mf0 logs -> 2013 -> Wed, 16 Jan 2013< mf0.20130115.log - mf0.20130117.log >
--- Log opened Wed Jan 16 00:00:18 2013
00:04
< othila>
I've actually got a game lined up so I'm getting my companies configured
00:04
< othila>
haven't built a new frame in a long time, though
00:05
< MittenNinja>
Nice man!
00:05
< MittenNinja>
I haven't played in quite awhile
00:06
< MittenNinja>
I just started throwing some pieces together last week, othewise it's been at least 4 months
00:35 MittenNinja [NSwebIRC@Nightstar-eca6a0cb.co.comcast.net] has quit [[NS] Quit: Page closed]
00:58 KarolineDianne [NSwebIRC@Nightstar-ea654a15.hr.cox.net] has joined #mf0
00:58
< KarolineDianne>
Oops
00:58
< KarolineDianne>
I did it again gaiz
00:58 * KarolineDianne posted on her MF0 RPG thread.
01:13
< othila>
;o
01:13
< KarolineDianne>
Herro
01:13
< othila>
hey
01:13
< KarolineDianne>
I'm being a derp and continuing to try to make a MF0 rpg
01:13
< othila>
I just put all my frames in my kitcehn
01:14
< othila>
kitchen*; for some reason I thought it'd be the place to sort them and get them ready to transport
01:14
< othila>
then I lost interest and got hungry
01:14
< othila>
but can't prepare food.
01:14
< othila>
the pilot rules and stuff you mean?
01:14
< othila>
let me check it out
01:15
< KarolineDianne>
http://www.mobileframehangar.com/viewtopic.php?f=11&t=1342#p18659
01:15
< KarolineDianne>
I'm basically designing Mobile Frame World
01:15
< othila>
this is semi-related, but
01:15
< othila>
do you know which thread Joshua posted his idea for that
01:16
< othila>
storytelling/pilot plot point confrontation thing?
01:16
< KarolineDianne>
I do not
01:16
< othila>
I'll hunt for it after I check out your thread
01:16
< KarolineDianne>
As far as I recall I'm the first to try and actually make an rpg. Not just adding 'campaign rules' and stuff for pilots, but turning it from a wargame into a roleplaying game like Apocalypse World or Dungeon World
01:17
< othila>
his wasn't anything huge, it was just like
01:17
< othila>
a houserule
01:17
< othila>
you could get out of your frame and run away as long as you had one white die left, and then there was something of a protagonist/antagonist framework
01:17
< othila>
thoujgh now that I think about it it might have been two different posts...
01:18
< KarolineDianne>
My idea essentially is a whole new game
01:22
< othila>
I've gotta go start dinner, but
01:22
< othila>
are your character stats tied to your combat stats
01:22
< othila>
as in, is combat primarily determined by your pilot's stats and experience, or is it determined in whole or in part by the frame?
01:24
< KarolineDianne>
That really depends on how I wind up doing it. Originally, pilot stats affected the dice you get in the Frame. A pilot with no training in a particular system only rolls d4's for it (and d6's for associated d8's). A pilot with training rolls normally. An expert rolls d8's instead of d6's, and d10's instead of d8's.
01:24
< KarolineDianne>
THat was the original idea.
01:25
< othila>
I really don't know anything about roleplaying systems
01:26
< othila>
the one thing I do know is that different things work for different groups
01:26
< othila>
but for me, the fun part of an MFZ rpg would be exploring the world and doing collaborative worldbuilding
01:26
< othila>
possibly with characters that aren't even mobile frame pilots, though I certainly think that should be covered
01:26
< othila>
the big question you need to ask yourself is if you're making a GAME or a SYSTEM
01:27
< KarolineDianne>
What's the difference?
01:28
< othila>
it's subtle I guess, or vague
01:29
< othila>
sorry, I'm trying to wash things for a salad and type this
01:29
< othila>
like, are you making rules for a complex combat and diplomacy simulation
01:29
< othila>
or are you making a sandbox storytelling system with some gamelike elements?
01:29
< KarolineDianne>
It's supposed to specifically be MF0 the rpg
01:29
< othila>
I guess the defining characteristic is the way in which a player "wins", though there certainly are exceptions
01:30
< othila>
well, RPG has game in the name, but, like
01:30
< othila>
people call GURPS an rpg, or DND an RPG
01:30
< othila>
but those are systems
01:30
< KarolineDianne>
the *World games work like that. Their rules are based around their theme.
