I've been ponedring deeply on my most recent roleplaying experiences as a player and thinking about what that means in terms of the type of game I would like to design in order to deal with some of these observations. For example, in one game a great plan that we as a group of players came up with nearly got completely stalled because we kept muffing up a crucial roll for a task that was merely the perliminary to the plan. The goal in itself was trivial, but without it, the plan as a whole couldn't succeed.
With this and other thoughts in mind, I've been trying to model a new process for approacing games from a character oriented perspective. Some of this has bene said before, of course: what I'm trying to do here is organise my own thoughts systematically and put them out in the open for questioning & evaluation.
The classic model for the process of a game is 'Input-Operation-Output', e.g. the GM tells the players what situation they are in (Input), the players describe what their PCs are doing about that situation (Operation)and then the GM or the players (depending on who has narrative authority at that stage of the game) describes what happens as aresult of those actions (Output) which then frequently forms the Input for the next iteration of the cycle.
Point #1: what is your evaluation of this model?
Taking that as my model, then, I want to modify it by reversing the roles for the first two steps, e.g. make players responsible for the Input and the GM responsible for the Operation. My reason for doing this is because I want a PC to be a statement about what the player wants to happen in the game, instead of being a 'spread bet' on what the GM will introduce into the narrative. In most of the game I've been playing, creating a PC seems more like a process of guessing what skills will be useful and how often: even where the player takes the approach of choosing those skills which reflect their character, as opposed to vice versa, there is still a large element of 'betting' e.g. staking your character creation points in a way that 'maximises' the 'winnings' the player can make with that character.
Point #2: any questions on that assessment? Feedback? I'm largely talking about traditional RPGs here, but I still think its an underlying assumption in many indie games too.
My approach therefore is to take the lead from the character choices made by the players: instead of a number on a sheet representing the PC's chances of success in ceratin situatiosn that may or may not come up, and which will have varying degrees of imapct on aspects of the game, I want the number to repesent how often that situation will occur. In other words, use the quantities assigend to different categories like 'Stealth', 'Combat', 'Research',
'Persuasion', etc as resources to be spent to make those things occur as part of the narrative.
In this model, the GM's role would be to respond to the players choices (the Input) by selecting an appropriate response from his own resources (the Operation)with the result narrated by whomever ends up with narrative authority (the Output)
Point #3: am I just talking out of my backside here or does this mean anything to anybody? I've not quite ironed out the details in my own mind, though I do have an idea for a specific approach I would like to take. Do you think the model proposed would be attractive to players and is it practical? Any cooments or feedback appreciated.
OK, thats my brain-splurge over for now: back to my customary taciturn silence again. :-)


It's late so I won't go into
Submitted by Andrew Kenrick on Thu, 03/05/2007 - 21:51.
It's late so I won't go into the post in detail here, but an example of each part of the model wouldn't go amiss!
Here are some archetypal
Submitted by James Mullen on Sat, 05/05/2007 - 09:08.
Here are some archetypal situations from an archetypal game, first presented as the classic model and then as my proposed alternative model. The mechanics used for the proposed model are just an example of some way in which it could be realised, not an indication of a definite set of rules I've settled on.
Scenario #1: Combat
GM: You open the door and there before you is a giant troll! It lunges and attacks! (Input)
Players: I attack it with both swords!/I prepare a lightning spell!/I duck back into the shadows!(Operations - the players declare their choices & roll dice)
GM: As you slash it with your swords, it fights back and wounds you on the shoulder; meanwhile, the mage's lighning bolt deals a death blow to it and the thief watches from the shadows in safety. (Output - the GM describes the results of the players' choices)
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Player: I'm going to commit 4 of my Combat points to this scene: as we open the door, a huge troll lunges at us! I draw both my swords & attack! (Input)
GM: This is a very powerful ancient troll: it may be a harder fight than you think! I'm going to add 2 points from my pool and roll 6 dice for the troll. (Operation - the GM rolls to see what happens, using the PCs values to determine his target numbers)
Player: You got 3 successes? OK, I'll soak some of that as wounds... we are both bloody & battered from out first clash but the troll is looking the worse off. (Output - the player determiness what to do with the GM's results and narrates the outcome within their character's abilities)
Scenario #2: Getting the Treasure
GM: There is a wooden chest in the room: what are you going to do? (Input)
Player: Since I wasn't in combat, I get to it first; I'l check it for traps then open it. (Operation - the thief player rolls for his Search skill)
GM: You find no traps and open the chest: in side it are 5,000 gold pieces, a wand, a ring and a crown. (Output)
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Player: Well, for my scene, there is a chest in this room I want to open, so I'll spend 3 of my Search points. (Input - the thief player uses his turn to determine what direction the narrative now takes, spending points from his character sheet to support this)
GM: OK, its not trapped, so I'll add all 3 of those points to my pool. Roll 3 dice for the treasure value.
Player: OK... thats a total of 11 points. (Operation) I'll split that as 5,000 gold pieces and 3 magic items: a wand, a ring and a crown. I'll decide what they do later. (Output)
Thats a very rough idea of the kind of thing I'm talking about; I'm aware that some games do take an approach like this, the model I'm contemplating makes the whole process a character-sheet led one. In essence, what the players create is less a character-sheet and more a story -sheet, acknowledging that character is central to story.