A Game is a Machine Made of Words

Games are things in their own right, and not just a set of tools for creating a shared experience.  I’m not just talking about games-as-artifacts, though a well-made game book is a beautiful thing. Mostly, I’m talking about the rules as a structure, as a machine made of words.

I began playing role-playing games back in 1983. My mom bought me the box set of the Holmes edition of Basic Dungeons and Dragons, because she thought I would be a good dungeon master. I’m not sure why she thought that at the time, as we’d never done anything like it. For that matter, I don’t know where she picked up the game, or how she knew what it was.

I didn’t play in a proper campaign, by which I mean the serial adventures of a group of continuing characters in a persistent world, until college. My high school gaming buddies lived out of town, and getting together regularly was often difficult. What we did was more like con play; someone would get a new adventure, and we’d make up characters and run it.

That didn’t stop me from buying games, though. Within a few years of getting that first box, I had acquired a set of AD&D books, Top Secret, Gamma World, Traveler, and Star Frontiers. I read the books over and over, made endless notes on campaigns I’d play one day, and even spent hours designing house rules to cover gaps in games I’d never played.

I still do that, now that I think about it. I have shelves of games (a whole damn library, if you include the PDFs) that I’ve never played, and probably never will. Games I bought to support the designers or because I was curious about how they implemented rules for one thing or another.

I collect games the way some computer geeks collect hardware. Just to pull them apart and see if I can build something fun with the components. Perhaps gear-heads and cars would be a better analogy, but the image of having role-playing games on blocks in the front yard is a bit much.

This is not to say that I don’t want to put a project up on blocks where everyone can see it. That is, in fact, exactly what I propose to do. I want to design a fantasy role playing game on this blog, a post at a time. I want to brainstorm my design goals, hammer out the mechanics, and build the setting all here, out in the open, with input from anyone who stops by to read.

I don’t know if what comes of this would be a commercially viable product, but that’s not the point. It’s more about exercising my design skills and having a conversation about how these machines are made.

It’s all about the journey, yeah?

Comments

While my favorite subject is usually the magic system, I find that so much focus tends to be put on the combat and magic systems, and I rarely get to talking with people about the non-combat proficiencies systems. I'd love to hear/read your thoughts on the better systems you've seen for covering those kinds of ablities in a character... -E-
 

WWIn the 80s, my mom would not buy me D&D materials because she was afraid that it might have brought evil into the house. You see, heavy metal albums, D&D books, and such will invite evil spirits into the house. I ended up buying the D&D materials anyway from classmates, but we could never get a regular game together. Like almost all gamers, I spent more time making characters, adventures, and settings than actually playing the game. Ironically, the nasty people I did hang out with as a teenager never played RPGs.

It wasn't until my late-20s that I started playing tabletop RPGs again. I was at Necronomicon in Rhode Island in 2001. I had played a few Cthulhu Live games, including an ongoing one at the convention. But Aaron Vanek was running a Call of Cthulhu game and we decided to play. I was hooked again.

In the last ten years, we've played a variety of RPGs, but less and less of late. I miss it. I really enjoyed All Flesh Must Be Eaten, 3.5 D&D, and others, but I think my favorite remains Call of Cthulhu for its emphasis on character, setting, and mood. But regardless of the system, I sometimes find myself compulsively listing character and game configurations in my head while driving.

I'm looking forward to seeing your system. What sort of dice will you use? Or will you even use dice as a randomizer? What's that game, Deadwood? Where it uses cards? Or there's Dread, which uses a Jenga tower.

Lon Sarver's picture

Somehow, I’m not surprised to learn that you’re a gamer.

It will be a while before I get deep into the mechanics. I want to lay out my design goals and examine my inspirations a bit, to help flesh out the stuff I need the mechanics to do. Also, my day job is seriously eating into my blogging time.

In addition, my group is involved in the second round of playtesting for Pelgrane Press’ 13th Age RPG, and I don’t want to inadvertently absorb their playtest material into my design. I’ll be happy to borrow ideas I like, but I want them to be conscious inclusions.

What I’ve been thinking about is a very rules-lite “roll 1d20 and add stuff, roll over this target” system, but not exactly a d20 system, if you follow.

More to come, of course.

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