Wednesday, April 29, 2020

Constraints - Time and Rules

I am starting an RPG campaign with a specific set of constraints, as a fun experiment. I will try to blog here about how it goes!

Time Constraint

The first constraint is that each gaming session will be a fixed, relatively short period of time, once per week.

As adults with responsibilities, it has been extremely difficult for my gaming friends to find any regular time during which to meet on any regular basis. Additionally, when we do game, sessions often run until after midnight. This in turn discourages more frequent game sessions -- if you can only find time to game on days when you can stay up until midnight, there are a lot less days available.

Also, with a limited time allotment, my hope is that the energy and enthusiasm will be increased. When you only have a little time to play this week, you have to make each minute count. I have been in many game sessions where much time was spent a on bookkeeping, pointless encounters, and indecision. I love hanging out with friends -- but if we are not going to play the game, I would rather be in a different place, not sitting around a table with funny dice and a character sheet.

We are starting with a 90 minute session, each Sunday evening. After 90 minutes, wherever we are at is where we stop until the next week. I plan to be available 15 minutes before and after the official game, but no in-game actions will take place outside of the 90 minutes.

Rules Constraint

All aspects of the game, including most rules, will be decided ad hoc during game sessions by the players. As Game Master, I will have general veto power over any attempts to make rules that are out of line with the world, or unfair to other players.

I expect to have some basis for rules -- use the core mechanics of an existing RPG system. But there should not ever be any "consulting the rule book", no tables of damage, etc.

This could be called a "rules constraint", a "player defined" constraint, or maybe "Extreme Rules Light", but I believe it is close to what I have heard called "hippy gaming" or "pass the story-stick".

My hope in this constraint is really "player engagement", that ugly buzz-word for enthusiastic participation. I want every minute of the game to be fun, to as many players as possible.

One major part of this is that the world creation will be player-defined, with a Campaign Crucible as our Session 0

Success

Every experiment needs conditions by which to measure success (or failure). In this campaign, success of this will be measured by:
  • regular attendance of all players - at least 80% from every player, at least 90% average
  • punctuality - all players logging on before start time
  • increased energy and enthusiasm - I hope to see players trying to top each other, and come up with plans between sessions that they try to enact in the game
  • inventive gameplay - seeing players come up with actions and solutions that do not fit into standard RPG rule sets

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