Theme and Setting
What will the next GMC games' settings and themes look like? Postulate. The Hog Pit is the real place for this, because the intention is not to hold back.
So, modern vs. future vs. past?
One sphere, specific sphere, multi-sphere, all spheres?
Make believe, real location, City by Night?
Chronicle vs. Sandbox?
Time incremented vs real time strategy?
Consent vs. Non-Consent or Soft Consent?
I can only speak to the one I'm making with friends:
3 spheres + mortal;
I'm not sure what you mean by 'chronicle vs. sandbox', those things are not mutually exclusive; and what do you mean by 'time incremented vs. real time strategy'?
Are there WoD that fuck with the timestream? I don't think I've ever seen one of those. At least not recently. I do vaguely recall like a decade ago some did so that people could pop out babies and not have to suck it up for 9 RL months. This seems to be less of a thing nowadays (maybe because people are older and realize how absurd pregnancy is and how much of a drag noobs are, no matter how squishycute they are).
Star Crusade was the last time wonk place I played at the result seemed to be that NOBODY knew what the hell day/time/year it was until it was time for advancement or a battle. I don't know that it worked especially well even for that, I don't think that would really work at all for WoD!
I played in an oWoD garou game that came up with some highly convoluted plot device that made time go weird. This is in response to a badly thought out house rule that required staff to make a diceroll to see if your were or kinfolk was knocked up and then requiring you to RP out the entire 6/9 months of pregnancy. There's only so much haus maus RP and being excluded from plot because 'zomg! the bebe might die!' that people could take before they had a mutiny on their hands. Had it not been a hot fix for pregnancy RP, it might have been interesting.
Other than that, True Brujah temporis plots which never went well.
Chronicle as in, the overall story is the story being presented for people to relate to.
Sandbox as in, in spite of any overall story that may exist, the overall goal is to provide you with a toolbox to tell your own stories, whether they impact the game's community or not.
Incremented as in, Year 1 takes place in AD 40, year 2 takes place in AD 440, and year 3 takes place in 1440.
Real time strategy as in, the game uses real time or today's time, and you can strategize your activities based on a more realistic time table, so a day is a day, a week is a week, a month is a month, and so forth.
somasatori last edited by
- Incremented as in, Year 1 takes place in AD 40, year 2 takes place in AD 440, and year 3 takes place in 1440.
Have you ever played the game Microscope? Your suggestion of adjusting the time stream kind of reminds me of that. Without getting too far off course, Microscope is a worldbuilding game that's got no actual ST or GM, rather everyone gets together to set up a basic beginning hook (human overpopulation on Earth creates a diaspora which leads to populating colonies in space) and an ending many years later (after a decay in government and due to problems with FTL communications, human civilization is isolated and becomes stagnant before guttering out). Then you and the people you're playing the game with come up with various bits and pieces that happen in the interim, like "a problem occurs with a science team investigating pulling direct fusion energy from a nearby star, which causes massive solar flares that destroy communications to the colony." Each new scene or vignette in the history between beginning and end sets the stage and creates a cohesive story.
Anyway, without any further digression: I think this sort of thing could work, but it'd have to be set up in a situation where people are either okay with dropping their PCs, the PC types are immortal, or it's a generational game. Since a lot of people tend to get really attached to their characters, one idea about the last option is something that the RPG Pendragon did pretty well, creating a legacy of characters that are descended from/related to your former character if he or she dies. So, in the year one increment, you could have your players work out a legacy at the end of it, or set it up so that their brother/sister/cousins carry on the family name, and your new character in the second increment could be a descendant of your original character with similar traits and abilities, but a different character still. Have it be optional so that people who don't get emotionally attached to their PCs/aren't playing characters that are immortal can make a new character if they wish.
I had an idea regarding something like that when I was pondering setting up an oWoD vampire game. It'd be initially set in the Dark Ages which would move incrementally every six months or year into the Golden Age of Exploration, the Victorian Era, World War II-era, and then the Modern Nights. My idea behind it was that players could potentially keep their vampires around with each time shift, or they could make the Childe of their former character, creating a legacy of vampiric bloodlines and ancient boons and favors that were initiated between the PCs from earlier ages. Like if your Lasombra gets her ass saved by a Brujah in the Dark Ages, the Childe of that Brujah might call on the aid of the grandchilde of that Lasombra to repay the debt, as well as very ancient alliances and the possibility of making people who've stuck through it all into Inconnu, as they'd be effectively Methuselahs at that point. Clearly never actually was created, but the idea's stuck with me, since I'd always thought it'd be cool.
I guess "chronicle" and "real time", then.
Wait, back up. STAFF had to make a diceroll for your char? They were all up in everyone's TS or something? Sorry I know that's not relevant to the discussion, but it took me by surprise. What game was this? Please don't tell me it was the New York game.
