands (… may not make this one, we’ll see)

playtest10 Aug 2007 12:27 pm

Hi, This is the first public playtest for unWritten. The text in red is incomplete, other then that I’d like everyone and anyone to go through it and tear it apart. Thanks for giving it a try.

To see the latest playtest check out the link on the right called “latest playtest” just above the blogroll.

design09 Aug 2007 11:07 am

This is the power 19, a set of 19 questions designed to help one develop and understand what they are trying to create…

1) What is your game about?

    uW is a game about collaborative storytelling. Players collaboratively create a setting, a group of characters, and the central conflict. This focuses game play on the characters, their actions, and the interests of the players.

2) What do characters do?

    They function as vehicles for telling a story based on the constraints determined by the group.

3) What do the players do?

    The players rotate the role of the setting player, while all are always being an acting player. The setting player frames scenes using details from the setting record while pushing the acting player(s) toward conflicts. These conflicts are based on a combination of two factors: the setting and the Hero’s Journey. The acting players react to and interact with the elements of the scene. When a conflict occurs, they roll the dice and determine the outcome of the conflict based on the results of the dice rolls and how they chose to place those results. Placement determines narrative rights, success or failure, consequence of actions and how the events in the scene affect the character’s beliefs and personality.

4) How does your setting (or lack thereof) reinforce what your game is about?

    The initial lack of a setting allows the players to create and fully buy into their own idea for a setting that they have created in a collaborative effort. The setting creation guidelines allow the players to mechanically integrate aspects of their setting into game play.

5) How does character creation of your game reinforce what your game is about?

    Character creation, also a collaborative effort, allows all of the players to create characters that will facilitate the type of story they are all trying to tell and still allow each player to create a character they want to play and can identify with.

6) What types of behaviors/styles does your game reward (and punish if necessary)? 

    I think unWritten does reinforce a certain type of play mechanically, specifically collaborative play. This is done through the nature of the Hero’s Journey and the implicit story arc. unWritten forces the players, mechanically, to change the player roles, from setting player to acting player, every single scene so no one person is the primary GM.
    The system discourages any single player from controlling the other players.

7) How are behaviors and styles of play rewarded or punished in your game?

    The Setting Creation process and the creation of the Cues is a mechanical way to force improvisational narration. There is a die mechanism, the bonus die you get when you involve a Cue in a scene that “rewards” improvisational narration by giving you extra dice for use in conflicts.

8 ) How are responsibilities of narration and credibility divided in your game?

    Setting players narrate the scenes and the actions or interactions of the NPCs and choose what is or is not a conflict. The acting players choose who narrates the resolution of a conflict. Credibility is left to the social contract. If someone believes a line has been crossed then he or she should speak up.

9) What does your game do to command the player’s attention, engagement, and participation?

    Because the role of the setting player and acting player(s) rotates, narrative control and responsibility is not dependent on whether a player’s character is in a scene or not. This rotation means that every scene one of the players will be required to take on the role of the setting player and actively participate in the game, regardless of whether their character is in a given scene or not.

10) What are the resolution mechanics of your game like?

    There are four attributes that define a conflict in the game, specifically narration, success or failure, consequences and praxis. The acting player rolls 4 dice (or more if appropriate by actively incorporating the character’s traits) and place (only) 4 dice on the conflict attributes. The conflict is then resolved based on how acting player placed those die results.

11) How do the resolution mechanics reinforce what your game is about?

    The resolution mechanics facilitate the storytelling process, by putting constraints, chosen by the acting player based on the direction of the story he or she wishes to see. The setting player and the acting player choose the actual conflict they intend to resolve.

    It reinforces a certain type of play mechanically, specifically collaborative play. This is done through the nature of the Hero’s Journey and the story arc. unWritten forces the players, mechanically, to change the player roles, from setting player to acting player, every single scene so no one person has sole narrative responsibility.

12) Do heroes in your game advance? If so how?

    Yes, when it is appropriate to the story being told and everyone agrees to the change. They advance by having their Traits change. Although this doesn’t provide a specific mechanical bonus, it allows a player to change their in-game narration of events to reflect the new Trait. Additionally, the characters acquire ‘scars & consequences’ based on how the dice are placed, which provide the player and opportunity to influence the game by allowing the use of more dice.

