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Political RPG

Blogs > chobopeon
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chobopeon
Profile Blog Joined May 2003
United States7342 Posts
Last Edited: 2011-09-26 06:12:22
September 26 2011 06:01 GMT
#1
I have an idea for a political RPG and you should tell me what you think. What follows is my line of thinking as I came to the idea. You can skip a bit further down to the boldface font to get to the meat of the game itself -- however, reading the next two paragraphs may well give you insight into the game.

Early Saturday morning, I was sitting in the ER waiting for a few hours. While nearly delusional from a lack of sleep, I stumbled upon a NYTimes article on AmberMUSH, a game that "honed the skill of writers." It's a neat article, check it out. (Also, kudos to the Times on their really great gaming coverage lately). The article reminded me of a hobby of mine in the late 90s when I was about 11: e-feds (fantasy wrestling), a roleplaying game that let a young me write and write with a specific goal in mind. The short of it: a player had a wrestler character they created from scratch. Each week, the player was assigned a match with another wrestler. The player would submit role-plays. The best role-player would win their match as colorfully shown by the e-fed writers every week. Over the course of years, with a ton of character development and history, it became a pretty immersive experience.

Sitting in the ER, I realized that the e-fed RPG format has a lot to offer. I haven't been interested in wrestling in a decade but the idea of a RPG driven by players' imagination and writing ability (rather than dice rolling and strict rules) was very attractive. Politics (broadly defined, the struggle for power) immediately came to mind as an interesting route to take. Over the past 48 hours, I've been thinking about the game's possibilities and researching similar games such as Slobbovia, e-feds and diplomacy. I've come up with a basic outline of the game. While I still have to decide on and write down a significant number of details, I think I've got enough to toss the idea out there and see what you guys think.


Truth to Power
Truth to Power (TTP) is a political RPG in which a character’s potential is limited only by the imagination of the player. You can mold the world to your will.

Inspired by role-playing games such as Diplomacy, Slobbovia and fantasy wrestling, TTP places the player in a world populated by Machiavellian monsters in which the stakes are nothing less than the future of the human race.

Instead of dice rolling, the game is driven chiefly by a player’s storytelling ability. A consistently good storyteller gains face, power and prestige. Characters are forged by imagination, whether they are blood-sucking politicians, schizophrenic preachers or sexually frustrated pirates. You create your character’s life, complete with a back story and forward-looking ambitions. You decide on your strengths and weaknesses. You take action and the world is shaped by your every move. Your character’s future depends on your ability to write a good creative story. TTP is about writing, reading and immersing yourself in a world where power is yours for the taking.

In TTP, a character is able to work his way from anonymous nobody to the highest peaks of power. From character creation on, the player’s fate lies squarely in his hands.

Every week, a new turn begins. For each turn, a character is given an agenda depending on his unique position in the world. The agenda will colorfully describe current events such as an upcoming election, the settlement of a new frontier, the breakout of war or the outbreak of disease.

The agenda informs the player’s position in the world but does not dictate it. Working from the agenda, a player submits role-plays (creative writing stories also called ‘press’) and, through them, chooses his character’s next steps in the world. A player may describe his character’s attempts to win popular support for the election with speeches and campaigning. Alternatively, a player can hire an assassin, bribe an official, plant a story in the media or do anything he can imagine. Anything goes. The better the writing and role-playing, the better chance a character has to succeed, to rise toward power (nearly) unimaginable.

I encourage you to read about the world, think of a character, write your heart out, recruit friends to support you and strive for power in the world of TTP. This entire universe depends on your imagination and drive. We’re waiting for you.


This is a sort of press release-style introduction I wrote just to lay things out in a relatively simple way.

I would take on the role of god, acting as referee and a guiding hand for the world. Your character's success in the world would be determined chiefly by quality of role-playing, your ability to produce at least one good story on a weekly basis. Although this is unavoidably subjective on a week to week basis, effort and talent will be rewarded in the long term.

