Wednesday, December 27, 2006

Socratic Design Anthology #3

Heya,

For those of you new to Socratic Design, every now and then I compile the articles I’ve written that I believe have the most bearing on RPG design. These aren’t all the articles I’ve written recently; just the ones I feel are most relevant to the mission of this site. They also do not appear in the order that I have written them. Instead I arrange them in the order I feel they will have the greatest affect and make the most sense. I have already done two anthologies, and if you are new here I recommend reading the articles in the order I have written them. This blog is an evolution of thought. It is not a Bible or infallible step-by-step guide to designing games. What I said when starting out may change as my understanding of game design also changes. But it is important to see where those initial ideas started and how my current line of thinking evolved. Below are the links to the first two Anthologies and below them are the articles of Anthology Number Thee.

Socratic Design Anthology #1
Socratic Design Anthology #2


Here are the articles for Socratic Design Anthology #3:

What is Strength of Emphasis?
When is a Concept Ready to be a Draft?
What is System?
What is Setting? part 1
What is Setting? part 2
What is Setting? part 3
What is Setting? part 4
What is a GM?
Is Min-Maxing Bad?

Peace,

-Troy

PS: Please report any links that aren't working. I'd appreciate it.

Monday, December 18, 2006

What is Setting? part 4

Heya,

I believe this will be the final installment of this series for the time being. For this article, I used the Setting Design Jumpstart to go back and redesign the Awesom-o-fied setting from the origonal Story Games thread HERE that started this series. You are welcome to download the setting and use it as you please for Actual Play. I might suggest the Shadows of Yesterday as a good system to use with it.

Here is the file: Blasted Sands

It's a RTF document. Let me know if you can't download it.

Upon reflection, the Jumpstart seems to do what I want it to for now. The one thing I fear is that it may encourage people to make "DnD-like" Settings. However, that is only one use for the Jumpstart. If you choose to use this design tool, open up your mind to other possiblities. Broaden your own definitions of what things like Geography, History, Authority, and Inhabitants might mean. There are lots more possiblities out there than what has been traditionally held up as a RPG Setting. And most of all, keep in mind that a good Setting gives the players and GMs tools to use during Actual Play.

Peace,

-Troy

Friday, December 08, 2006

What is Setting? part 3

Heya,

Alright! We’re on to part three of my examination of Setting (here are One and Two). In this article I am mainly talking to RPG designers, however I can see how players who create Setting during play could also benefit from what is below. As always, I am very open to feedback and constructive criticism. What follows is what I call a “Setting Design Jumpstart”

The Setting Design Jumpstart is not the be-all end-all of Setting design. Far from it. It is just a first step (among many others) in creating a Setting for your game. What follows below is the list of Setting Aspects from my two previous articles along with guiding questions that support the creation of each in your game. Each aspect has 3-5 questions listed. These questions get you **started** on creating your Setting. They don’t get you to the finished product. That takes a whole lot of work and determination on your own.

The Setting Design Jumpstart:

Lesser Aspects:

-History
1. What were the key watershed events in the past of your Setting’s fictional history?
2. Why were they significant?
3. How do theses past events directly affect the Present of your Setting and its people? How do they affect the Future?

-Geography
1. What are the significant land features or man-made structures of your Setting?
2. How do or how can these features be used by the players during the game to help them play?
3. How do these structures or features affect the Inhabitants and Dynamic Forces of your Setting?

-Authority
1. What/Where are the seats of power in your Setting?
2. How is that power used, delegated, and organized by the people of your Setting?
3. How does authority (those with power) affect the average person?
4. What threats exist to that authority?

-Social Situation
1. What is the plight of the common Inhabitant in your Setting?
2. How do those with Authority relate to those without it?
3. What are the significant needs and dangers the Inhabitants face?
4. Is society trying to achieve a particular goal? If so, what is it?
5. How can players and their characters use and be affected by the Social Situation during play?

-Mythology/Religion
1. Do the Inhabitants have a creation belief? If so, what is it? If not, why not?
2. To what extent are Faith or Belief in the supernatural a part of the average life in your Setting? What about the PCs’ lives?
3. How active are Supernatural Forces or divine powers in your Setting?
4. How have myth and religion affected History?

-Resources
1. Describe the technological advancement society has made in your Setting?
2. Is there magic/psionics/super powers in your Setting? If so, are they a tool to be used, a force to be feared, or something else entirely?
3. How have technology and mystical powers affected History?
4. How do they affect daily life for a common person in your Setting?

-Enhancements
1. What parts of your Setting might be confusing or too abstract for a reader?
2. What types of graphic organizers (maps, charts, cards, graphs, illustrations, diagrams, etc) can you add to help give the reader/player a better understanding of the Setting you created?
3. Where can the items mentioned above be used to add color, interest, and emphasis in your Setting?

