Sunday, August 30, 2009

Under the Hood #1 - The Narrative Character

Under The Hood will be a recurring column talking about the design concepts that are underpinning the various systems in development at Magnesium Games.
Before I launch into a discussion of one of the concepts, I want to quickly talk about the Underlying Principles of Magnesium Games. There are five. In no particular order they are Openness, Adaptability, Respect, Sustainability, and Not-Being-Evil. I’ll be talking about these principles and what we mean by them in a later blog post, but for the moment I want to refer to the first two I listed.
We’re talking about the design concepts that are underpinning our current projects for a number of reasons. The most important being Openness – we believe that the more that people can provide feedback and criticism, the better the products that are created and we see no reason why that can’t occur from a very early stage in the design process. This leads in to the Adaptability principle. Whilst the design concepts discussed here form our current bedrock; that does not make them an immovable object. That isn’t to say that I’ll be discarding them all in favour of entirely different ones next week, just that some changes, modifications, and refinements of the concept is not only natural over time, it’s essential if we want to create the highest quality products we can.

The design concepts that will be discussed over the coming weeks were developed for our first major project. Obviously, the design concepts will differ from project to project and their suitability can only really be judged against the objectives of the project. So, it only makes sense to show you the objective of the first major project:
To create a narrative-driven fantasy game with a broad setting and robust system.
Narrative-driven: This role-playing game is about the story. It’s less about playing a game, or creating a life-like situation than about weaving an amazing and interactive story.
A Broad Setting: Amazingly detailed settings often make for compelling reading, but many people (myself especially) find it difficult to run a game in a detailed world. I tend to want to keep what the author has written and yet find myself not having enough room in their world for my players to have a significant impact. The game we are working on at the moment will have a general universe within which many fantasy worlds may reside. Some may have contact with one another and some may not – the first setting we’re producing is a single unconnected world. The general metaphysics of the world will be wholly transplantable between worlds (albeit with a different pantheon), and on the world in question we will be describing the high level details (cultural groups, major nations, etc) but leaving many of the smaller details for individual Weavers to create.
A Robust System: The system will be able to handle the widest possible range of situations and will focus very closely on supporting a narrative-driven approach.

In future articles, I’ll talk some more about the various things we hope to accomplish with this system. For now, I’ll stop holding up the works and move on to the article I promised last week.

In this issue of Under the Hood, we’ll be looking at our first design concept – The Narrative Character.

For our current major project, we are hoping to create a system which makes it easier to create a character rather than a collection of attributes. One of the ways we are attempting to accomplish this is by having the game traits which describe your character take a more narrative approach.
In many, if not most, game systems the traits are essentially a list of things your character can do and how well they can do them. The problem with this approach is that we are often left with moments in game-play where our characters can’t do something that our mental image of them says they should be able to do, or where they can do something superbly that they should only be passable at or even just plain suck at.
My experience is that these moments often break the flow of the narrative and lessen the impact of the story. Whilst they do sometimes lead to funny stories, they are generally just plain annoying.
We think we’ve found a good way to get around this issue. It isn’t foolproof by any stretch of the imagination, but it certainly seems to be decreasing the frequency with which these problems arise. I also believe that it helps to simplify character creation, especially for newer players.
In our game the core character traits are based on character ideas rather than hard and fast abilities. The driving reason behind which trait you use becomes less a matter of which physical task are you attempting to perform and more a matter of what dramatic conflict you are attempting to resolve. It also somewhat changes when the Weaver should call for a roll. In this system, you only call for a roll where there is a dramatic conflict to resolve. It’s not a matter of whether or not the character will succeed at a task, it’s whether or not their success or failure is of importance to the story.

In yesterday’s post, I spoke about a minor-project that I’m calling Plato’s Game until it is formally named. The entirety of that game is based around this idea of the Narrative Character, of a set of character traits that describe the character from a dramatic rather than an action perspective.
Plato’s Game is a generic system that can be used in any narrative intensive game. It’s flow reminds me of some dinner games I’ve seen before and as such it tends to be more suited to games that are played over a small number of sessions, or even just in a nights gaming.
The game will be released in pdf format for free! Even better, the rules take up only a single piece of paper! It is a quick and simple system to learn and will likely appeal to some of your non-gamer friends as well.
In addition to the ruleset, the pdf will include an example of play, some story hooks, and a brief guide on running a game using the rules. The game will be released approximately a fortnight after our website. As we are still in the process of designing the website, we can’t say for certain when this will be – but we’ll keep you posted.

Saturday, August 29, 2009

Sidebars: Testing the Waters

A bonus update this week!

An essential stage of the development of every game is the play-testing stage. One of Magnesium Games' side projects is just about to reach this stage and very shortly, I'll be looking for some Adelaide-based people to come and play in one or two sessions of the game.

In the mean time, I'm very keen to hear from anyone who is interested in play-testing any or all of our games (whether you're based in Adelaide or elsewhere). Drop me an email at danielobrien0 (at*) gmail.com or leave your details in the comments below.



Plato's Game (working title) will be ready for play-testing in the very, very near future - in tomorrow's weekly update you'll get a small teaser as well!

For those who join the Playtester pool, you'll get some extra updates in the next couple of weeks and an early copy of the rules. And you may get the opportunity to play in one or more of the Playtest sessions!


So, what are you waiting for? Send an email to me, or leave your email in the comments below, to join the Playtester Pool!

Tuesday, August 25, 2009

A Valuable Lesson

On Sunday, as promised, I posted the next entry in this blog. It was a nice description of some of the core concepts behind the character structure.

Though I should say that I *tried* to post the next entry. Because it would seem that what I actually did was delete it. A rather impressive fail on my behalf if I do say so myself.

