Friday, September 4, 2009

Creating and removing conditions, and other game mechanics

It's really late. I've just written this. I'm waaay past my bedtime but inspiration couldn't wait.

Also, I think these are the slickest mechanics I've ever designed.
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How to play the game:
This game has three players: the Infected, the Investigator, and the Game Master. The Infected and the Investigator are responsible for playing their characters in traditional actor stance. The game master provides complications and adversity for the players, as well as, if appropriate, revealing in play those secrets which the powerful would to anything to keep. The game master is the ultimate judge of what fictional acts mean mechanically. This game gives the game master little power over the games direction, but a lot of mechanical responsibility over making the game fair. The game master decides who gets the spotlight and when.

Character creation: I'm not sure yet what qualities characters have to make them competent and how they are represented mechanically, but I suspect that characters have some core competencies which are permanent and some transient resources which can be gained, lost and spent. Secret knowledge and authority will be resources. Guns will be resources. Being alert, being healthy, and being calm will be resources. Maybe resources will be cards that the GM can hand out to the players. Or sticky notes that the players attach to their sheets. The investigator always starts with the condition “I'm chasing the infected” and “I don't know where the infected is (local)”. The infected always starts with the condition “I'm infected with fury (stage 1)” and “I'm the subject of a manhunt”

Scene framing: The first scene is always the infected escaping from quarantine. The second scene is always the investigator at the scene of the escape. Scenes pass from player to player as appropriate. The game master is the person with the spotlight, shining it on characters.

What are conditions?
Conditions are the site of fictional/mechanical intersection in the game. Depending, they can make some things happen automatically, forbid other things from happening, allow some thing to happen which would be otherwise impossible, or provide mechanical bonuses in the resolution system.

For example, the condition "I am an investigator" makes the investigator more competent at doing stuff policemen in action movies do, like running after suspects and shooting guns. It also makes some things like arresting people or calling for a manhunt possible. It means you can arrest people, which happens automatically as long as they can't get away from you.


The three mechanical acts:
The three things the infected and the investigator can do that have mechanical effect are:
Give a condition to another player
Remove a condition from a player
Gather resources

To give a condition
Player names the condition they are giving and states what they are doing to create the obstacle. For example “I'm going to loose the investigator by sneaking into the train yard and hopping a freight train.”
Any other player can provide resistance to the condition, but it must be appropriate to the fiction. For example, to respond to the infected players attempt to loose the investigator, it would be appropriate for the Investigator to resist with “there is a police detail at the train yard expecting this avenue of escape” but not “I'm waiting at the train yard for the infected” because the Investigator doesn't know where the infected is.
Then there is some yet to be determined resolution mechanic. The outcomes can be: Condition created, condition created with complication, condition not created, condition not created with complication. The game master is responsible for deciding the nature of the complication, if any occurs. Complications take the form of conditions. The complications must be textually appropriate and proportional.
Following a condition test, the GM can keep the spotlight on the active character or move it to the other character. Always write conditions down as post it notes and give them to the player if they last more than one scene.

To remove a condition
It works the same way as creating one, but in reverse.
Sometimes, with the right resources it makes no sense to involve a roll to remove a condition, it should happen automatically. Sometimes, without the right resources, it doesn't make sense to allow a roll to remove a condition.

To gather a resource
Name the resource you are gathering and how you are doing it. Example “I'm going to the diner to eat, and then I'm going to the hotel to sleep” gather the resources food and sleep, which can be used to remove the I'm hungry and I'm exhausted conditions.
Any time a player attempts to gather a resource, the game master should:
End the players scene
Create a condition for the player that needs to be removed before the resource can be gathered, like “The hotel lobby is filled with cops who are looking for you.”
Create a condition for the player after the resource has been gathered, like “As soon as you open the safe containing the evidence, an alarm sounds”
Create a condition that must be accepted if you accept the resource, or
Do nothing, and let the game continue.
In any case, the resource should be written down on a post it and given to the player.

2 comments:

  1. Cool.

    In the example above, what condition is the Infected attempting to give to the Investigator? "Lost in the trainyard" or somesuch? I just want to make sure I'm following you.

    I've never read or played SOTC or FATE, but from what I've heard Conditions sound akin to Aspects in some ways. I like this. The players are competing by directly introducing things into the fiction.

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  2. Yea. The infected is trying to give the investigator the conditions "I'm in a different city" and "you don't know what city I'm in" by escaping on a freight train. I guess that the actual nature of the conditions and their names would be negotiated in play between the GM and the two players.

    Keeping the mechanics tightly welded to the fiction is a real goal of the game. No freaking storyboarding!

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