Greater Aspects:

-Inhabitants
1. What are the main groups of peoples (or other living things) exist in your Setting (including the supernatural/divine)?
2. How do all these different groups interact with each other?
3. How did those groups get to be the way they are in your Setting?
4. What makes each group special or interesting?
5. What sorts of beliefs, customs, resources, and powers should the players know about with respect to each group? Which parts about their culture can you leave out?

-Where the PCs Fit In
1. Are the PCs part of any group covered in the Inhabitants Aspect? Is so, which ones? Ifnot, why?
2. How do people outside the PC’s group view people like the PCs? How do people in the PC’s group view themselves?
3. What have people like the PC’s achieved in the past? What might they achieve in the future?
4. How do the PCs relate to the Social Situation?

-Dynamic Forces
1. From all the other Aspects of Setting, what/which might directly oppose the PCs? Which might directly aid them?
2. From all the other Aspects of Setting, what/which might indirectly oppose the PCs? Which might indirectly aid them?
3. How do the common people (or other) of your Setting view these Dynamic Forces?
4. How have these Dynamic Forces affected History (or other Aspects)?
5. What tools do you give the PCs to help them use these Dynamic Forces during play?

-Mutables
1. What can the PCs permanently change in your Setting? Why?
2. What can they not permanently change in your Setting? Why?
3. Is there something you want them to focus on changing? What and why?
4. How will any change made by the PCs affect the Setting as a whole?


Hurray, you made it to the end. Now before moving on to use this, remember what I said in Part 2. Sometimes, various Aspects of Setting will be totally irrelevant to your game. That’s fine. Whole sections of this article may be totally useful to your current project. It’s okay to cross them out or come back to them later once you’ve playtested a little more. What I’ve suggested is a thorough design of Setting. Your goal for your game may be to not be so thorough. This is only one way of creating a Setting. There many others, some even used by professional authors. If the Setting Design Jumpstart is not for you, I encourage you to research others until you do find one that suits your style and needs.

Peace,

-Troy

Friday, December 01, 2006

What is Setting? part 2

Heya,

This is the second part of a running series on Setting. If you have not read Part One, it might be a good idea to go back and do that.

Okay, since my last post on Setting I have learned a few things. First, I learned (or really, re-learned) that each Aspect has two dials (say from 1 to 10). When the first dial (call it Strength of Emphasis) dial is turned to zero, it means that the Aspect in question is probably not mentioned in the game text. When turned to 10, it receives a great deal of text devoted to it. If the second dial, call it Strength of Relevance, is turned to zero, that means that Aspect is just not critical to playing the game. If it is turned up to 10, then that Aspect is the focus of play. And of course, there is all sorts of settings in between.

The second thing I learned was that I had left out a couple Aspects that could be potentially important. The first covers things like technology, infrastructure, and magic/psionics in a setting. I have decided to call that Aspect category “Resources.” The second Aspect I feel I left out was aids to players and GM who are using a Setting. Things like maps, illustrations, graphics, hints, and so on would fall into the Enhancement category. I’ll elaborate on these more later in this article. But I anticipate more adding and combining these aspects as we continue on. So, provisionally, here is the list of Setting Aspects:

Setting Aspect List:

(Lesser Aspects)
-History
-Geography
-Authority (as in Government/Rulers/etc.)
-Social Situation
-Mythology/Religion
-Resources
-Enhancements

(Greater Aspects)
-Inhabitants
-Where the PCs Fit In
-Dynamic Forces
-The Mutables

With today’s article, I only want to explain how I define each aspect. You may use a different definition, and that’s fine. Please share it! I do not claim to be any expert on this. At the end of this article, I plan on talking about Short Cuts designers can use to get around using these Aspects the way I describe.

Lesser Aspects:

History: History, simply, is the accurate or inaccurate account of major events in a world’s, city’s, local’s past and potentially future. I say both accurate and inaccurate because misinformation is a tool designers can use to create mystery in their Setting. For instance, if the official history of Terra in 2259 is that humans first made contact with aliens in 2150 but in truth, the governments were in contact with them much earlier, this would be an instance of inaccurate History and a potential point of exploration for the characters. If the elves claim they once ruled the world, but in truth it was the orcs, then the origin of the false belief and its ramification are up for grabs as campaign hooks. I also suggest that History can include the future. I think Hero Wars is an excellent example. The world is going to end in the Hero Wars. That much is certain. But what do you do to preserve what you have for now? Another potential example of a History including the future could be a game based on Norse mythology that made a big deal about Ragnarok. http://www.pantheon.org/articles/r/ragnarok.html

Geography: Geography is the physical make up of the world/city/local. If it is a city, then Geography is buildings, streets, sewers, alleys, and so forth. If it is a planet, then Geography include mountains, oceans, rivers, cities, swamps, etc. I’m going to call Geography different from the *map* because a map is a tool that can be used by the players. Geography can be described with a map or without a map. The two are not dependant upon each other.

