Skip to main content

Game Design: Modes of Play

Invisible Sun is the game I'm looking forward to the most in 2018. Among the many features of the game I'm looking forward to is Development Mode.

Development Mode is a simple system for narrative play that does not require the whole game group to be present. This is something that's been a part of role-playing games for a long time and in a lot of forms. The innovation is in a game considering this a standard mode of play. That means people who want to introduce development mode have the support built into the system. It means fewer outside books and source materials to have the thing happen. It also plays on the simple resolution system that Monte Cook Games has always been known for. Invisible Sun gives a great way to handle whole scenes with a single system.

I'm excited about the idea of Development Mode because it  follows the concept we are seeing in other games such as Blades In The Dark, Mouse Guard and The One Ring of alternative modes of play. More than just managing down time or giving structure to scene resolution, Development Mode emphasizes the idea that one-on-one play can exist in a larger game framework.

I'm really interested in seeing more alternative modes of play in upcoming games. Recently I've seen a lot of people modding games for interactive play with an audience over Twitch or other live-streaming services. I think it would be a great idea to design a game with this in mind, giving a structure or system that GMs could use to build a game with audience interactivity in mind.

Some of the things I'd like to see supported in upcoming games:
  • 1-on-1 play
  • interactive audience play
  • solo play (no GM, story driven by adventure books)

Comments

Popular posts from this blog

Dragon's Pool

Here's a pitch for a new game setting for D&D I'm working on. First, I recommend you read Shadow of the Fox by Julie Kagawa. I'm enjoying it a lot; it's a fantasy Japan with a lot of great characters and fun over-the-top fantasy. The Dragon's Pool is an Asian-inspired setting that focuses on the mystical and magical. Long-term goals are to zoom out and see the lands of China, Korea, Mongolia and southeast Asia (Malaysia, Thailand, Indonesia). Short-term, Dragon's Pool will focus on a mythic Japan and the sea that surrounds it. Some of the homebrew topics I'm dealing with are the yokai (monster) races of Kitsune and Tanuki and a lot of mapping D&D Classes and Archetypes to Asian tropes. You can follow along for more and also check out the World Anvil page at https://www.worldanvil.com/w/dragons-pool-hans

Describing difficulty to players

Describing difficulty to players Some RPG games have player mechanisms that affect success. In D&D there's Inspiration, Advantage and a number of race/class abilities that can affect rolls. In Numenera and all the other MCG games you can spend from your Ability Pools to affect success. In Star Trek Adventures you can spend Momentum, use Talents, use Foci, etc. Some games like Apocalypse World tell the players exactly what they need to succeed: 7-9, 10+, etc. But for these other games you need to know what your target for success is to play the game in the best way possible- which to me, means have fun, feel like you have knowledge and agency in game). Explaining the rules to players is a part of the job for anyone inviting others to play a game. You can tell them to read the book, recommend they check out an article, or do anything beforehand, but at the time the game is taking place, if you want to run the game, you have to help players engage with the rules, includin...

Playing Cypher - Transparent Difficulties

I've realized lately that I'm doing something very different from the play examples in Cypher System books. I've been telling my players the difficulty levels of everything before they roll. I think this is because the majority of my games have been one-shots, demos and short arcs at home. But I like it! There's been little consistent growth in play, so it's been natural for me to make things really transparent for players. Here's what I mean: A player attempts a task. They describe it, saying what they want to do. I tell them the difficulty number (i.e. 5) and what they have to roll to beat it (15). We use Skills and Assets to modify the difficulty. They get the opportunity to apply Effort. Then we roll. That's how I've been running the game. I notice that the Play Examples in the book and most games I've seen keep difficulties secret. I think this is a natural thing in role-playing games but I don't know if I like the practice. It seems to...