As more and more 'press' is written, the world will become further fleshed out until it is as a rather detailed living thing. Press is not limited to writing - images, audio, video and whatever else you can imagine is valid.

As a side note, I know that one problem this style of game faces is that it becomes too detailed so as to intimidate new players. I will work to ensure that the world stays dynamic, that entry into the world is as easy as possible, that a player doesn't have to read a text book's worth of old role-playing before jumping in. A functional wiki will help this task immensely.

What made this style of game easy for e-feds is that wrestling has a simple format. Every week, a wrestler has a match. The ultimate goal is the world championship. A wrestling federation is a self-contained entity. Obviously, a entire world of politics will be a bit more daunting but hey, I'm not 11. I will use the agenda as previously stated to set the tone for the week and give players something like a match to prepare for. However, players here will have much more freedom in the way they deal with their agenda and are limited by their imagination and some fidelity to realism (probably no magic and dragons here, for now!). It's a modern world but beyond that, go wild. Economics, social issues, diplomacy, a violent volcanic eruption devastating a big city and destroying your theater district while your biggest supporters are gays and liberals ... go ahead, imagine anything.

Winning this style of game means different things to different people. While some players aim for supreme power (becoming ruler of the world, for instance), others seek to inject chaos (through crime, revolts, etc) while others simply want to write the best story they can. You can take any path you want and as long as the game is fun and entertaining for you, me and the players in general, it's all good. Plus this will make you a better writer (you've got to write a million words of bad prose before you write anything good!) so have at it.

As far as the actual world itself, I'm still working on it. The world I'm favoring right now is a blank slate, a continent or continents that have yet to be settled and would be by the first generation of players. The world will be illustrated as best I can or, if I can recruit some help, it'll be done by people with real talent for illustration. As the game develops, each country (or kingdom or town or whatever) would fill the map. Later generations of players would work within the political framework established by the first players.

OK. Obviously there's going to be more done for this to become an actual thing but this seems like a start, a decent sketch of the idea. What do you think?

PS if this sort of thing already exists, please direct me there so I can play!

***
:O
I_Love_Bacon
Profile Blog Joined August 2009
United States5765 Posts
September 26 2011 06:25 GMT
#2
Clearly you've never played the masterpiece known as Campaign '84.

http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=77
" i havent been playin sc2 but i woke up w/ a boner and i really had to pee... and my crisis management and micro was really something to behold. it inspired me to play some games today" -Liquid'Tyler
Gnial
Profile Blog Joined July 2010
Canada907 Posts
September 26 2011 06:49 GMT
#3
On September 26 2011 15:25 I_Love_Bacon wrote:
Clearly you've never played the masterpiece known as Campaign '84.

http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=77


Ugh, I just watched a gameplay video of this game and it may be the single worst game I've ever seen. My time has been officially wasted.
1, eh? 2, eh? 3, eh?
Tracil
Profile Blog Joined September 2005
Australia505 Posts
September 26 2011 06:59 GMT
#4
This looks pretty interesting, I will not lie! I am critical by nature so let me talk a bit about stuff you'd need to consider.

The biggest challenge here is arbitration. It could be wise to phrase your role as 'god' in more comfortable terms, since what you're actually being is pretty much a standard GM in a world that has strong PvP potential. You'd need to establish the boundaries players have when it comes to interacting with each other and the control they have over the world in general.

For example, consider the story of someone who campaigns to gain popular support. Writing such a story necessitates writing the response to his attempts as well, thus a player arbitrates his own success to a degree. Is this desirable? Will you establish limits on how much can be accomplished in one week? Or do you use the normal 'player attempts action, GM responds', just on the scale of politics rather than the personal (so instead of 'I swing the sword at the monster', you'd be going 'I accuse the president of treason' or whatnot.)
Shooting
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
Last Edited: 2011-09-26 08:11:27
September 26 2011 08:07 GMT
#5
On September 26 2011 15:59 Tracil wrote:
This looks pretty interesting, I will not lie! I am critical by nature so let me talk a bit about stuff you'd need to consider.

