We must Organize!

I thought I knew what I was doing last year.   My plan had been to write up the text of the game, then simply make a _few_ revisions based on the playtesting.   I thought that my design _must_ have been advanced enough that I could commission art.  I expected that I could finish off playtesting in 6-9 months, max and have my book in public Beta by early 2012.

I have learned a great deal over the last year.   I tore out 50% of the system and abandoned the text which I _had_ been writing.  I changed my approach and decided that I really needed to get the core system solidified before I tried anything else.   This led to me creating and heavily revising of a 2-page rules summary, just so that I had something to work from.

This is almost all I had ready by the time the convention season began.  Each playtest taught me a different lesson.  CanGames taught me that the game itself had the potential to be fun and compelling.  The Grand Roludothon taught me to simplify the mechanics and adopt a more improvisational style.  GenCon gave me 2-3 pages worth of astounding feedback which I am only now starting to digest.

Now I am organizing all of the rules for the Spark RPG.   I have Google Docs open and I am populating it with a series of one-line statements.  Each statement corresponds to an individual rule, concept, explanation or piece of advice for the game.  When I finish that up, I will be able to organize the content and turn that into a solid outline for my next attempt at writing the rule.  My hope is that through outlining, I ought to be able to write the game in the most concise manner possible without losing clarity.

Are there any readers in the audience who outline this way?  If not, how do you organize your RPG content?


Spark RPG, current iteration

Thanks to the incredible feedback over at the two threads here from the Grand Roludothon, I have made some fairly significant changes to the Spark RPG.
http://www.roludo.ca/forum/viewtopic.php?f=8&t=1300
http://www.roludo.ca/forum/viewtopic.php?f=8&t=1317

Here are highlights of some of the most significant changes.  I have also attached the new and improved version of that summary sheet which I will be using when I run “Seeking Suki” at GenCon.  Yes, this is the first time I am actually publicly posting the outline of my system.   I would love to hear your thoughts!

1) Trainings have been renamed as Talents
2) Pillars have been renamed as Beliefs
3) The old way of framing scenes has been replaced.  Now one person picks the basic situation, one person states what drives people act and one person decides the fundamental question that people want to answer.  I stole this partially from 3:16 and partially from Microscope/Primetime Adventures.
4) I cleaned up spending Fate.  Now you can only spend it in one specific way during a scene depending on the phase, or as a result of a resolution.
5) Fortune is gone.
6) A difference of 1-3 between sides in a conflict now gives each side a Resolution.  It is impossible to get a “wiff” result since every conflict has _something_ happen.
7) I simplified the list of Resolutions and added “Question” since it seemed to come up constantly.
8) Paradigms still exist, but only as an option and not one that I will bring out during the con demo scenarios.
9) Ritual Phrases will define when a conflict is started or when a scene ends.

Please let me know what you think about the changes and thank you all for participating!

Jason Pitre

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The gameplay is built from a series of scenes, each of which has 5 different phases.

 

Phase 1: Open the Scene and define what the scene is about.

Phase 2: Collaboration between participants in freeform roleplaying.

Phase 3: Conflict between participants, when the collaboration stops and participants disagree.

Phase 4: Resolution of the conflicts and dealing with the outcomes of the conflicts.  Go to Collaboration.

Phase 5: Closing the Scene and determine what the scene meant.

 

1 – Open the Scene

1)    Three different participants cooperate to create the scene.

2)    Roll your Spark dice or Support and compare what you rolled.

3)    The highest roll gets to pick the Platform, Tilt or Question.  The second highest gets the next pick one of the two remaining options.  The third highest gets the last option.

  • The Platform:  Define where the scene takes place and who is present.
  • The Tilt: Define what event or action forces players to interact with the Scene.
  • The Question: What is the essential question that you are trying to answer with the scene?

You can spend Fate to Decide;

Spend 1 Fate to immediately pick the Platform, Tilt or Question before the dice are rolled.


