For the final project would like to play with the concept of a tabletop RPG. When I play games like Dungeons & Dragons with my friends or family, my favorite part is the chance to collectively tell a story. What I want to make is a game that takes this collective storytelling a step further. A game outside of tabletop RPGs that inspired me is the card game Once Upon a Time. In that game, each player is given a ending card and story cards. The goal of the game is to tell a story using all of your story cards that leads to your respective ending. Only one person can guide the story at a time, leaving the other players to wait for the opportune moment to interrupt, gaining control of the story. One can interrupt if the current storyteller mentions something on one of one’s cards or if one plays an interrupt card at an appropriate time. This concept of switching who is control of the story is interesting to me and I want to attempt to apply it to a tabletop rpg. The idea I would like to test is allowing multiple players to be the Game Master, the person who controls the game world the most.
Because of the switching of genres, I want to take characters cards that you would see in Once Upon a Time and make them into the characters that the players control and role play as. This means that I will need to include stats on these character card to make them more like RPG characters. I am planning on having only 3-4 stats on each of these cards because I want to make my core audience families and those who don’t typically play the tabletop role playing genre. I’m figuring that keeping the core RPG mechanics simple should make it more accessible and make the game go faster, which is preferable for those who don’t want to invest as much time as RPGs typically demand.
I am currently considering whether or not I should include physical maps in the game. If I do, I am planning making them modular tiles that the current GM can arrange. I struggled to think of what player pieces could be as the shear amount of cards would make it impossible to represent all the possible characters in a small number of detailed pieces. This is why I think that I will utilize card stands to make the actual cards into the the player pieces. I think a map system would be a cool way of making the game feel more tangible by introducing analog aspects, yet I am willing to compromise this if it proves to daunting when put into practice.
If you have advice and feedback, please comment below. It would be very helpful and appreciated.
- Retro Game Analysis: The Mysterious Murasame Castle - April 30, 2020
- Progress on Quest for the Guffin - April 25, 2020
- A Card Making Technique and Last Weekend’s Game Jam - April 21, 2020