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what's the new innovative RPG that's going to change everything?
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<blockquote data-quote="Campbell" data-source="post: 7037416" data-attributes="member: 16586"><p>The two design spaces I am seeing the most innovation in these days is the OSR space and Powered By The Apocalypse games.</p><p></p><p>The move structure of Apocalypse World has provided a fertile design language that allows development through play, and the way it skews results towards success with a cost provides powerful snowballing of the fiction to keep things interesting. Some games to look at in this space include:</p><ul> <li data-xf-list-type="ul">Masks - A New Generation. Masks is a game about young superheroes coming into their own and learning to function as a team. Inspirational material includes Young Justice, Teen Titans, New Mutants, and Young Avengers. This is really a game about what it means to grow up. Its stats - called labels - can shift up and down depending on social influence from adults and peers. How you see yourself affects how capable you are of getting things done. Eventually you can set a label in place, cementing the way you see yourself. There are also some really cool 'Grown Up Moves' that reflect a character maturing. </li> <li data-xf-list-type="ul">Saga of the Icelanders is a game of political and personal drama about Icelandic settlers in the 10th century. It has varying sets of gender specific moves that play up examining gender roles.</li> <li data-xf-list-type="ul">Monsterhearts bears mentioning for being one of the most clear and vibrant texts in gaming. It also really tackles the emotional power struggles that teenagers can deal with on a day to day basis.</li> </ul><p></p><p>The OSR space is really interesting to me. Key areas of innovation include some very targeted games, character creation techniques that focus on providing a strong setting context for PCs, and almost FATE like fractal design to represent everything from factions, mechs, starships, and settlements as if they were characters. Some games that I find really interesting in this space include:</p><ul> <li data-xf-list-type="ul">Beyond the Wall. This is a game that places players in the role of young adolescent adventurers. It focuses play around the village all the PCs are assumed to grow up in. It provides a set of playbooks that use a set of random tables to generate a lifepath that ties characters to their village and the other players' characters. The interesting thing about the game is that rather than focusing on dungeon crawls it's adventures are all about the impact that the supernatural has on their village. They focus on problem solving and working together. It's also extremely low prep. While players use their playbooks to generate characters GMs are supposed to use a scenario pack to randomly generate the adventure, Scenario packs include tools for utilizing information about the village being developed through character creation.</li> <li data-xf-list-type="ul">Stars Without Number is an extremely cool game traversing the stars, and making your own place in the cosmos. It utilizes a very streamlined D&D clone with extremely flexible classes. Stars utilizes fractal based design for everything from starships to mechs to factions. It utilizes this fractal extremely well to create dynamic play for factions that can be used for GM prep and at higher levels domain management. This faction turn provides GMs with some lonely fun and increases setting dynamism. It also provides powerful modular systems for creating space aliens, factions, and even an entire sector of space. Planets, factions, and the like are assigned a set of descriptive tags that create a low resolution setting that can be developed through play.</li> <li data-xf-list-type="ul">Godbound puts players in the roles of powerful demigods. Like SWN it utilizes random tables to generate interesting material for use in sandbox oriented play. It utilizes the same faction rules as SWN, but it does provide an interesting preconstructed low resolution setting that primes play for divine conflicts. Godbound does a very good job of letting players define their characters in extremely different ways without becoming unwieldy.</li> </ul></blockquote><p></p>
[QUOTE="Campbell, post: 7037416, member: 16586"] The two design spaces I am seeing the most innovation in these days is the OSR space and Powered By The Apocalypse games. The move structure of Apocalypse World has provided a fertile design language that allows development through play, and the way it skews results towards success with a cost provides powerful snowballing of the fiction to keep things interesting. Some games to look at in this space include: [LIST] [*]Masks - A New Generation. Masks is a game about young superheroes coming into their own and learning to function as a team. Inspirational material includes Young Justice, Teen Titans, New Mutants, and Young Avengers. This is really a game about what it means to grow up. Its stats - called labels - can shift up and down depending on social influence from adults and peers. How you see yourself affects how capable you are of getting things done. Eventually you can set a label in place, cementing the way you see yourself. There are also some really cool 'Grown Up Moves' that reflect a character maturing. [*]Saga of the Icelanders is a game of political and personal drama about Icelandic settlers in the 10th century. It has varying sets of gender specific moves that play up examining gender roles. [*]Monsterhearts bears mentioning for being one of the most clear and vibrant texts in gaming. It also really tackles the emotional power struggles that teenagers can deal with on a day to day basis. [/LIST] The OSR space is really interesting to me. Key areas of innovation include some very targeted games, character creation techniques that focus on providing a strong setting context for PCs, and almost FATE like fractal design to represent everything from factions, mechs, starships, and settlements as if they were characters. Some games that I find really interesting in this space include: [LIST] [*]Beyond the Wall. This is a game that places players in the role of young adolescent adventurers. It focuses play around the village all the PCs are assumed to grow up in. It provides a set of playbooks that use a set of random tables to generate a lifepath that ties characters to their village and the other players' characters. The interesting thing about the game is that rather than focusing on dungeon crawls it's adventures are all about the impact that the supernatural has on their village. They focus on problem solving and working together. It's also extremely low prep. While players use their playbooks to generate characters GMs are supposed to use a scenario pack to randomly generate the adventure, Scenario packs include tools for utilizing information about the village being developed through character creation. [*]Stars Without Number is an extremely cool game traversing the stars, and making your own place in the cosmos. It utilizes a very streamlined D&D clone with extremely flexible classes. Stars utilizes fractal based design for everything from starships to mechs to factions. It utilizes this fractal extremely well to create dynamic play for factions that can be used for GM prep and at higher levels domain management. This faction turn provides GMs with some lonely fun and increases setting dynamism. It also provides powerful modular systems for creating space aliens, factions, and even an entire sector of space. Planets, factions, and the like are assigned a set of descriptive tags that create a low resolution setting that can be developed through play. [*]Godbound puts players in the roles of powerful demigods. Like SWN it utilizes random tables to generate interesting material for use in sandbox oriented play. It utilizes the same faction rules as SWN, but it does provide an interesting preconstructed low resolution setting that primes play for divine conflicts. Godbound does a very good job of letting players define their characters in extremely different ways without becoming unwieldy. [/LIST] [/QUOTE]
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