01:30
< KarolineDianne>
Wat you're being silly.
01:30
< othila>
I'm not trying to be pedantic with definitions, I'm just explaining what I mean badly
01:30
< othila>
like, uhh
01:30
< KarolineDianne>
Those are rpgs. You don't 'win' in rpgs, not tabletop ones anyway.
01:31
< othila>
okay, if that's your definition
01:31
< othila>
so it's a storytelling system
01:31
< othila>
that you want to make
01:31
< KarolineDianne>
...
01:31
< KarolineDianne>
I don't even
01:31
< othila>
I was just asking, like
01:31
< othila>
okay, look at
01:31
< othila>
this game
01:31
< othila>
http://www.boardgamegeek.com/boardgame/96848/mage-knight-board-game
01:32
< othila>
like, people talk about this like a role playing game
01:32
< othila>
because in a way it is
01:32
< othila>
but it's not a storytelling system in the way that dnd or gurps or cyberpunk is
01:32
< KarolineDianne>
Mageknight is not an rpg. It's a boardgame. A strategy wargame.
01:32
< othila>
it's not a wargame at all
01:32
< othila>
a strategy game, sure
01:32
< KarolineDianne>
:|
01:32
< othila>
the reason I linked that in particular is because it's a game that tells a story through mechanics
01:33
< othila>
as opposed to a game that ALLOWS you to tell a story via a codified system
01:33
< othila>
I just wanted to figure out which kind you wanted to make so I could tailor my advice
01:33
< othila>
(sorry if I ranted)
01:33
< othila>
oh
01:33
< othila>
also
01:33
< othila>
the OLD mage knight game was a strategy wargame
01:33
< othila>
that thing I linked is a completely different game
01:34
< KarolineDianne>
Mageknight is a tactical wargame. Mageknight Dungeons changed it up a bit. But Mageknight is no more an rpg than Warhammer or Magic the Gathering are, because it's basically a mix of those two.
01:34
< othila>
this isn't either of those games
01:35
< othila>
like, it isn't technically a roleplaying game either
01:35
< othila>
but people talk about it like an rpg; it's a board game that tells an emergent story
01:35
< othila>
again, I just used it as an example because I wasn't sure if you wanted to design what I called (in my possibly flawed terminology) a game or a system
01:36
< KarolineDianne>
rpgs, role playing games, are games in which you make a character and play a role. D&D, Mutants and Masterminds, Apocalypse World, etc. Those are all tabletop rpgs. Computer or videogame rpgs tend to be a little different by their nature, since there are premade limitations and rules you can't change.
01:37
< othila>
I guess I just view it as a wider genre, thus the confusion
01:37
< KarolineDianne>
I'm designing an Apocalypse World hack for the Mobile Frame Zero game world and theme. A game with defined rules based around the MF0 game world and theme, wherein you make a character and play them, with no preset goal or way to 'win' , unless the GM says so.
01:37
< othila>
ah, okay
01:37
< othila>
I suppose I could've just asked
01:37
< othila>
"does this game have a GM"
01:37
< othila>
in fact that's what I should've asked.
01:38
< KarolineDianne>
:P
01:38
< othila>
okay, so
01:38
< othila>
back to what I was saying earlier
01:39
< othila>
if you're making a storytelling system
01:39
< othila>
(and this is just my opinion)
01:39
< othila>
you shouldn't make combat the central focus
01:39
< othila>
you can still design a tight system for combat, but you could place it in the background of the presentation
01:40
< othila>
obviously people are going to use it, but it's the build up and aftermath of combat that lets you create real drama
01:40
< othila>
(and that's what a storytelling system should let you do: create good, crunchy drama)
01:41
< KarolineDianne>
Well sure
01:41
< KarolineDianne>
But you don't pick up a system based on galactic civil war and mecha, and then not play giant robot battles
01:41
< othila>
yeah, obviously
01:41
< othila>
I'm not saying ignore or skimp on the combat
01:42
< othila>
but the system needs to readily present the tools to tell a compelling story in the moments between the fights
01:42
< KarolineDianne>
Well of course.
01:43
< othila>
oh, another question
01:43
< othila>
does it use miniatures?
01:43
< othila>
like 7p figs for your pilots, and frames for combat?
01:43
< othila>
or is it more abstracted than a game of mf0:ra
01:44
< KarolineDianne>
But you don't play Dungeon World to sit as an innkeeper or farmer. You don't pick up Mobile Frame Zero: The RPG to sit around as a colony dock worker and watch the news about the Solar Union attacks.