Authority: Authority in a Setting does not refer to who gets the right to say what about what among the participants. For this Aspect, I am referring to governmental authority. What person or groups are in charge of the laws, enforcement of the laws, and keeping the peace? This also covers their motivation for making and keeping these laws as it might affect the player-characters. Authority can include anything from an intricately detailed account of elections, voting procedures, representations, and judicial recourse. Or it could be something as simple as, “There’s a king!”

Social Situation: Social Situation can be called “The daily living conditions of the people.” This may include impending social upheaval such as a war, plague, invasion, election, etc. It may include economic status of the world/city/local or the interpersonal relationships impacting that local. The Social Situation is an intersection of the characters in the game (PC and NPC) and “What’s happening right now?”

Mythology/Religion: In some games, the way the world was created, the god or gods of the heavens, the role of faith and belief is just not important. In other games, the role of religion is central to the theme of play. Myth and religion can cover everything from the cosmology of the world to the spirituality of the world to the great heroic legends of yore. It almost always involves the supernatural, and its role in affecting the natural world. It is important to focus on how the myths and religions of a Setting impact the common person. How does it affect what they do, how they react, and how they think the world works?

Resources: For the purposes for this article series, “resources” refers to the advancements and discoveries that the world has made so far. This includes things like technology, architecture, science, magic, psionics, etc. For some games, this is totally a moot point (Cutthroat for example) for others it is central to the game’s Setting (Ars Magica for example). I’m open to a different name for this component. I don’t feel Resources fits it very well.

Enhancements: Enhancements are not really part of the Setting per se, but they may be part of the text. Enhancements include things like maps, character sketches, symbols, handouts, cards, graphs, and tables that help add detail and imagery to the other aspects of Setting. Think of Enhancements as the seasoning for Setting, but not the meal itself. Whatever you, as the designer, can add in a physical way to the game’s text to improve your communication to the reader about various aspects of the Setting can be considered an Enhancement.

Greater Aspects:

Inhabitants: These are the people, creatures, and plants that dwell in your Setting. This component is necessary in every sense. However, that doesn’t mean it is the most important aspect of a Setting. Think of the Inhabitants as the pool from which player-character can be drawn. Are there heroes? Villains? Various species? Mutants? The Inhabitants aspect covers not only what lives but also where it all lives. Are certain Inhabitants limited to one geographical area? Why? All of this goes together to make up the Inhabitants of a world/city/local.

Where the PCs Fit In: Okay, you have who and what lives in your Setting all sorted out. Great. Now how do the PCs fit into all of this? What is their role in society and how does society look at them? The PCs are special…in some way, shape or form. Whatever makes them special gives them a unique place in the world. This isn’t always a good thing. Their uniqueness may make them outcasts. It could be harmful to those around them. Or conversely, it could turn them into idols. Their “something special” makes them the wonder and envy of the world. Or anything in between. Part of deciding a Setting is deciding how the PCs fit into everything. They aren’t just shoehorned in at the last minute or glued to the side somehow. A good Setting will have their “specialness” integrated right into this aspect and all the others as well.

Dynamic Forces: Okay, you got who lives in Setting and what makes those PCs so darn special, now what about conflict? Oh yeah, every game needs conflict. Dynamic Forces are elements in the Setting that directly or indirectly oppose the player-characters. Dynamic forces could be anything from an army, to an invasion fleet, to a dragon, to orcs, to secret police, etc. It could also be things like inclement weather, a plague, a natural disaster, radiation, and so on. Dynamic Forces includes both Inhabitants that can oppose the characters and Environments that can oppose the characters. Some games will define these explicitly (Middle-earth Roleplaying for example) and some won’t (Prime Time Adventures).

The Mutables: Okay, Mutables are aspects of your Setting that the player-characters (and players) can change. Can they overthrow Sauron in Middle-earth or is he untouchable? Can they bring water to Arrakis or does it have to stay a desert? Stating what is mutable and what isn’t is often tacit. That means, a designer doesn’t come right out and say, “Nope, the Dark Lord is off limits!” It requires more finesse than that. First look at the Dynamic Forces. If they are world-spanning mega coalitions, then it’s probably not something the PCs can change. If, however, it is something local (say a band of thieves outside a village) then it’s quite probable the PCs can change it. It is good to have both mutable and non-mutable things in a Setting. The Mutables give PCs directions to go. The Immutables give them helpful constraints that prevent the game from spinning out of control.

Okay, this has gotten pretty long, but there is one more thing I want to talk about: Shortcuts. There are a lot of ways to get around having to address each one of these aspects in your game. One is to have your game set in a real-world time and location. For instance: “New York City, 2007” or “London in the 1870’s.” That right there will knock out most of the aspects of setting for you. Another way some people do it is to (legally) use some other intellectual property or license. Middle-earth, Star Wars, Sherlock Holmes, Lovecraft, Dragonball, etc. all draw on prior knowledge for a Setting. If you can draw on that prior knowledge, then creating a Setting is simplified. Not everyone needs to do it that way, but people can.

Well, I think that’s enough for now. It’s a lot to absorb all at once. Thanks for reading!!!

Peace,

-Troy