Social Contract
Appearance
This is the Social Contract of what the shared experience should be like
Players, Roles and Conduct
[edit | edit source]Creative Agenda | |||||||||
---|---|---|---|---|---|---|---|---|---|
Narrative | Mechanics | Focus | |||||||
Player | Player Sheet | Roles | Veils | Story | Immersion | Simulation | Gaming | Character | Setting |
Player 1 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 | |||
Player 1 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 | |||
Player 1 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 |
Rules of Conduct
[edit | edit source]- Communication Rules
- in Person
- text
- Rules Used
Creative Agenda
[edit | edit source]Element | Focus | Aspects | 1 | 2 | 3 | 4 | 5 | |
---|---|---|---|---|---|---|---|---|
Narrative | Story Telling | Narrative | Shared World Arc | |||||
Shared Story Arc | ||||||||
Individual Character Arc | ||||||||
Theme | Conflict/War | |||||||
Relationships/Romance | ||||||||
Exploration/Discovery | ||||||||
Growth/Loss/Recovery | ||||||||
Creation/Development (Detail) | ||||||||
Veils | Violence | |||||||
Religion | ||||||||
Sexuality | ||||||||
Mood | Drama | |||||||
Comedy | ||||||||
Horror | ||||||||
Setting | Cultures, Geography | |||||||
Immersion | Complete Immersion
Never break Character | |||||||
Perspective
Focus (Remove?) |
Character | |||||||
Mechanics | Simulation | Combat, Conflict | ||||||
Conflict Resolution, Social Interaction of Players | Social Interaction, Cooperation, Influence | |||||||
Technical | ||||||||
Gaming | Balance | Authority | ||||||
Agency | ||||||||
Power | ||||||||
Player Interaction | Competitive | |||||||
Mixed (Group goals, Collaborate and Competitive) | ||||||||
Collaborative, Reincorporation, Facts | ||||||||
Management | Resource | |||||||
Risk, Reward (Chance) | ||||||||
Player Abilities | Knowledge | |||||||
Skill (Psychology, Perception, ..) | ||||||||
Chance / Strategy | Chance | |||||||
Strategy, Tactics (Long/Short), Balance |
Agenda | Importance | Aspects | |
---|---|---|---|
Focus | World/Setting | Character | |
Narrative | Story/Drama | Immersion | |
Mechanics | Gaming | Simulation |
Note: Somewhat but not necessarily opposing, "Story/Drama" and "World/Setting" are related as are
Game | Narrative | Mechanics | Focus | ||||
---|---|---|---|---|---|---|---|
Example | Category | Story | Immersion | Simulation | Gaming | Character | Setting |
Dungeons & Dragons | Role-Playing | Low | Medium | High | Medium | ||
Universalis | Role-Playing | High | Low | Low | Low | High | |
RoleMaster | Role-Playing | Low | High | High | |||
Fiasco | Role-Playing | High | High | ||||
Chivalry & Sorcery | Role-Playing | High | |||||
HarnMaster | Role-Playing | High | |||||
Riddle of Steel | Role-Playing | Medium | High | Medium | |||
Ars Magica | Role-Playing | Medium | |||||
Dogs in the Vinyard | Role-Playing | ||||||
Chess/Go | Strategy Game | ||||||
Game of Life | Board Game | Medium | Medium | Medium | Medium | Medium | Low |
Cluedo | |||||||
Diplomacy | Board Game |
Setting
[edit | edit source]- Location and Time
- Laws of Nature
- Technology
- Cultures
Category | Sub-Categories | Magic | Technology |
---|---|---|---|
Science Fiction | Hard/ Soft, Cyberpunk | ||
Fantasy | High, Sword and Sorcery, | ||
Historical | Ancient, Medieval, Renaissance, Modern | None |
Mechanics
[edit | edit source]Depending on the Focus of the Game the mechanics of the will be more or less complex:
Game Mechanics
[edit | edit source]- Character (Gauges, ...)
- Attributes Used (Granularity)
- Attribute Values (Granularity)
- Attribute Value Distribution (Best/Worst of)
Can be different for different Characters/Players types
- Conflict Resolution (Physical, Mental, ....)
- Skill Checks
Story Mechanics
[edit | edit source]- Scene Setup
Facts/World Mechanics
[edit | edit source]- Laws of Nature
- Cultures
- History
- Technology
- Geography