Unfortunately, that was the only copy I had of that blog post. Rest assured, I will be re-writing it and posting it. Unfortunately, due to other commitments, I won't be able to do so until next Sunday.

In a partial bid to make up for it, I've got a brief outline of what you can expect over the coming weeks.

Sunday 31 August: Under the Hood 1 - The Platonic Ideal
Sunday 6 September: Laying the Foundations 1 - The Importance of Community
Sunday 13 September: Under the Hood 2 - Multi-Dimensional Mechanics
Sunday 20 September: Laying the Foundations 2 - A Meeting of Minds
Sunday 27 September: Under the Hood 3 - Social Capital
Sunday 04 October: Under the Hood 4 - Putting It Together

In Under the Hood, I'll be exploring some of the core concepts I've worked from in building the system that MgG's first game will use.
In Laying the Foundations, I intend to discuss the reasons behind MgG's online presence and how I hope to expand and develop that presence.

Beyond that things get interesting - I'll be bringing on between two and four columnists to help keep the blog regularly updated. The search is currently on for appropriate writers with the hope that the first two will start in mid-October and up to another two before the end of the year. If this option proves viable and popular, we'll start looking at expanding the number and frequency of columns in the first quarter of 2010.
The columns will be on a range of topics. Here's a quick peak at the list that has been considered thus far: World-building guide, Prop-making Tips, Session write-ups, Ongoing fiction, Weaving help, Dealing with problem players, Running Massive Multi-Weaver Games, and Running Gaming Clubs.

If you want to find out which ones make the cut - keep reading this blog...
If you want to write a column (and maybe make yourself a little cash in the process) - drop an email to me at danielobrien0 (*at) gmail.com

Sunday, August 16, 2009

Weaving a Story

In last week’s post, I made an off-hand reference to Players and Weavers and thus inadvertently let slip one of the term’s Magnesium Games will be using across all of its RPG products. Weaver is our take on Game Master, Storyteller, Dungeonmaster, Narrator, and the many other alternatives.

Why not Game Master?

For the simple reason that it makes the GM sound like they are in complete control of the game. Everyone who has played in a game before will know how unlikely that is to actually happen. More importantly, it’s not something that you want. We want an interactive experience, not a master-slave relationshop.

Why not Storyteller?

This harks back to the same lack of interactivity. An RPG is not a story that is being told, it’s a story that is being crafted by a group of individuals. Everyone who is playing is telling a story, it’s not been told by a single individual.

So, Why Weaver?

For me, the idea of weaving best captures the role of the person who’s running the whole universe as their character. Their job is to take the stories that the Players make up and to weave them in to the fabric of their universe and their plot ideas. Weaver seems more interactive, after all there is little that a Weaver can do without the individual Threads that make their Tapestry. Whilst the Weaver may be able to exert influence on and, at times, even control individual Threads, they can never control them completely and thus the Tapestry is created by both the Weaver and the various Threads.

Tapestries and Threads

Having taken the name Weaver and run with it, I expanded the metaphor to look at some of the other regular parts of our hobby. As you’ve already seen this has lead to two other terms I intend to use in Magnesium Games’ products.

A Tapestry is your campaign, chronicle, adventure, or story. It consists of many different Threads of different sorts. The players you weave with, the system you play in, the setting you use as a backdrop, the mood and atmosphere you all set, and the themes you explore. It’s up to you and your troupe to decide which threads to use and how to weave them together. The only certainty is that the players will mess with your original intentions…

The Design Process

Got a better idea? A better set of terms that more accurately describe the narrative experience? One of the many, many things Magnesium Games wants to accomplish with a relatively open design process is lots of feedback and criticism of the ideas we have so that we can make a better game. If you love the terms, let us know in the comments. Or, if you think the whole idea of a Weaver creating a Tapestry from disparate Threads is corny, cuckoo, or just plain crap, then drop a comment below.

Sunday, August 9, 2009

Welcome!

Welcome to the first post at Magnesium Games.

This blog will look at the development of a new project - Magnesium Games, henceforth MgG. We'll be making our home here at blogger for the next couple of months until our full website is functional.

MgG has several objectives, the first of which is to produce a not-quite Creative Commons game system for distribution as both a pdf and physical book. No firm release date exists, though I'm optimistically aiming for the second quarter of 2011.

Over the next couple of weeks, I'll divulge some more details of this project and the various projects linked to it. To start things off though, I thought I'd talk a little bit more about what I mean by not-quite Creative Commons.


The game system that is currently in development will be just one of several that have been considered and will, luck-willing, be produced following the first product. Currently, MgG envisages releasing the core rules for all of these games under a limited CC-style licence (it's yet to be determined if the CC licences meet our requirements). If we do this properly, it will work the way the OGL should have worked for D&D (albeit on a much, much smaller scale). The core rules will be freely available in pdf format, whilst a hard copy format will be purchasable at as fair a price as is possible. Setting add-ons and other supplements will then be released under a more traditional model. There will also be ongoing and regular support through the MgG website - at this stage, it looks like being a series of regular articles (at least one a week), which will then be compiled in to monthly pdfs and annual hard copies.

One of the key things we want to accomplish across all MgG endeavours is an open, two-way communication with the players and Weavers who use 0ur products. Most importantly for us is a desire to continuously improve on the products. Where possible, we intend to regularly update the various pdf corebooks so that they are essentially living rulebooks.
After all, no amount of in-house playtesting can thrash a system as robustly as your players will...
We'll also be looking to involve the community in product development to a greater extent than has been traditional in the rpg community, but more on that later.


This blog will be updated weekly on Sundays, so keep your eyes peeled for more updates and sneak previews of our forthcoming products.