13) How does the character advancement (or lack thereof) reinforce what your game is about?

    Character advancement is not a focus as this game it is more about creating a collaborative story. Success and failure are most often chosen by the acting player rather than solely determined by dice rolls. The resolution mechanic allows players to prioritize what is important to them in a scene, and if success is important and at least a single die result is a 3 or higher, the character can succeed in a conflict.

14) What sort of product or effect do you want the game to produce in or on the players?

    I want the players to be satisfied with the game played and the story created. I also want the game to build a sense of suspense or anticipation in the players as there is no pre-defined script for this game. The twists and turns in the story are created as the players and the conflict resolution mechanics interact, thereby continually surprising the players as to the outcome of each conflict and the overall story.

    Another effect this game produces is a unique type of competitive play. As the narrative roles continually change, there is a social pressure built into the game to make the story more entertaining for the entire group and to build on what others have established through narration. Instead of this being a game where one side is pitted against the other, the players compete to make the story more dramatic and interesting, thereby creating an entertaining and involving story.

15) What areas of the game receive extra attention or color? Why?

    The Hero’s Journey receives extra attention, because it is a game component that needs the most explaining. It also provides the framework by which narrative control shifts on a scene-by-scene basis.

16) Which part of your game are you most excited about or interested in?

    I’m most excited about the die mechanic and the Hero’s Journey, because they both do an incredible job facilitating the collaborative creation of a story.

17) Where does your game take the players that other games can’t, don’t, or won’t?

    uW allows the players to collectively create a story in a setting of their own creation. It also allows them to play interesting characters that are products of the setting and have personal stakes in the central conflict. This keeps the entire group immersed in the “reality” of the setting and also interested in what happens to each of the characters.

18.) What are your publishing goals for your game? 

    I want to publish and sell my game to people beyond the current gaming industry.

19) Who is your target audience?

    Table top gamers, families, school and university faculties, and students of all ages.
Journey08 Aug 2007 12:02 pm

I think that outlining via the Josh method has probably been the most productive way of organizing a game text, for me at least. Yes, its very 9th grade, but you know, its been a pretty long time since I’ve spoken to Mrs. English (yup that was my 9th grade english teachers name.)

In order to do it you still need to have more of a complete game design, I think. But, wow, its taken my game to another level.

[edit]

I’d like to add that what outlining has done for me and why its taken me to the next level is because it forces me to see the game in its individual components. So when I’m writing up the individual parts I don’t get hung up on repeating myself, which is something I do a lot.

playtest08 Aug 2007 11:43 am

I’ll be taking the outline from below and creating a playtest file that people will be able to try out. Hopefully it will be up by friday.

Journey07 Aug 2007 08:29 pm

Yesterday Joshua BishopRoby and I had lunch. Over the tacos he help me with my game design and told me he’d help me out on the electric frontier, hence this blog. Thanks Josh.

After lunch we spoke a bit about layout and writing and other such Joshisms. By that evening he posted this on his blog. So I took his advice and this is what I’ve come up with so far…

(Its outlined, I swear. It just didn’t come through in the copy & pasting.)

What is unWritten
Scenes, rounds, chapters, sessions, and books
What do the players do
Collaboration
Interacting with the setting
Role playing
Social Contract
Setting player
Setting player rotation
Acting player
Setting record
Setting questions
Genre
Narrative machination
Environment questions
History questions
Society questions
Notable characters questions
Setting characters
Group questions
Premise
Cue questions
Progress track
Cues
Character record
Character questions
Traits
Expertise
Physical
Social
Milieu
Defining Praxis
Scenes
Story constraints
Interpreting cues
Scene framing
Situation
Order of action (initiative)
To conflict or not to conflict
Conflict
Reflecting the premise
Conflict attributes
Success
Consequence
Praxis
Narration
Resolving a conflict
Dice
Trait dice
Add on traits
Placement
Scars & consequences
Story structure
3 act structure
The hero’s journey
Story index

Journey06 Aug 2007 03:15 pm

So I’ve begun blogging. This here post is my proof.

I’ve been developing an RPG for about 4 years now, about 6 months ago it ceased being an RPG and became a Story Game. I’m going to blog about this process, as well as, the further creation, completion, and publication of unWritten.

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