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Saturday, September 3, 2011

DEEP DELVE – THE RPG-DESIGN NOTES

I just wanted to take a moment and give a general synopsis of the system design as it approaches it's first public viewing.

Keep in mind this is a game for YOU (a gamer already in most cases if you are reading this) to let someone sit down at a table and play an rpg, possibly for the first time, with the most amount of enjoyment and the least amount of hassle.

This is not deep or complicated design theory at work. This system is designed to insinuate, in a very non-intrusive way, the methods and manners of what a role-playing game is.

It is designed to achieve the following goals:

(1) Introduce the new player to the concept of a character that is played in a fictional setting. There is no stress on player style. They don't have to go all Will Shakespeare to play the game. You neither encourage nor discourage the player unless their actions are on the verge of disrupting play for the rest of the players. They also experience the player character sheet which is designed to be filled out in less than a minute. Encourage them whenever possible to fill out the notes as they go to keep track of things. This will become second nature in a short amount of time.

(2) They are introduced to the concept of the DM (Delve Master) as the person in charge of the session and that they are also their eyes and ears, thus beginning the concept of interaction in the game on a vocal level to accomplish goals and avoid danger.

(3) They are introduced to the dice mechanic in rpgs by a simple yet flexible system. By using a sub-system that is simple math without a lot of modifiers and exceptions they begin to understand how the abstract (dice) represents the reality (random fate) in the game world much as blind luck does in real life. It is suggested that notes are made as they progress, but in many cases the components on the tabletop are self-defining and self-tracking.

(4) They are introduced to the concept of role-playing by way of the Parley rule, where players are able to interact with other players (and some creatures) without the need for combat. When a player joins a game session (which they can at any time and leave at anytime) they can play Solo, meaning they are on their own and other characters are treated and treat them as competition, or they can try and join a group of players and work together to achieve common goals and provide protection for each other. However they choose to play the road they walk to get there is role-playing, the verbal and most important element of the game and that which separates it from every other form of gaming.

(5) They are introduced to the concept of combat and how to think out situations while at the same time reviewing their available resources to see how they might aid them. Whether it is by virtue of a 'found' weapon in the combat area or use of powers, or how to avoid damage and how to heal themselves if they fail to avoid to do so, they learn about risk management in a subtle fashion that is made clear every step of the way.

(6) They are introduced to the concept of reward for their actions. This comes full circle when they have went through the first 5 points and then can see the 'pay off ' in this concept.

The idea is to allow a person to experience the concepts of role playing games without overwhelming them in the first 15 minutes with words they don't understand and abstract numbers that don't make sense. I have tried to craft a Unified Field Theory of Introduction to Role-Playing and look forward to feedback from everyone. And remember, I know all the things that can be added...I've tried to find the limits on how much can be subtracted and still have fun and instill the spirit to make them ask the most important question-'When can we play again?'

“Everything should be made as simple as possible, but no simpler.”

-Albert Einstein

EDIT: I did leave one item off the above list that I try to touch on conceptually and that is Exploration.

Movement and Exploration are dealt with in a simple mechanic like those noted above but provide the player with the concept of location and movement, activity within and extraction from that location.

The idea that different locations present different challenges is the theme of the concept as presented in DDRPG in an abstract manner.

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