01:44
< othila>
Well, I'm just saying you can take a protagonist role as a player character without being a war hero
01:45
< othila>
and, like
01:45
< othila>
I'm of the STRONG opinion that that's what's missing in most things you call rpgs
01:45
< othila>
that's what's missing from, say, D&D 4th edition
01:45
< othila>
you pretty much pick it up solely because you want to fight dragons
01:45
< othila>
possibly in dungeons
01:45
< othila>
when in reality a storytelling system (maybe not that one) can do a lot more
01:46
< othila>
especially in a space opera setting, where you've got politicians, a large and influential religion, disparate free colonial movements, etc
01:46
< othila>
there's lots of room for conflict that doesn't involve fighting, or at least doesn't begin or end with it
01:46
< KarolineDianne>
The *World gamed don't use miniatures, actually. Their systems tend to abstract combat and such a lot.
01:47
< KarolineDianne>
Well sure, but by the nature of the game, the players should be Frame pilots.
01:47
< KarolineDianne>
And really, 4e is a giant load of utter crap anyway. Utter blasphemy, a black mark of betrayal from Wizards.
01:48
< othila>
I guess I disagree with the assumption that players of an MFZ rpg "should" be frame pilots
01:48
< othila>
er, brb
01:49
< KarolineDianne>
Why would you even play a mecha game if you aren't going to pilot mecha? That's like pulling out a Gundam RPG and going 'okay guys, we're playing this... But you're not gundam pilots.'
01:49
< othila>
okay, ti was just the dog eating a cardboard box
01:49
< othila>
um, well
01:49
< othila>
that was exactly what I was going to use as an example
01:50
< othila>
I was going to say
01:50
< othila>
If I was playing a Gundam rpg
01:50
< othila>
I wouldn't want the vast majority of the game to simulate gundam combat because that isn't the only thing I enjoy
01:50
< othila>
in gundam story outings
01:51
< othila>
like, a gundam rpg should allow you to play a character like Bright or Reccoa who spends all or most of their time out of a mobile suit
01:51
< othila>
but is still central to the arc
01:52
< KarolineDianne>
And what happens when 4 of the 5 players are in Gundams, and you're walking around alone on the surface?
01:52
< othila>
well, in the context of a gundam rpg
01:52
< othila>
you're probably either commanding a ship
01:52
< othila>
infiltrating the enemy ship and/or sleeping with the enemy commander
01:53
< othila>
presenting your faction's case at an international summit (either on Earth or on a neutral colony)
01:53
< othila>
engaged in a sword fight in an exploding space station
01:53
< othila>
rowing a boat across a small lake
01:53
< othila>
etc
01:53
< othila>
I mean, take your pick
01:53
< KarolineDianne>
U huh.
01:54
< othila>
and lots of those things
01:54
< othila>
maybe with the exception of that last one
01:54
< othila>
could be codified in a way that's analogous to the combat
01:54
< KarolineDianne>
See, at no point did I say I wouldn't add rules for social interaction and stuff, but really... What's the point of playing with the group if you're going to go off on your own and not be part of the group?
01:56
< othila>
it just depends on the kind of game you're playing
01:56
< othila>
or I guess, really
01:56
< othila>
it depends on the group of people you're playing with
01:56
< othila>
like, I think there's something to be said for both kind of "party"
01:56
< othila>
in the context of a storytelling system
01:56
< othila>
that said I wouldn't have the faintest idea of how to codify either
01:57
< othila>
like, I could say all the same things about medieval or fantasy rpgs
01:57
< othila>
most character development in, I'd guess, more than 90% of dnd campaigns or similar
01:57
< othila>
happens in the tavern, and it only takes a small amount of time compared to the combat
01:58
< othila>
er, sorry, had to get the dog
01:58
< othila>
the end of that thought was: and I think that's a bad thing
01:59
< othila>
character development should be the primary force, not secondary to stat development
01:59
< othila>
but really, the target audience for that kind of game disagrees with me, so
01:59 * othila shrugs
01:59
< KarolineDianne>
I wouldn't say that. Most games I'm in are majority character interaction and development, with a bit of combat here and there.
02:00
< KarolineDianne>
And the *World system helps that even more.
