Saturday, May 16, 2020

Style of Play in Ø2\\‘3|| (that game I'm about to publish)

A plan is a list of things that won't happen, especially when you are self-publishing and even more so in trying times like these. That said, we've made great progress in that roleplaying game I'm going to publish: Ø2\\‘3||. The writing is almost done, the art is lined up and the editing already started ... we are on our way and maybe (maybe!) it'll be out there as early as end of June. Wouldn't that be something?

Anyway, I'm always saying a publication is worth at least 20 posts here, and I honestly believe that the people enjoying this blog will enjoy reading Ø2\\‘3||, if not playing it. Or I could be totally talking out of my arse here (and there). To put this to the test and to give you a hint what will be in store with this publication, I thought I share a part of the introduction to the DM part of the book. Here we go, unedited (please hype):

Style of Play

If you have read this book in a linear fashion (as one would be bound to do on a first reading), you’ll only have a glimpse of what style of play we have in mind for the DM. As we define in the beginning, the system itself will produce lots of abstract patterns that help forming and directing the narrative.

Some indications of how that works have already been shown throughout the book (how Anger limits the actions a player has in combat is one example of that). However, it’ll need a little bit more than that to make it work for a District Master. We believe that each DM needs the equivalent of what the character sheet is for a player. A world sheet, if you will, although more fittingly it should be called something like an ‘analogue world engine’.

A clockwork like that would by necessity be way more complex than anything you’d expect from a character sheet, which is why we dedicate the second half of this book not only to offering a DM more background for the setting of Ø2\\‘3|| but also try to ease the DM into designing their own campaign with this game.

How to exactly do that will be described later in the book. For this introduction full of inspirations and themes we want to conclude with a little passage how all of the above connects to form a game in Ø2\\‘3||.

There is one universal truth that unites all DM/Player-driven roleplaying games: the decisions the DM makes push the narrative that manifests at the table beyond its event horizon to move it forward. The feedback loop between players and DM will create areas with possibilities that get limited as the dialogue about them progresses to a point where a final decision needs to be made how to progress. That’s when the DM makes a call on what needs to happen next and how.

Aspects a good DM will take into account with their decisions need to be (1) the established narrative, (2) the player expectations, (3) the setting (as a background), (4) the immediate scene (as the stage, if you will) and (5) the rules (basically the physics of the simulated gaming environment).

As important as those aspects are, they are also merely indicators. They offer possibilities. The style of play that emerges from decision to decision to choose among those possibilities is in equal parts what will make the tone of a game and what defines a DM.

Now, roleplaying games allow for a lot of conjecture-driven projection between the ‘real world’ (or our perception thereof) and the gaming environment. DMs will instinctively use that leeway to compensate for all kinds of shortcomings a game might bring by applying common sense, personality and good old story telling instead of the rules.

Again, to a degree this is a necessity due to the complexity of the aspects a DM needs to take into account at any given moment. However, the gap between the limitations a game brings and the craftsmanship of a DM decides about the experience at the table. In other words: it takes a great DM to work with an incomplete game.

But what makes a game ‘complete’? It is our strong belief that a game should offer all the rules necessary to produce a similar (if not equal) basic experience to which then a DM adds their personal touch.

To be more precise, Ruled As Written (R.A.W.) each game of Ø2\\‘3|| should produce the kind of stories it wants to tell while allowing for autonomous, intuitive and spontaneous play from all involved, including the DM.

This is, ultimately, where the style of play in Ø2\\‘3|| connects to those original games of yore: a game of AD&D is recognized as such through the usage of its rules (it’s just its popularity that allows DMs to project the game instead nowadays).

To achieve something like this, a set of rules needs to provide abstract patterns that go beyond what the main set of rules described in the beginning of this book will do for a DM. It is the area where the game designer gives a game nuance. It is what makes it complete.

Since Ø2\\‘3|| is about a dystopian world where individuals are imprisoned, manipulated and monitored in their own private little bubbles, we decided to create tools for DMs to generate twists and turns for the narrative that culminate in the tropes one would expect in a story like that along with point-driven economy (called ‘Pennies’) that forces players to make the setting response stronger and more dangerous the more advantages they take.

DMs will also get the opportunity to create the districts the characters live in as well as surrounding districts and districts they might travel to. It will bring that specific part of the world in Ø2\\‘3|| to live and help a DM in describing a complex science fiction setting with lots of urban areas. This ‘sandbox’ will change over time as the narrative emerges and the DM spends Pennies.

All this is kept abstract enough to let a DM make out of it what they deem interesting and entertaining, offering enough material and interaction to allow believable freedom of movement on the player side while staying consistent with the premise of the game and the fictional surroundings.

In Ø2\\‘3|| DMs will improvise aspects of the narrative most would expect to be prepared (like encounters and the basic story) and will be able to do so consistently because the game offers the tools and additional rules to give complete support for conjuring all the little details that make the game a unique experience.

Lastly, this approach to roleplaying games allows a DM to actually play their part of the game as they can freely improvise and create without making hours of preparation necessary before each Episode.

And that's that

As you just saw, this will be somewhat demanding, and purposely so. Aren't there already enough roleplaying games out there doing the same over and over again? This will be an attempt on going into another direction. I'm actually not afraid to fail. The book stands for itself and it will not embrace mainstream. It'll also be hard to find (look at the title) and it'll be only PoD for the price I deem appropriate (no pdf ... you want this, you buy the book or know me personally). That said, all involved are giving their best to make this as good a book as possible.

We'll also sell merch. Here is part of a poster (details on where to buy it will follow):

The complete poster will be a detailed cityscape with lots of details ...