- Premise One: I’m interested in exploring the space between board games and RPGs, not so much in the way lots of games with Quest in the title have done so (although I liked those games) as in welding a collaborative-competitive creative dimension to the concrete elements like a graph and a card-driven economy.
- Premise Two: Several people have tried to write a role-playing game about playing a role-playing game, but I don’t think any of them were successes. Part of it is that when you actually role-play satire it’s not that much fun–you’re acting out the annoying things you’re satirizing and that gets old. Part of it is that a bunch of guys around a table is not a very exciting thing to imagine.
- I realized after a while that with a lot of traditional RPGs–D&D, Shadowrun and especially Palladium–I had the most fun before the game ever started, in the process of Making My Guy. Some people would say that the solution to this is to play different games, which is true, that’s one way to have more fun. An alternative solution is to isolate it and make it a game in itself.
So I want to write a game that’s structured like an RPG, with a group of players and a GM working through the process of character creation. Each player has a goal (”Build the character with the most Combat Power,” “Build the character with the widest array of options,” etc), which he or she tries to achieve by bending the system, bribing the GM and working with other players to buy game-breaking splatbooks. It’s possible for more than one player to win; it’s not possible for all players to win. The GM is not a player, but a set of dice-driven arbitrary decision tables.
I’m trying to decide, though, whether I want this to be a self-contained system–ie, you have some sample elements and make the rest up as you buy them in-game–or whether it should be played with all the real RPG junk you and I and our friends have amassed. Is it worth trying to build an abstract version that can draw on either your imagination or extant books? Or would it be more fun (and focused) to couple the rules tightly to a set of preloaded components?