Skip to main content

TTRPG Tuesday: Layout Constraints and Worldbuilding Specificity

Welcome back to another TTRPG Tuesday! Although I’m still chugging along in MtG and therefore have all sorts of Out of Mana-ish neurons firing, I’m in an RPG state of mind in terms of what I want to noodle out, so that’s what we’re doing.  Still disorganized though, so have some more stream of consciousness bullets:

  • For The Envy of Ajax, my analysis of the pamphlet situation yields these data points: 3 columns each for the GM and the Players, and the columns can each fit:
    • 1 dense table
    • 2 manageable tables
    • 3 small tables
    • 5 paragraphs totaling >1000 characters.
  • Mixing and matching those fundamentals will get me where I need to go, and maybe I start with layout to determine my actual design constraints, particularly since I tend to go raw unbroken up text before sorting, which might hurt me in this case.
  • I’ve never played a DM/GM-less RPG myself.  I’ve read some, sure, but to be honest that constraint is the most challenging part of the Button Shy challenge.  For that reason I think it might be easier for me to approach this from the mechanic / more boardgame side of it, rather than the storytelling aspect? I dunno, I also (personally) don’t much care for “storytelling”/”pitch”/”writing prompt” style board or card games, which often fall under the party or prove-your-clever-social-skills genres.  So I guess it’s good knowing that that’s something I want to avoid.
  • So what’s the experience that I want to create with, say The Riders? (I should be working on my Kamen Rider play instead of this right now, so if I’m going to do games writing I’m going to channel that side of things.)  Here are some beats I want to hit:
    • This isn’t Sentai: Riders may work together toward specific goals or against common enemies, and over time they may develop deeper bonds, but they are not inherently a team, and although a Rider may organically emerge as a leader, there’s no Red Rider designation going on, and I want that to come out when the non-active players are bringing conflict to life for the active player.
    • Theme: Car Cops.  Photography Dimension Travelers.  Martian Engineers.  Private Detectives with Split Personalities.  Corporate Menagerie.  Anti-Fascist Mutant Grasshoppers fffs.  Kamen Rider has so many wild themes, and I want that part to be collectively built by the players as part of setup, which will then naturally feed into their Ridersonas and how those fit the theme (including any later evolutions / suit upgrades).
    • Speaking of, man there’s nothing better than a new costume.  I think recent series have gone… a little overboard with them lately.  If I can reduce them to a very few instances, and tie them to major milestones baked into the rhythm of the game, I think the expanded feeling of power and agency is a great thing to grant in bursts.  I also think that there can be benefits to not taking the upgrades, to staying true to your origins, or placing your ideals above your quest for power.
    • So what’s on the cards? Well… hm.  If I want them to be applicable to any kind of Rider theme, should I keep them theme-general but make them Kamen-trope-specific? Or am I on the wrong track here? After all, it’s not like most toku enemies have a goddamn thing to do with the theme of the Riders.  Maybe instead I pay homage to the fact that minions, enemies, and bosses are often just a bizarre, incongruous collection of whatever concepts or costumes were available.  Yeah.  Let’s do that, to start anyway.

That’s enough for the time being.  I’ve got to figure out if I’m playing games or watching a movie tonight, and I’ve got to hop on my family’s Zoom call at 10 either way.  Stay righteous, kick fascists.

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: Campaigning

  Hey it's TTRPG Tuesday, let's see if I get something written before sleep overtakes me. I'm still on that Channelers kick, but today I want to talk about a possible campaign path: The Magpie Offensive.  I see this as a military campaign where the PCs are conscripted, volunteers, or mercenaries for an army that is marching to quell Spirit threats and unite the region under a protectorate. There should be free RP sections as interludes between missions, and missions should be chosen by the party.  The army ensures loyalty with intangible rewards as well as artifact items. NOTE: This whole thing is being designed with the Rascal article on militarization in ttrpgs in mind. What is the thrust of the campaign? It's fundamentally one of conquest.  How do I encourage characters to question their presence and their complicity? How much interpersonal violence is an acceptable price to pay for environmental justice? How can party composition affect all this from jump? H...

Mechanic Monday: Winding Down an Engine Builder

  Welcome back to Mechanic Monday! Been a minute hasn't it? Remember when I did one of these a week for a year? 2020 was such a productive time! Totally worth the complete decay of my sense of self! Today I’m going to go about things a little backwards.  Normally I start with the mechanical kernel, mock up how it would look in a hypothetical game, and then do a little theorycrafting around it.  This time, I uh already have a v1.0 prototype.  So let's start there. Gradually Shorter Engines In Paper Moth Dynasty, you play a young Monarch, with nine Role cards flipped to either their Sun or Moon side.  In the first round you will place 7 of the 9 available cards in your Court tableau, then Exile a card and play the next round with one fewer card to draw and one fewer to play, then do the same again before the third and final round.  You will therefore place 7 cards in the first round, 6 in the second, and 5 in the third round. So engine builders (and th...