The biggest challenge here is arbitration. It could be wise to phrase your role as 'god' in more comfortable terms, since what you're actually being is pretty much a standard GM in a world that has strong PvP potential. You'd need to establish the boundaries players have when it comes to interacting with each other and the control they have over the world in general.


Great point.

In the game that seems most similar to this (Slobbovia), there was no GM. Players were able to write almost anything they wanted and it was treated as valid. If, however, they used other characters without first getting permission, it was considered impolite and hurt them in the long run. The other player - if he was a good writer and player - might even play off it. The classic example is if player A says he sank player B's capital city into the sea, player B would write a story about mass hallucination. In Slobbovia, apparently no one was really playing to 'win' but instead to just have an entertaining story.

Okay, obviously this game would need to be different. It's cool to play to have fun but I'd like to have that competitive dimension. For this specific example, I'm thinking that without explicit permission, a player could not use another player (by that I mean take license with another player, write new actions or words for him) in any significant way in his RP.

As far as other specific boundaries, they would need to be established either before we start (I'm working on brainstorming about it and would appreciate any help) and/or established during the game. I imagine that during the first few turns (at least), several unforeseen situations will arise and we'll have to make a ruling together.


For example, consider the story of someone who campaigns to gain popular support. Writing such a story necessitates writing the response to his attempts as well, thus a player arbitrates his own success to a degree. Is this desirable? Will you establish limits on how much can be accomplished in one week? Or do you use the normal 'player attempts action, GM responds', just on the scale of politics rather than the personal (so instead of 'I swing the sword at the monster', you'd be going 'I accuse the president of treason' or whatnot.)


(keep in mind I'm open to new ideas, I'm just spit balling as these things come to me)

I think a player should be able to arbitrate his success to a certain degree.

A player who campaigns to gain popular support should be able to say he has reasonably sized roaring crowds at his speeches, that he is getting a ton of fan mail. He should not say specific and outlandish things like he has a donor base of $124.41 billion or 434,432,424,126 committed voters but he can refer to vague but considerable support until the GM clarifies just how much support he has (and I'm realizing that the GM will obviously have to make frequent appearances). If a player takes a route where he gives himself too much too soon, where he doesn't work for it (with good press/RPs), I will take it away. If a player gives himself too much support, I will write it away and make it more difficult to get back. The specifics of limits on what can be accomplished in a single turn will have to be established as the game comes to fruition and, likely, even as the game is being played.

I will also use the normal attempt-respond dynamic in appropriate situations. A player can write a scenario in which he sets up the president to be charged with treason. The scenario should not say 'I accuse the president of treason and everyone seems to believe me'. The scenario should outline the charges, the conspiracy (on his side or the president's or whatever), give color to the story, talk about what a big deal it is and what the implications are. The accusation will be leveled and the results will depend on how the RPs are judged.

It's 4 am here and I'm just getting started on the idea in any case so please continue with the critical eye!
:O
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
September 26 2011 08:39 GMT
#6
Ill be back later with some more ideas
:O
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
Last Edited: 2011-09-26 16:07:37
September 26 2011 15:57 GMT
#7
more ideas from a friend:

while i see you are interested in doin this via the internet and that
is pretty baller, i think this would be pretty fun tabletop too with
some tweaks for realworlding it! but def do this online too. i'm not
sure how big a "space" you're plannin for each dude/dudette playing
(ie how many people they interact with regularly) but it'd also be
cool if each group effectively was a country and could trade/negotiate
with other groups while playing primarily internal politics. ie patty
wins the election in a landslide, i can collude with another "country"
to stage a coup and wrest control, which in turn might destabilize
support for the powers in that country. it'd be a lot more work for
the gms but if you had a good system for it bein able to crowdsource
world events would be cool. doesn't need to be coups, could be like
financial crises and shit. i dunno! i like this idea is really what
i'm goin for.


instead of everyone being a country, perhaps everyone can at least be a subruler with a significant amount of autonomy. subrulers would be required once a country reached a certain size. this would help in keeping the game dynamic.
:O
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