Actually, I am not trying to make a walking simulator RPG but a going-for-a-walk simulator RPG. Going for a walk/hike in the countryside engages a level of gentle imagination, concentration and variety that is a natural fit for the experience of playing in an RPG.
A key thing we are doing on any walk is engaging with the landscape, step by step you respond to the challenge of the terrain and the weather.
This blog post explains my reasonings for my first draft of my environment rules which i posted on itch today. The game this is part of, The Wyrd Lands, which is a game inspired by the Dark Ages/Migration Period. It doesnt have a lot of the conveniences of the medieval fantasy world, including: few major roads, horses are a rare and prestige possession. When people travel across land, they are relying on their wits and their body.
An image of The Valley of Brothers in The Wyrd Lands |
Outside of dungeon rooms, RPGs are typically concerned with getting to action rather than the journey. I have written before about the essentially abstract nature of conceptual maps and I think this is true in environments. RPGs mostly take place on flat featureless plains beneath a mild sun. Where weather and terrain exist they do so as window dressing to the experience of getting to the action.
But walking from one place to the other carrying equipment is hard and potentially dangerous.
A walk I went on in Swaledale for instance had us following paths that were clear on the map but where utterly eroded on the hillside. We got to a point and saw the steep high valley - where we walking and leaning to one side it was so steep - stretching on. Far below, down the steep, shrubby hillside, was a well-built path with happy people. The only way down was to sit on our arses and slide. On that clear day, with our modern hiking boots and equipment carrying light loads, that wasnt too hard, in other circumstances it might have been.
I am going to walk though my "rules" document and try and summarise and explain my choices in order to capture this sense of challenge and excitement that comes from travelking in this way.
A qualitative, outcome based approach
The games in The Wyrd Lands are inherently qualitative or non-numerical. Therefore, my main rule in the document is:
'The people who travel in this land should feel the challenge of travel through an environment that is not tamed, controlled or crushed by humans but which is still the most vital power in any place.'
That is, the environment is something that should matter. Ultimately as long as this happens, the rule is being followed.
To help achieve this I have suggested an outcome-based approach.
What this means is that I think that the environment should impact on possible outcomes in any event, rather than on the chances of success. This might be quite a subtle distinction but it is one that I think is important to help the environment actually have a role in play.
I have two main reasons for this. The first is that I think that loading variables onto a chance of success is not the best way to resolve outcomes. Having to try to quantify impact of different steepnesses of hill and quantities of rain, is a fiddly, and perhaps boring task for the GM or solo player.
The second reason is that I am fairly convinced that when players and characters think about actions in "conceptual map" of an RPG space, they think about themselves in an abstract void that is defined only by relative positions of decision-making. This means, I think, with environment that it is isn't perceived in the moment of decision-making and very often decisions that are affected by an evironment (say a melee) do not actually involve decisions about the environment.
Together, these points suggest that to me that "front-loading" environment onto a roll will almost invariably lead to it being overlooked or missed. However if we "back-load" environment onto the outcome there is a higher (though by no means total) chance of its actually being relevant to any one game.
In my rules text, I suggest the example of crossing a river. In the front-loaded method, the impact of the weather would increase or decrease chances of making it across softly, perhaps by changing results on a dice. In the method I am suggesting, the outcomes are massively changed. If the river is in full flood, even the outcome of a "success" is going to be pretty harrowing.
I feel like I have a clearer idea of this argument in my head, so if anyone wants to challenge anything here in the comments, please do - it will give me a chance to think a bit further!
I am also developing a ruleset via blog! You touch on some things I've been pondering on regarding travel that I may want to consider more seriously...
ReplyDeleteOh cool, I'll check it out! It's a real puzzle in good design i think doing travel/the environment well.
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