Roleplaying for Control

So on the one hand, I have Sellsword in the works, but I’d also like a way to teach the kids real roleplaying and storytelling. A tall order when you’re 11. My mind immediately went to Luke Crane’s games, which have a strong focus on story and character development, but are very procedural and crunchy at the same time.

Kids need rules in order to navigate a game. Playing something like Fiasco with them doesn’t work well, since they haven’t developed an intuitive grasp of story the way that most adults have (at least those who consume a lot of fiction.) “Purer” storygames require this sense much of the time, and it’s often too much to expect.

So, we need rules. Luke Crane’s games are too difficult for 5th graders, except maybe Mouse Guard, which is out of print at the moment, but the focus on beliefs and goals is exactly what I need. I’m imagining a system where players write beliefs and goals, and then have to play towards those goals in order to gain mechanical control.

If players want to ignore their beliefs and goals, they can, but the game becomes completely diceless. All actions are decided purely by what seems most interesting to the GM. However, when they are pursuing their beliefs, or when their beliefs are challenged they regain mechanical control. In these situations, the GM Says Yes to requests, unless failure would be interesting, in which case the conflict resolution stuff comes out.

Players can change their goals and beliefs at any time, as long as the GM approves and it makes sense in-fiction.

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