 

 

2 – Collaboration

1)    Roleplay freely, speaking in character and declaring actions.

2)    All participants can declare what their character tries to accomplish.

3)    If no one opposes what you declare, it occurs.

4)    If you want to add extra details about someone else’s declaration, say “yes, and” then elaborate.

5)    You can declare things outside of your character such as objects, events or non-player characters so long as they have already been introduced in the past.

6)    If you want to prevent someone else’s Declaration, say “We are in conflict” and move to the Conflict phase.

You can spend Fate to Flashback;

Spend 1 Fate to narrate a short flashback which introduces something new to the story.

Immediately after that flashback, reintroduce that new element to the current scene.


3 – Conflict

1)    Each participant picks sides in the conflict.

2)    Determine what dice you roll, based on your Attribute modified by any Conditions.

3)    Determine the highest Talent bonus on their side, used in step 5.

4)    Roll your dice

5)    Each side has a score made of the highest number rolled, plus their Talent Bonus as determined in step 3.

6)    Compare the scores of each side, with the greater score winning the conflict.

7)    The number of successes is equal to the difference between scores.

You can spend Fate to Confirm;

Spend 1 Fate to switch dice between two participants, if one of your Beliefs is confronted.


4 – Resolution

Every die which shows a value of 1 gives the opposing side 1 Resolution

If you have 0-3 successes, each side gets to choose 1 Resolution

If you have 4-5 successes, the winner may choose 1 Resolution

If you have 6-7 successes, the winner may choose 2 Resolutions

If you have 8-9 successes, the winner may choose 3 Resolutions

If you have 10-11 successes, the winner may choose 4 Resolutions

If you have 12-19 successes, the winner may choose 5 Resolutions

If you have 20+ successes, the winner may choose 6 Resolutions

Below are the 8 different types of resolutions.  You may pick them multiple times.

  • Heal:  Remove a Damage marker from an Attribute
  • Harm:  Add a Damage marker to an Attribute
  • Question: Force a character to answer a question
  • Compel: Force a participant to perform an action.
  • Boon: Add or remove a Boon condition from a character, potentially with a cost in Fate.
  • Bane: Add or remove a Bane condition from a character, potentially with a cost in Fate.
  • Inspire: Offer another participant Fate so they adopt a new Belief of your choice.
  • Summon:  Summon supporting reinforcements to help you in a conflict.

 

You can spend Fate to Push;

Spend 1 Fate to gain one additional Resolution for every level of Spark Attribute that you have.


 

5 – Close the Scene

Once the Question has been answered, any participant may close the scene by stating “And we move on.”  Proceed to open the next Scene.

 

You can spend Fate to Preview;

Spend Fate to narrate a conflict in the near future where you will need an Attribute or Talent. You will gain that Attribute or Talent just in time when that conflict occurs in the next Scene.

 

Seeking Suki – The Cangames Running

The Friday evening and Saturday at Cangames 2011 in Ottawa passed rather successfully. As soon as I post this I will dash off to “run” a game of The Extraordinary Adventures of Baron Munchausen followed by John Wick’s Wilderness of Mirrors. I just thought I would give a quick report on the first running of the Spark RPG yesterday.

It worked. The game held together and encouraged exactly the kinds of conflicts that I wanted to support. We had our cold and callous corporate scientist have a epiphany and change one of the pillars of her personality into “All people deserve respect”. The practical village headsman was inspired by the Shinto android and they were able to overcome great challenges.

There were problems, certainly. I had to alter how the dice were evaluated since botches were a mite too extreme in the old approach. Much of the rules presentation could be improved and I might need to rework some of the Resolutions (mechanical outcomes of rolls). Still, it was fun, fast and lively with excellent players who really seemed to get into it.

Speaking of which, if any of you fine players have found this post, welcome! I neglected to record your names so if you would like to be credited in the book and/or receive some other goodies, please email me!

Now back into the fray.

Links:

http://cangames.ca/