02:01
< othila>
if that's the case, and that's the kind of gameplay you prefer
02:01
< othila>
I don't see why you'd want to limit character development to the context of mobile frame pilots
02:02
< othila>
in the system as a WHOLE, I mean
02:02
< othila>
you could certainly play a campaign in which you are, say, all members of the same mercenary company or whatever
02:03
< KarolineDianne>
Well, that's like saying you should be able to play a bystander farmer in Dungeon World, to me.
02:03
< KarolineDianne>
By picking up Dungeon World, you agree to play an adventurer of some sort. That's the whole point of the game.
02:04
< othila>
I get that you think that's what I'm saying, but that's not what I'm saying
02:05
< othila>
but that's because, I guess, I don't see "adventurer" and "frame pilot" as analogous in their respective contexts
02:05
< othila>
obviously all player characters are going to want to play as protagonists
02:05
< KarolineDianne>
Apocalypse World is a bit broader, since it's less about adventuring and more about just surviving in the post-apocalyptic wasteland, and deals a lot with social and societal stuff. You could play the settlement leader or the boss of a biker gang in Apoc World, but in Dungeon World... You've kinda bought into 'we go adventure and stuff as a group'
02:05
< othila>
Well, I definitely like the sound of Apoc World more
02:06
< othila>
because I think that sort of interaction is interesting
02:06
< KarolineDianne>
It's a great game, made by the same guy who did this one.
02:06
< KarolineDianne>
Or at least, he helped make this one.
02:06
< othila>
and I think it could be very interestingly subverted in a world that has a faction that's at least ostensibly resistant to hierarchy
02:06
< othila>
it'd be, like, the INVERSE of the post-apoc tribal setting
02:07
< othila>
basically, what I'm saying is
02:07
< KarolineDianne>
But Apoc World's theme is broader and less focused as a whole. Dungeon World's is more focused on being adventurers, and not just 'people living in the wasteland'
02:07
< othila>
I don't think you have to choose between the extremes of toothless peasant and glowing paladin
02:07
< KarolineDianne>
And I'd think that 'Mobile Frame World' is also focused, since the whole point of it is to be a Frame pilot.
02:07
< othila>
and, to continue your example, I think the solar calender setting lends itself to a broader, more open experience
02:08
< othila>
I guess that's where we differ in our thinking
02:09
< othila>
like, I see the elements of the game mf0:ra as representative of a small subset of the interesting bits of the world built around it
02:09
< othila>
the same could be said for any fictional world that is well constructed
02:09
< othila>
the focus of one outing doesn't encompass the whole, but the part
02:10
< othila>
but, again, I'm not really the target audience for traditional roleplaying games, so you really can just ignore what I'm saying if you want
02:10
< KarolineDianne>
Be that as it may, things would quickly go to hell if there was only ONE player out of four who piloted a Frame, and the colony got attacked.
02:10
< KarolineDianne>
And it would be awkward if someone got their souped up Frame, but then never got to use it and was useless as everyone else just talked politics.
02:12
< othila>
yeah, but in my opinion that's a problem caused by the people sitting down to play the system
02:12
< othila>
and it happens in even very focused, limited systems
02:12
< othila>
sometimes players just want different things from the game.
02:13
< othila>
obviously, in a more complex system, there has to be some out of character discussion and agreement, at least at the outset
02:13
< KarolineDianne>
Well sure.
02:14
< KarolineDianne>
But in my case, and I'm fairly confident this applies to the vast majority of people too, if I picked up an RPG about piloting big robots... I'd expect to actually pilot big robots. I mean... That's why you got it, right? If not, go get Mass Effect or Star Wars or the like.
02:15
< othila>
well, I guess what I'm saying is
02:15
< othila>
and it's still just a suggestion
02:15
< othila>
don't make it a game about piloting big robots
02:16
< othila>
make it a space opera
02:16
< othila>
a space opera in which one component is big robots
02:16
< KarolineDianne>
I'm afraid that utterly defeats the entire point of me making it.
02:18
< othila>
god, I feel like this salad took me three generations to assemble
02:20
< othila>
okay, hm
02:20
< othila>
well, if you don't want to make a space opera storytelling system
02:21
< othila>
and you want all pcs to be frame pilots
02:21
< othila>
what about confining the system heavily
02:21
< othila>
to use gundam as an example again
02:21
< othila>
make the experience of the game something like
02:22
< othila>
all the players are crew of White Base
02:22
< othila>
so, in SC terms
02:22
< othila>
maybe you're all part of the same Ijad tribe, or UMFL company
02:22
< KarolineDianne>
Well yes.
