On Systems, and Vocab, and An Experiment
Feb. 10th, 2019 12:26 pmThe first is the ongoing drip-drip-drip of "where are the rules for X in V5", where X is dual-wielding or grappling or exactly how many Arms of Ahriman you can summon in a turn - granular, realism-concerned, justice-model stuff that V5 as a system doesn't care about and (I thought) was pretty explicit about not caring about. But I guess gamers gonna game, and bring their assumptions about what a game needs with them.
The second is Olivia Hill being, as per, annoyingly smart and insightful about vocabulary.
I am pretty hardline on having a clear, readable-at-a-glance indication of how a systemic element works - a flowchart, a boxout, an IF-AND-THEN sort of statement with very clear operators/decision points - because when I'm in the middle of playing I don't want to allocate cognitive effort to parsing rules text. Gotta see it, it's gotta make sense, I've gotta make the call. So I do like a pure-crunch summary of how something works.
But I also like and grok what Olivia is on about. The vocabulary a game uses states what it's about, and that statement needs to carry forward into how it works. A separation between the authorial claim and the played experience is a failure of design. And that got me thinking. How would I write and describe some simple bits of RPG system, and what would that say about how the system worked and what it was for and what it was about?
So I've had a go at some atomic stuff - time measurement and conflict resolution. What do these systems say about what kind of game this might be?
TIME
Time is measured like this.
You have the Moment - that’s what's happening right now. You live in the Moment. Life is a series of Moments. You can be given a Moment, you can take a Moment, you can have a Moment.
Then you have the Sesh. It’s what’s happening to you and your characters today. You’re playing this game, and something decisive should happen while you’re doing it so that your characters accomplish something while you’re playing.
Then you have the Mish. It’s what your characters are currently working toward; the long-term point of things. A Mish usually takes more than one Sesh to sort out. Think about organising a game: that’s a Mish. It takes a Sesh of planning and prepping, a Sesh (or at least a Moment) of furious instant messaging while you try to work out what day everyone’s free, and then a Sesh of actually playing.
AGGRO