I have continued work on my COLLAPSE rpg. Like most games I enjoy it is gritty and not fantastic. COLLAPSE concerns itself with the breakdown of modern society based upon whatever scenario the Administrator chooses. It could be financial collapse, zombies, pandemic, EMP, war, etc. Rather than 100 years in the future, its more about the here and now, everyday people dealing with a world turned upside down.
One could conceivably add tentacled, eight eyed, crab clawed mutants to it, but frankly there are other games, Mutant Future comes to mind, that already do this and better. Although there are section on Zombies or Aliens causing a COLLAPSE event, they tend to be more gritty. So in COLLAPSE a zombie scenario is inspired by the novel Day by Day Armageddon and the Walking Dead comic. Alien invasion is akin to War of the Worlds or Invasion of the Body Snatchers, and military invasion scenarios inspired by Red Dawn.
One area I am having difficulty with is whether or not to add secondary ratings dealing with character psychological make up. Rating things like empathy, ambition, integrity, charisma, and stability. The psychological components are critical in surviving and interacting with others. Yet creating stats to handle them seems like both a blessing an a curse. It creates a touchstone for both player and administrator for figuring out character interactions and reactions, as well as their personality. Yet it also pigeonholes player flexibility and limits a character to certain actions or reactions.
I really dislike alignment systems, yet this seems to be what I am creating just with a different coat of paint more reflective of the style of game I like. I have two different versions written, and can;t really say I like either.
So should I: Abandon it? Make it optional in an appendix? Or leave it in?
dont abandon - leave as an appendix
ReplyDeletesuch a system will make YOUR game unique
NOT just another mutant future / gamma world
retro clone
Interesting point. The difficulty with leaving it an option and not wholly integrated from the start is then describing NPC's. I would necessarily need to include it and then leave it to an Admin to choose to use it or not. By including it though, doesn't that make it part of the rules by default?
ReplyDeleteOptional stuff is always nice - useful for some, easily ignored by others, and suggests that the game is meant to be tinkered with.
ReplyDeleteIt's definitely a tinker fest. A bit like Aftermath! in that what causes a Collapse is up to the Administrator. Unlike Aftermath! though it is rules light/ quick playing system. I try to stick to building a framework, and then letting the players make it their own.
ReplyDelete