02:22
< othila>
so the drama comes from that shared space under pressure, and the decisionmaking process of people during wartime
02:22
< othila>
another cool mechanic would be, like
02:23
< KarolineDianne>
We couldn't have a mix of Ijad, SU, and Free Colonist players in the same group. It wouldn't make sense.
02:23
< KarolineDianne>
They'd have to be part of some kind of group to begin with.
02:23
< othila>
the GM plays a military official (or multiple people in a democratic/parliamentary/anarchistic military)
02:23
< KarolineDianne>
And the players woudl decide beforehand.
02:23
< othila>
and one of the game's tools is the interaction of all the players, speaking as their pcs
02:23
< othila>
and the GM, as that person or entity
02:23
< othila>
as a preamble to all (or most) of the combat scenarios
02:24
< othila>
it's a simple, relatively strict mechanic that could be used a lot of different ways
02:24
< othila>
if people want to play boot camp/drill sergeant, they play a TEM company
02:24
< KarolineDianne>
I'm a little lost now
02:24
< othila>
okay, like
02:24
< othila>
the idea is
02:25
< othila>
all the PCs are part of the same fighting force
02:25
< KarolineDianne>
"That's a given
02:25
< othila>
a cool storytelling mechanic, supposedly analogous (but I loathe to make the comparison) to the tavern in fantasy rpgs
02:25
< othila>
could be this theoretically briefing room
02:25
< othila>
obviously, depending on the KIND of fighting force, this could be anything
02:25
< othila>
a campfire, a war room on a battlecruiser, or just a conference call
02:26
< othila>
this mechanic, basically, has the GM playing a role as superior officer
02:26
< othila>
or, in the example of an Ijad or otherwise hierarchy-light faction
02:26
< othila>
a group or parliament
02:27
< othila>
and the players play their characters
02:27
< othila>
my thinking is
02:27
< othila>
if you make this kind of thing a central mechanic, it eliminates two problems
02:27
< othila>
firstly, it doesn't allow any one of the player characters to be the leader or commander
02:28
< KarolineDianne>
I'm not following you at all anymore.
02:28
< othila>
which tends to happen in adventuring group games, or at least it happens sometimes
02:28
< othila>
now, with this mechanic, the superior officer/general/military parliament is played by the GM
02:28
< othila>
but, it also lets the players have a hand in constructing the scenario they'll play through on the fly
02:28
< KarolineDianne>
Everything that's not the players is always played by the GM
02:28
< othila>
because their voices are heard in the briefings
02:28
< KarolineDianne>
You're really confusing me
02:29
< othila>
well, sure; this mechanic posits that there is always this superior officer that is not a PC
02:29
< othila>
that he, she, or they is played by the GM is a given, I was just trying to be specific
02:29
< KarolineDianne>
That's usually a given, anyway.
02:29
< othila>
that there isn't a leader in adventuring groups?
02:29
< othila>
not in any role playing group I've seen
02:29
< KarolineDianne>
You're REALLY confusing me now
02:29
< othila>
maybe there's some IC or OOC discomfort with the situation
02:29
< othila>
er, when you said "that's usually a given anyway"
02:30
< KarolineDianne>
Okay back up
02:30
< KarolineDianne>
What the hell are you talking about?
02:30
< othila>
I thought you meant the assumption the leader or commander of the group isn't a PC
02:30
< othila>
okay
02:30
< othila>
this
02:30
< othila>
a mechanic
02:30
< KarolineDianne>
PLayers are part of the same group. Yes. Given.
02:30
< KarolineDianne>
Gm is everyone who's not the players. Yes. Given.
02:30
< KarolineDianne>
If players are members of a fighting force, there's going to be a general or commander above them. Yes. Given
02:30
< KarolineDianne>
So...
02:30
< othila>
this mechanic is something specific, though. A specific element of the story that takes place every time.
02:31
< KarolineDianne>
What are you talking about?
02:31
< othila>
A briefing room scenario
02:31
< othila>
(or one of the other examples I gave for a military that wouldn't have traditional hierarchy or commanders)
02:31
< othila>
(which I have to keep listing because many of the militaries in SC are like that)
02:31
< othila>
this briefing room (or similar) scenario would be something that rules of the game
02:31
< othila>
encourage the GM and players to undertake before every outing
02:31
< KarolineDianne>
That's something you just... Do. Like any other scene the GM lays out in an rpg... You just say 'The commander wants you in the briefing room' and then the players go... The GM says what the commander says... I mean.. That's basic.
