Big Finish
Life, fun and music for end timesArchive for November, 2007
DURPG Dev Diary #01 – Where for art thou Master Chief?
The other night I sat down with Chris Rahm (videographer, Dead Unicorn collaborator and fellow game enthusiast) to discuss concepts for the role playing game we’ve been developing to accompany the ‘end times’ theme of our current enterprise (codename: Dead Unicorn RPG, or DURPG for short.)
I think the most groundbreaking thing about the game is that we will force people to role-play themselves, that is, their character in the game is modeled directly from their ’statistics’ in real life. The system would not be closed from role-playing fantasy elements, such as playing a scenario like ‘The Stand’ in which you’re one of the last people alive after an apocalypse. But the focus is decidedly not on roleplaying after the apocalypse, but rather, during it — the goal being surviving the fall and securing your self and environment to ensure future survival.
Your only statistical bonus over other players would have to be ‘petitioned’ for based on real-life experience. For instance, telling the GM ‘I went hunting with my Dad for years’ might grant you a +1 to Marksmanship while trying to shoot someone; saying ‘I work out five times a week’ might get you +1 Movement. Whether or not the ‘petition’ is recognized depends on the GM’s discretion as to what degree personal experience factors into the task at hand. The Golden Rule is used here to keep players honest, and when playing with friends, it’s hard to lie about personal experience in front of the people that know you the best.
As I mentioned before, more experienced RPG’ers (geeks) can plug in fantasy characters and make up wild petitions (“As a Navy Seal, I set the record for depth diving”). While I believe support from hardcore gamers is essential to a game’s success, we are striving to create a game that is as accessible because it is easy and fun to play.
Which brings me to my second and final point: acting and storytelling can be taught, but they are also creative gifts. Video games and fantasy role playing games utilize larger-than-life hero characters that do all the acting for you. No longer needing to role-play the ‘character’ of the hero, the game is pure action/decision.
I recently read a post at the Surreal Game Design blog that really got me thinking about this. The title of the article is “The Great Fallacy: Does Freedom = Immersion?”. Even though it’s discussing video games, I think it’s very applicable to what we’re doing. The post begs the question, ‘What good is seemingly unlimited choice and a huge ’sandbox’ (i.e. Oblivion) when the role-player lacks the creative experience (or talent, or whatever) to role-play that character in that context? Or, as the artcile states:
“Frankly, the overwhelming majority of players are unwilling participants. This is even true of gamers like me with a strong appreciation for story (in games or any format). Imagine, if you will, a band of merry stage actors with excellent improvisational skills. Now imagine a stereotypical Halo player hopping up onstage along with them. Seriously… just imagine it… Go ahead, I’ll wait…
“…when you say in-game story telling is always better you’re saying that Shakespeare is better with a Halo frat boy on stage than it is without… Seriously.”
Therein, I think, lies the beauty of our system. You are role-playing yourself, for better or worse, all your flaws and talents will be tested. The hero is you, literally.