In theory I like the through the ages/generational idea. Though I think it maybe sounds more like a sandbox or online tabletop thing than a MUSH setting, just because the administrator in me things "shit, that's a lot of changeover for theme checking on apps and equipment availability ect." I love historical game settings (though since I am by no means an obsessive student of history -- I wikipedia it and call it good-- it seems like there's a fair number of folks that can't be assed to do even that) so that would be right up my alley, but having played on a lot of them it's already difficult to get people to adhere to ONE theme, much less something that's changing up every 6 months.
OTOH knowing the shifts going in will eliminate the people who don't like stuff like that, and it would probably be a smaller group of people, so that might solve the problem after all. And I guess with the 6 month changeover that could kind of provide some turnover for new blood in theory too. And keep things from getting too stale/boring.
icanbeyourmuse last edited by
@Catsmeow Maybe it's a Firan child?
@Catsmeow Maybe it's a Firan child?
I was thinking more Dragonlance: Age of Mortals. I forget how long it was, but it was a good long while, where we played in the first city forever and forever and forever and after things came to a head and the Knighthoods battled it out in the streets, they matured the cron of the game by something like 20 years and players found their characters in a new city, with new challenges. There was a system in place for determining if a character made it ahead 20 years, disappeared, died, or otherwise didn't appear, and so on. I feel like I want to say - my memory is dim - that it was handled well enough that I personally had no complaints, which says a lot, I complain literally endlessly. I remember 20 years to my elf was literally nothing but my human soldier went from a wet behind the ears babe to a rugged veteran.
Maybe I'm totally in the minority here, but I feel like the 3:1 (3 days gametime is 1 day R/T) time of Firan actually did some very awesome things. It was a generational game (which was the main point of the eesha/pregnancy code everyone likes to poke at) - and so you could play characters who had babies and then those children would actually grow up in time to be chargenned and played as PCs.
It created a really intricate and interesting background of families - two of my favorite PCs had really incredible families - PC uncles, aunts, brothers, parents, grandparents - and there was all this actual RP that went on before I even played the game that created a lot of in depth history for me and that was a LOT of fun. Firan did a lot of things wrong, but there were also a lot of things right too.
In a 1:1 game I am baffled by the number of people who want to RP about having babies, who will never grow up to be anything that could be played. Not to knock TR, but can anyone see people still playing on TR in 18 years? However, if that's what you want to RP about, chase your rainbow - but it just doesn't have the same feeling of importance to it as knowing that this baby could actually be played by a PC in a few years.
But I digress. Frequently.
Modern. Multi-sphere. Real location. Chronicle. Real time. Non-Consent.
Thenomain last edited by
Chronicle. I don't care what else, but chronicle.
It was a sandbox garou game. The setting was in the San Francisco Bay Area. The name of the game is lost to me (this was a lonnnnng time ago) but something like 'Dark Forest' or something kinda uninspired about trees in a forest configuration.
Anyway. So, I'm not sure how much you know about old school garou but one of the main themes of the game is how werewolves are a dying breed. The main "thrust" (heh) of kinfolk in oWoD is to have all the bebes or get a garou pregnant or the wyrm wins. The game, as most games do, did have a lot of players that liked to TS, which happily sort of went in hand with the whole point but sort of ran into problems with the whole "wolves mate for life" schtick. Staff wasn't watching anyone TS but they were aware of who was coupled up and it was generally assumed unless one of you had the Barren flaw that your PCs were doing it like crazed monkeys. So, they'd make a 50/50 dice roll to see if your lurve would get you a baby and then a 75/25 roll to see if you had one or twins. It was dumb and quickly half the game was pregnant and being forced into 9 months worth of retarded-ass pregnancy RP. So they "fixed" it with a time warp plot.
Olsson last edited by
My current ideas as far as they go are to do chroncile games, in the sense of it has a storyline that is meant to take plade over the time of say a year. And then it'll finish, and it'll end. And then maybe take a six months hiatus to make up the next storyline in a new setting etc. Myself being a historical buff my current ideas (not to say it'll happend, who know).
Werewolf The Forsaken (Probably the new one) set in Scandinavia during the Viking Age.
Mage The Awakening, set in Jerusalem somewhere around First and/or Second Crusades. Focus around the chase to locate the Atlantean Artifact The Ring of Solomon and then seize control over the city.
I'm in the midst of a Sons of Anarchy binge and through that marathon I was thinking of a setting in some southern state where players can only play mortals or ghouls. Biker gangs, law enforcement, agents of foreign powers (IRA, russian mob, yakuza, you name it), FBI or CIA agents and all of these are caught in a complex, shifting political landscape of jyhad played on their backs.
If done right no alliance would be set in stone and unlikely bedfellows would pop up all over the place for as long as it serves each faction. Some would know they are working for and doing the work of monsters, but most would be unaware or maybe not even care.
somasatori last edited by
@Arkandel -- I was just suggesting to someone the other day that a "pure crime" game would be really cool to do. No supernatural-fu, just straight up cops and robbers-style shenanigans with all the elements you mentioned.