AbdulAlhazred
Legend
I've hacked away and fiddled and whatnot. Over the last few years various discussions have taken place. A set of rules has evolved, which owes a fair amount to 4e, so I thought I would discussion this topic here, since there doesn't seem to really BE a 'game design' forum as such at EnWorld (oddly I would say).
I'm just going to put out here a bunch of what I've written, and then the reasons, strengths, weaknesses, idiocies, errors, and better ideas can follow. This is not in any real sense a polished game, but it should be workable and I hope understandable. I don't assume it will ever be an actual published game, but it should be a useful starting point for discussion of 'D&D-like' Story Focused games, which I think are pretty much a non-existent category currently...
Introduction
Heroes of Myth & Legend -hereafter referred to as HoML- is a fantasy role-playing game of legendary heroes and mythical monsters. The players will take on the roles of heroic adventurers, player characters, while the Game Master (GM) will act as their guide through the worlds of myth and legend, creating the non-player characters (NPCs, monsters, or creatures) and playing their roles.
Playing the Game
The focus in HoML is on the story of the characters. This means there should be drama. A tale, with conflict, character, plot, and all the elements which make up a good story. As the characters are heroes (and eventually legends and myths) they are larger than life. The story is about them, it isn't about using dice to simulate a game world. The story should always come to the characters. Wherever they go and whatever they do, drama and action are the rule of the day! Whenever a character makes a choice, it should lead to conflict, or set the stage for new battles to come.
The job of the Game Master is to frame scenes, that is draw a picture of the situation which the PCs find themselves in. The scene should contain conflict, which means that some need or value of one or more of the PCs should be placed at odds with something in situation, some sort of antagonist. This could be a monster, a law, an idea or concept, a natural force, fate, or another of the character’s own needs or values. Out of this situation the players will decide to have their character act in some way, attempting to get or keep what they need, or defend what they value. In order to succeed in this task the PCs will have to succeed in carrying out some sort of tasks. The set of tasks required to achieve their immediate goals are called a challenge.
Thus the game is organized into challenges, scenes or situations in which conflict is resolved, and interludes between those scenes in which the characters engage with the world to create new conflicts. The GM should set these scenes; this is his role in the game, to orchestrate. Each challenge should give the players choices, do they risk it all, or do they play it safe? Do they defeat their enemies or are they beaten? Whenever the characters do fail, their failure should also set the stage for more conflict! The story always goes on.
When an interlude occurs the characters may gather their strength, carry out research, acquire new abilities through training, and carry out other aspects of their lives as appropriate and desired. These can be imagined like the training montages, cut scenes, and other connecting scenes familiar from other types of story telling. An interlude will usually end when further conflict arises, transitioning back to a new challenge.
(so much for basic prefatory material)
Comments?
I'm just going to put out here a bunch of what I've written, and then the reasons, strengths, weaknesses, idiocies, errors, and better ideas can follow. This is not in any real sense a polished game, but it should be workable and I hope understandable. I don't assume it will ever be an actual published game, but it should be a useful starting point for discussion of 'D&D-like' Story Focused games, which I think are pretty much a non-existent category currently...
Introduction
Heroes of Myth & Legend -hereafter referred to as HoML- is a fantasy role-playing game of legendary heroes and mythical monsters. The players will take on the roles of heroic adventurers, player characters, while the Game Master (GM) will act as their guide through the worlds of myth and legend, creating the non-player characters (NPCs, monsters, or creatures) and playing their roles.
Playing the Game
The focus in HoML is on the story of the characters. This means there should be drama. A tale, with conflict, character, plot, and all the elements which make up a good story. As the characters are heroes (and eventually legends and myths) they are larger than life. The story is about them, it isn't about using dice to simulate a game world. The story should always come to the characters. Wherever they go and whatever they do, drama and action are the rule of the day! Whenever a character makes a choice, it should lead to conflict, or set the stage for new battles to come.
The job of the Game Master is to frame scenes, that is draw a picture of the situation which the PCs find themselves in. The scene should contain conflict, which means that some need or value of one or more of the PCs should be placed at odds with something in situation, some sort of antagonist. This could be a monster, a law, an idea or concept, a natural force, fate, or another of the character’s own needs or values. Out of this situation the players will decide to have their character act in some way, attempting to get or keep what they need, or defend what they value. In order to succeed in this task the PCs will have to succeed in carrying out some sort of tasks. The set of tasks required to achieve their immediate goals are called a challenge.
Thus the game is organized into challenges, scenes or situations in which conflict is resolved, and interludes between those scenes in which the characters engage with the world to create new conflicts. The GM should set these scenes; this is his role in the game, to orchestrate. Each challenge should give the players choices, do they risk it all, or do they play it safe? Do they defeat their enemies or are they beaten? Whenever the characters do fail, their failure should also set the stage for more conflict! The story always goes on.
When an interlude occurs the characters may gather their strength, carry out research, acquire new abilities through training, and carry out other aspects of their lives as appropriate and desired. These can be imagined like the training montages, cut scenes, and other connecting scenes familiar from other types of story telling. An interlude will usually end when further conflict arises, transitioning back to a new challenge.
(so much for basic prefatory material)
Comments?