02:32
< othila>
before every fight, mission, or scenario
02:32
< othila>
it's something that CAN happen in roleplaying games
02:32
< othila>
like an audience with the king or whatever
02:32
< othila>
but I'm talking something you explictly enforce (or at least strongly encourage) in the rules
02:32
< KarolineDianne>
Why do you need a mechanic for something that's... Given
02:33
< othila>
because I honestly don't think it is a given, or even likely to happen
02:33
< KarolineDianne>
I really don't understand at all
02:33
< othila>
rather, I think most gms will just construct a scenario, give the players a two sentence summary of their knowledge, and send them out to blow shit up
02:33
< KarolineDianne>
You aren't making any sense to me... Even in the slightest.
02:34
< othila>
I'm saying put an EMPHASIS on the briefing, the build up, the discussion before the engagement
02:34
< othila>
and let the players have an active voice in determining what to do, in the gameworld
02:34
< othila>
with their frames; where to engage, who to fight
02:34
< KarolineDianne>
Well, that all really depends on the actual situation the GM creates.
02:34
< othila>
and encourage players (and particularly GMs) to make that a central element of the story they tell
02:34
< othila>
yes, you're right
02:34
< othila>
but so does EVERYTHING in a roleplaying system
02:35
< othila>
but people tend to reach for the closest stick the rulebook offers them and start swinging
02:35
< KarolineDianne>
If the GM says the players are SU soldiers being sent out on a sortie, then yes, there's a briefing. If the GM runs a game where the players are the Free Colonist militia in a outer-system colony, and they get attacked... Briefing is less likely.
02:35
< othila>
well, from a narrative position
02:36
< othila>
I disagree
02:36
< KarolineDianne>
THat makes no sense.
02:36
< othila>
and from a mechanical position, I don't think that matters
02:36
< othila>
if you enforce it
02:36
< othila>
again, it isn't just a "briefing"
02:36
< othila>
that's why I listed all those analogous situations for the different factions
02:36
< othila>
a campfire meeting, a parliament, a conference call
02:36
< othila>
but any fighting force, even a loosely organized one with no hierarchy
02:36
< KarolineDianne>
You aren't making it clear as to why any of this is even relevant
02:36
< othila>
is going to talk about what targets to hit, what frames to deploy
02:37
< othila>
they're going to talk about who's with them, who's against them, who's likely to swap sides
02:37
< othila>
they're going to talk about the mental stability of their soldiers
02:37
< othila>
no matter the faction, this kind of thing will happen (or should happen in a well constructed narrative)
02:37
< KarolineDianne>
I'm really... Not seeing this at all.
02:37
< othila>
and what I'm saying is it would be neat if the rules EMPHASIZED a mechanic, or even a framework
02:38
< othila>
that allows the players and the GMs to experience that before combat scenarios
02:38
< KarolineDianne>
Why do we need a framework for something that already happens when it's appropriate IC?
02:38
< othila>
because, as you pointed out yourself
02:38
< othila>
I don't think it's all that likely to happen
02:39
< othila>
and I think it could be a very strong storytelling tool in the context of a game about giant robot pilots
02:39
< KarolineDianne>
So you're going to shoehorn something redundant and unnecessary into a game as an actual rule?
02:39
< othila>
and something that should be emphasized
02:39
< othila>
I wouldn't call it shoehorning, and I wouldn't call it redundant
02:39
< othila>
really I wouldn't call it any of those things
02:39
< othila>
but that's, maybe
02:39
< othila>
because you already play with a group that likes and enjoys focusing on character development
02:40
< othila>
I really think that's RARE, so maybe your group is just awesome
02:40
< othila>
(and part of the reason I think it's rare is because roleplaying systems don't often EMPHASIZE their storytelling tools)
02:40
< KarolineDianne>
You're basically saying 'Before you can play, we are going to force you to sit down in a circle and talk about... Stuff. You can't go and just be your characters and play normally, we're going to shove you in a room and stare at you'
02:40
< othila>
(even if those tools are, in essence, just suggestions)
02:40
< othila>
haha, yes
02:40
< othila>
that's exactly what I'm saying
02:40
< othila>
"even if it makes you supremely uncomfortable"
02:41
< KarolineDianne>
I mean
02:41
< KarolineDianne>
What even is this
02:41
< othila>
"and also, you'll probably be Wonged"
02:41
< othila>
this is what it is
02:41
< othila>
http://www.youtube.com/watch?v=ckUbAykOt3M
02:42
< KarolineDianne>
I don't get it
02:42
< othila>
it's basically what you said
02:43
< othila>
I really believe it would be beneficial to a storytelling system to have the rulebook say something like
02:43
< othila>
Before you can play, we are going to force you to sit down in a circle and talk about... Stuff. You can't go and just be your characters and play normally, we're going to shove you in a room and stare at you'
02:43
< othila>
albiet in more encouraging language
02:43
< KarolineDianne>
My point is that you're essentially trying to force an event into the game that likely doesn't fit with the actual scenario the GM created.
