Thursday, January 14, 2010

Creating the World with Meta-Game Rules

I'm a huge fan of the idea that role playing games are a collaborative storytelling experience. One innovation in the recent generation of games is the ability of players to help create the game world by using some kind of meta-game mechanic to declare facts. As far as I know, the first time this popped up in a rules set was with the appearance of the Serendipity advantage in Gurps 3e. But using Serendipity to declare that "there is a convenient swimming pool for me to land in when I fall out of a burning building" is obviously limited to characters with the advantage. A whole host of 21st century games open this kind of thing up to everybody through Drama Points (Buffy the Vampire Slayer: RPG), Style Dice (PDQ#/Swashbucklers of the 7 Skies), FATE Points (FATE/Spirit of the Century), or something similar.

I'd love to have the ability do something similar in Risus but I wouldn't want to invent a new character trait to do so. I have two ideas:
Lucky Shots/Questing Dice: The Risus Companion already details the use of Lucky Shots and Questing Dice to trigger a montage sequences via the "Eye of the Tiger" rule. What is a montage sequence other than a brief scene where a player usurps narrative control? Dictating facts about the game world is not quite so useful, so I'd say the cost would be reduced to 1 LS/QD for moderate fact declarations (e.g. "I knew the ambassador back in my university days"). It would cost 2 LS/QD for major fact declarations that bring significant benefit (e.g. "the ambassador and I pledged of the same secret fraternal order and he owes me big for saving his life when a hazing ritual got out of hand").
Target Number Rolls: Rather than forcing players to purchase LS/QD for their characters to dictate facts about the world, a GM could also use simple Target Number rolls to simulate the effect. I'd use the guidelines described in the Companion in the "Target Numbers And the Single Showoff" section to determine what sort of Target Numbers would be appropriate based on the dramatic impact of the facts being declared. I've created the example table below as an example of my thinking (don't forget to adjust the Target Numbers to reflect how closely the  new fact relates to the cliche being used).
Minor Fact (TN5): New information adds color to the scene and provides the character with no more than a small benefit (e.g. "The desert nomads of Gargalahar are known to export a particularly potent spirit produced from over-ripe pucker-fruit pouches"). This includes the creation of minor characters that have little game impact

Moderate Fact (TN10): A moderate fact provides a definite mechanical benefit such as helping to deal with one small obstacle (e.g. "I've got this drinking contest in the bag because I've developed an tolerance to pucker-fruit spirits"). Minor characters created may offer some assistance in a scene.

Major Fact (TN15): Information of this nature actually allows a character (or party) to largely bypass a scene and potentially steel some thunder from the other characters (e.g. "I'll diffuse the situation with the suspicious desert nomads because I used to drink pucker-fruit spirits with Chief Dakon the Inebriated"). Significant recurring characters can be introduced that may assist the character or party on an occasional basis.
This is just a half-baked notion at this point and I'd certainly revisit the Target Numbers listed above before employing them in a campaign. But something like this seems like it should be permitted. I'd welcome any feed-back from folks who use it their games.

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5 Comments:

Blogger gamer-geek said...

You state that you don't want to create a new character trait... so don't. Use Style Dice from PDQ#! Those are explicitly a player resource. They get more by doing cool things, can spend them on facts with your hierarchy, and could also use them to reroll dice in a contest. Since they refresh each session, nothing to keep track of on the character sheet.

PDQ and Risus,two great tastes that taste great together!

2:30 PM  
Blogger Tim said...

I do love PDQ. It seems like the natural successor to Risus. At *some* point in the near future, I'd like to discuss a PDQ/Risus hack.... or more accurately, borrowing features of one to place into the other.

2:48 PM  
Blogger m.s. jackson said...

Having played inSpectres, and more recently Fiasco, I have recently been thinking about a way to make Risus more collaborative....as in the players help create the world around then, not just immediate reaction to whatever circumstance they may have found themselves in. The power that truly collaborative play brings to the table is stunning.

10:17 PM  
Blogger Risus Monkey said...

I just googled InSpectres and it looks like I need to check it out. Thanks for the tip!

11:51 PM  
Blogger m.s. jackson said...

inSpectres is amazing. When first reading it, you may come to the conclusion that there is no way it will work, but trust me, it will...and you will be stunned at how it all plays out perfectly. I have a friend that regularly runs a game for us now and then and we always have a great time with it.

10:55 AM  

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Created: 2 December 2005 / Last modified: 5 Feb 2010
Risus: The Anything RPG ©1993-2010 by S. John Ross.
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