Wednesday, February 28, 2007

Recent Playtesting

While still working on George's Children, Jon Hodgson and I have plotted two more games for ourselves to design.

Without giving too much away, the second game is called the Ring of Power and the theme is shifting right in front of my eyes. What was initially a game about DESTROYING the ring is now becoming a game about dealing with the power of the ring. Coming to terms with what must be done.

Judson came up with some interesting mechanics for temptation tonight and I'm still wrestling with what you DO in the game at the moment.... what was very LINEAR, may become an open ended game.

My connundrum at this juncture is this... if the game is about a RELIC of power (set in any era), the risks and rewards become obvious. And the implementation of mechanics becomes easier.

However, does this sound like a game that needs deliniated structure (go from point A to point B), or could I steal a page from Lacuna and design a smart game (well, as smart as I can) with no guidelines on what to do with it?

I realize this breaks the format for posting to getting started, but I'm at a crossroads here on where to go.

Any thoughts... on here or in private will be rewarded with cookies.


EDIT: You can read up on my George's Children blog about my recent playtesting of Ring of Power.

I'm also working on King of Storms and another game, that's very loose at the moment.

Anyone in the Los Angeles area that wants to brainstorm and/or playtest, contact me offlist.


Richard said...

Well, as you write:

...if the game is about a RELIC of power (set in any era), the risks and rewards become obvious. And the implementation of mechanics becomes easier.

If you are centering your drama around the pursuit a relic, then you sort of have to have a by the numbers plot (point A takes you point B, etc.)

However, what you might want to do is what I do with by the number plots. Employ a branching mechanism, or clue tree.

Yes, you have to center your game around the discovery, finding, and then getting an item, but who says it has to be by the numbers?

Branch it, have certain paths take the players down a different path, to a different set of encounters. The goal is still the same, you got to get the relic, but allow for a few different paths to the relic. You give the players a sense of choice, and you avoid the apparent leading by the nose, but in the background, you know that eventually all roads lead to the relic.

Does this help, or am I not helping?

jim pinto said...

This game is already about HAVING the relic of power. How the relic corrupts and the various directions a campaign can go in with this sort of power at the player's fingertips.

Essentially, the RELIC wields power at a level beyond imagination, so there PCs will succeed at everything they want to. Except trying to overcome the corruption of the ring.