Arandur
2018-02-13, 11:30 PM
Hey all, seeking some help brainstorming possibilities and implications of attempting to run a game at a non-standard scale.
Concept: Think of Middle-Earth and its histories and time scales, and how whether in the legends of Men or the living memory of the longer-lived races, many great events took place. What if you could experience a greater chunk of history and events in the world, like that? Live the tales?
Consider particularly, for instance, what we learn in The Hobbit of the Dwarves of Erebor, driven from their kingdom by Smaug, wandering for years, fighting the War of Dwarves and Orcs after the murder of Thror, eventually leading to the attempt of a small company to reclaim Erebor. Even before that, Durin's folk lived for centuries in the Grey Mountains of the North, being driven south by dragons (War of Dwarves and Dragons).
In fact, as an experiment that I would like to try to play out, I'm wondering how to build just that: a game play experience focused on Dwarves of Middle Earth from the time in the Grey Mountains of the north, starting just before the onset of the War of Dwarves and Dragons, and proceeding up to and possibly including the events of The Hobbit. This era has so many of fantasy tropes: great battles with dragons and other fell beasts, lost kingdoms, ancient ruins, desperate wars, great treasure, noble deeds, adventurer-kings, wilderness wandering, etc.
Goals:
1. Players get to move among scales, but typically broader than the control of a single PC; there may be a primary character, but also control of several others, such that the player party can control a Company rather than just a Party -- and may move in and out of a stable of characters.
To support this, I'm thinking possibly of some of making use of some mechanics like "squad" or "swarm" or "group" rules. Individual characters would receive less stat detail than is typical to rpgs, and the goal would be to have the Players have a similar complexity at the table as with single PCs, though they control a few characters.
2. Modest engagement at a kingdom scale. I'm a great fan of the old AD&D Birthright system and can adapt this to the setting to capture some of what goes on among clans and kingdoms and armies. There would be modifications to be made there, as well, particularly to time scales.
3. Play over decades and even centuries. Virtually all rulesets are geared toward very short periods of time. Challenges in breaching that include:
a feeling of fits and starts and jumping around; ideally there would be some experience of intervening time to make it feel more smooth, with some action during that period, like Pendragon's "Winter" phase
potential loss of player commitment to character and story; if you get invested in either, crossing time can dilute that commitment, though I think long-lived characters, descendants, and Tolkien's style of continuity of peoples and sagas, if done right, could be the antidote
difficulty gaining consensus among players wanting to do or focus on different things, if this impacts when and where you move in the story across time -- cater to one and you may lose others
To get even more ambitious, the "holy grails" of family-oriented-adult-gaming, as my friends have discovered, includes also the ideals of:
A. Episodic play -- each relatively short game session can be fairly self-contained in story, or be interruptible, so that longer periods between gaming don't make the game suffer
B. Variable participants -- ease of still holding the game session when different people are available each time (not having continuity of players); episodic play would help tremendously with this
C. Minimal GM prep and bandwidth after initial game establishment; even All-Player Cooperative (no GM necessary) or rotating GM, scaling appropriate for number of players. This is typically the realm only of board/card game adventures, or things like Expedition RPG. It's obviously extremely difficult to have a great Tabletop RPG session without a GM, or with minimal GM work. But it is nevertheless a heavenly dream for a gaming group where no one has much time.
One of my reasons for interest in the different play scales I've proposed is that I think, once the admittedly quite hard work of figuring it out is done, A,B, and C might actually be more achievable in such an approach. Aside from that, I'm reading The Hobbit to my young boys and I think they would love to get immersed in a world and play style that resonates with the Tolkien (and Lewis--they loved Narnia, too) story approach.
Laying aside the probably-insurmountable hurdles of these ambitions, imagine that it's theoretically possible to achieve and hit me with any of your thoughts on the subject. If it grabs your interest of course.
I'll elaborate as the discussion goes on.
Thanks!
Concept: Think of Middle-Earth and its histories and time scales, and how whether in the legends of Men or the living memory of the longer-lived races, many great events took place. What if you could experience a greater chunk of history and events in the world, like that? Live the tales?
Consider particularly, for instance, what we learn in The Hobbit of the Dwarves of Erebor, driven from their kingdom by Smaug, wandering for years, fighting the War of Dwarves and Orcs after the murder of Thror, eventually leading to the attempt of a small company to reclaim Erebor. Even before that, Durin's folk lived for centuries in the Grey Mountains of the North, being driven south by dragons (War of Dwarves and Dragons).
In fact, as an experiment that I would like to try to play out, I'm wondering how to build just that: a game play experience focused on Dwarves of Middle Earth from the time in the Grey Mountains of the north, starting just before the onset of the War of Dwarves and Dragons, and proceeding up to and possibly including the events of The Hobbit. This era has so many of fantasy tropes: great battles with dragons and other fell beasts, lost kingdoms, ancient ruins, desperate wars, great treasure, noble deeds, adventurer-kings, wilderness wandering, etc.
Goals:
1. Players get to move among scales, but typically broader than the control of a single PC; there may be a primary character, but also control of several others, such that the player party can control a Company rather than just a Party -- and may move in and out of a stable of characters.
To support this, I'm thinking possibly of some of making use of some mechanics like "squad" or "swarm" or "group" rules. Individual characters would receive less stat detail than is typical to rpgs, and the goal would be to have the Players have a similar complexity at the table as with single PCs, though they control a few characters.
2. Modest engagement at a kingdom scale. I'm a great fan of the old AD&D Birthright system and can adapt this to the setting to capture some of what goes on among clans and kingdoms and armies. There would be modifications to be made there, as well, particularly to time scales.
3. Play over decades and even centuries. Virtually all rulesets are geared toward very short periods of time. Challenges in breaching that include:
a feeling of fits and starts and jumping around; ideally there would be some experience of intervening time to make it feel more smooth, with some action during that period, like Pendragon's "Winter" phase
potential loss of player commitment to character and story; if you get invested in either, crossing time can dilute that commitment, though I think long-lived characters, descendants, and Tolkien's style of continuity of peoples and sagas, if done right, could be the antidote
difficulty gaining consensus among players wanting to do or focus on different things, if this impacts when and where you move in the story across time -- cater to one and you may lose others
To get even more ambitious, the "holy grails" of family-oriented-adult-gaming, as my friends have discovered, includes also the ideals of:
A. Episodic play -- each relatively short game session can be fairly self-contained in story, or be interruptible, so that longer periods between gaming don't make the game suffer
B. Variable participants -- ease of still holding the game session when different people are available each time (not having continuity of players); episodic play would help tremendously with this
C. Minimal GM prep and bandwidth after initial game establishment; even All-Player Cooperative (no GM necessary) or rotating GM, scaling appropriate for number of players. This is typically the realm only of board/card game adventures, or things like Expedition RPG. It's obviously extremely difficult to have a great Tabletop RPG session without a GM, or with minimal GM work. But it is nevertheless a heavenly dream for a gaming group where no one has much time.
One of my reasons for interest in the different play scales I've proposed is that I think, once the admittedly quite hard work of figuring it out is done, A,B, and C might actually be more achievable in such an approach. Aside from that, I'm reading The Hobbit to my young boys and I think they would love to get immersed in a world and play style that resonates with the Tolkien (and Lewis--they loved Narnia, too) story approach.
Laying aside the probably-insurmountable hurdles of these ambitions, imagine that it's theoretically possible to achieve and hit me with any of your thoughts on the subject. If it grabs your interest of course.
I'll elaborate as the discussion goes on.
Thanks!