02:43
< othila>
I like taking players out of their comfort zone
02:43
< othila>
if that means taking the GM out of their comfort zone too, well
02:43
< othila>
so be it
02:43
< othila>
I just think it would actually be fun once it happened
02:44
< othila>
and it would provide a beat between combat scenarios to prevent campaigns from getting too dry or grindy
02:44
< othila>
to use the tavern as an example again
02:44
< othila>
the tavern is, as you say
02:44
< othila>
a given
02:44
< othila>
you don't need to codify it or suggest it in the rulebook
02:45
< KarolineDianne>
I mean, if the GM is running a game where the players are militia in a colony, there's no need for a briefing. If forces attack, they're not going to get together for a meeting before they respond. No, they're going to jump in their frames and defend their home.
02:45
< othila>
it's a storytelling standy, the perfect place for a beat or rest in the pace of the game, a perfect tool for a GM
02:45
< othila>
I'm saying that something like that doesn't exist INHERENTLY in a solar calender game, so you should emphasize it; offer it to the GM like a new power drill
02:45
< othila>
and, again, I totally disagree
02:45
< othila>
there is, in fact, even more need for discussion or briefing in a loosely organized military
02:46
< othila>
people in a colonial militia or even an anarchist military aren't used to or are outright opposed to "taking orders"
02:46
< KarolineDianne>
If the GM is running a game where the players are stragglers on a battlezone, seperated from their main force... There's no upper command to contact anyway. Any 'meeting' is just the stragglers camping together while they figure out what to do... Which is all done IC anyway.
02:46
< othila>
sure, but that last one is an exception to the rule, and it could be used to great effect
02:47
< othila>
you take away the beat of the briefing room mechanic and it leaves players high and dry
02:47
< KarolineDianne>
I really don't get this 'mechanic' at all. It's not even a mechanic. It's an arbitrary event that's forced in.
02:48
< othila>
you do, because you just described it
02:48
< othila>
we differ because I think it's a good idea and you think it's a bad one :P
02:48
< othila>
admittedly mechanic is not the best word to describe it, but I couldn't think of another single word to do the job
02:49
< KarolineDianne>
THIS is a mechanic: When the players return to town after a successful adventure and throw a big party, roll 2d6 +1 for every 100 gold spent. On a 7-9 pick one. On a 10+, pick three... *list of stuff*
02:49
< othila>
yes, I already conceded that mechanic is not a great word
02:50
< othila>
call it whatever; a suggested reoccuring event, a narrative framework, a paint by numbers picture
02:50
< othila>
er, :*
02:51
< KarolineDianne>
It's something that happens on its own, organically, when it's appropriate, that doesn't need to be shoved in as a required event.
02:51
< othila>
and again, I just don't think it'd happen enough
02:51
< KarolineDianne>
I can't even fathom why it's so important.
02:52
< othila>
because it's a simple tool for character development, it squeezes arc and conflict out of the party and their assosciated npc faction like a juicer squeezes a lemon, and it'd make some players delightfully uncomfortable
02:53
< KarolineDianne>
I don't see -any- character development here.
02:53
< othila>
(and people would avoid those things or water them down otherwise, I fear)
02:53
< KarolineDianne>
That argument makes no sense at all.
02:53
< othila>
well, that's because it's a framework
02:53
< othila>
the character development is emergent from the arguments the pcs would have with eachother about how to use their time and weapons
02:53
< KarolineDianne>
That happens automatically anyway
02:53
< othila>
or they would bond over opposition with their superior officer or ruling body
02:54
< othila>
except it doesn't, or not often enough
02:54
< othila>
but again, maybe your group is particularly good
02:54
< KarolineDianne>
Honestly, if you think this is even necessary at all, either you have HORRIBLE GM's, or HORRIBLE players.
02:54
< KarolineDianne>
"Or both
02:54
< othila>
sure
02:54
< othila>
but I'm positing that MOST players and gms are bad
02:54
< othila>
and SOME, at least SOME of that fault
02:54
< othila>
is in their rulesets not encouraging cool stuff
02:54
< KarolineDianne>
I've never had any of these problems... Ever.
02:54
< KarolineDianne>
And I've been playing RPG's since I was 8.
02:55
< othila>
basically, I think players and gms could use a swift kick in the ass when it comes to character arc
02:55
< othila>
and you don't think they need it
02:56
< othila>
but I also don't think players would resent being "forced" into the scenario I'm describing as much as you think they would
02:56
< KarolineDianne>
Either the people I play with are just Gods among RPG users.... Or the people you play with are the sludge scraped off the bottom...
02:56
< othila>
maybe a bit of both
02:56
< othila>
but I don't see either of those as a reason a ruleset shouldn't encourage the use of specific narrative devices
02:56
< othila>
rather than SIMPLY being codified combat, conflict, and interaction
02:57
< KarolineDianne>
This isn't a narrative device, this is... A weird mess
02:57
< othila>
just like the mf0:ra book benefits from being a sample of worldbuilding as well as a combat ruleset
02:57
< othila>
funny
02:57
< othila>
that's what I say about most people's roleplaying campaigns
02:58
< KarolineDianne>
It's been established that you got the ass end of rpg players
02:59
< KarolineDianne>
The *World games, Apoc World especially, already encourages LOTS of narrative, and has built in narrative devices in nearly every character's moves.
02:59
< KarolineDianne>
And none of it was ever 'shove all the characters together for an arbitrary meeting that may or may not actually have anything to do with the game the GM has set up'
03:00
< othila>
well, again
03:00
< othila>
different jobs call for different tools
03:00
< othila>
even if you don't like the particular tool I suggested
03:00
< othila>
a ruleset I would enjoy, and I think others would, is one that offers the right set of tools to sculpt the kind of narrative befitting the chosen setting
03:01
< othila>
that particular tool, I thought, reflected something I like about other stories involving giant robot combat
03:01
< KarolineDianne>
Quite frankly, it sounds very forced and out of place.
03:02
< othila>
okay, but, again
03:02
< othila>
I think that's because your experience of roleplaying is that it's already communal and heavily discussion based
03:03
< KarolineDianne>
Well, the people I play with are roleplayers. It's what they do. They play these games. They play freeform collaberative storytelling. Character interaction is like, the main part. Combat and such just happens to be something that happens.
03:03
< KarolineDianne>
That's how it is, that's how it's always been.
03:04
< othila>
and I'm saying, in a cautionary way
03:04
< othila>
don't like that (admittedly great) experience make you think that all roleplaying groups shake out like that
03:04
< othila>
even the ones, tragically, that would prefer that kind of interaction
03:04
< KarolineDianne>
So this sort of thing is like shoving a restraining leash on a dog that already knows where to go and where not to, and will come back home on its own.
03:05
< othila>
but a dog that knows all that was trained with a leash ;)
03:05
< KarolineDianne>
Sometimes.
03:05
< KarolineDianne>
I never needed a leash.
03:05
< othila>
I guess my mentality is expect the worst in your players, but attempt to nurture the best in them
03:05
< othila>
as a designer, I mean, not as a GM
03:06
< KarolineDianne>
Uh huh.
03:06
< KarolineDianne>
In any case... I think this is a horrible idea that literally has no place in anything. It doesn't make any sense in any context and has no value or purpose at all.
03:07
< othila>
well, I feel the complete opposite, but that's fine, it's your game :P
03:07
< KarolineDianne>
>:I
03:07
< othila>
but really it was just a small idea
03:07
< othila>
it's something I would certainly include if I was running a campaign
03:07
< KarolineDianne>
Yeah well... I'm gonna head off now because this whole bout of nonsense has already stressed me out way too much.
03:07
< othila>
(in, as per our examples, UC or SC)
03:08
< KarolineDianne>
So uh... See you later...
03:08
< othila>
you take my rambling far too seriously
03:08
< othila>
bye o/
03:08
< KarolineDianne>
I take everything seriously. I'm incapable of not taking things seriously.
03:08
< KarolineDianne>
So yeah. Later. :I
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03:09
< othila>
~o~
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< KarolineDianne>
Herro
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mf0 logs -> 2013 -> Wed, 16 Jan 2013< mf0.20130115.log - mf0.20130117.log >

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