benlehman: (Default)
benlehman ([personal profile] benlehman) wrote2009-12-18 11:37 am

The half hour RPG

I'm not quite there yet. HGMO is close but there's still some room for improvement. But I think we can get RPGs down to half an hour total playtime, prep included.

Why would we want this? Because getting our entertainment in small chunks means it's easier to play and less of a social and personal drain.

The design path here is Breaking the Ice -> Shooting the Moon, It Was a Mutual Decisions -> Drifter's Escape -> S/Lay w/Me -> HGMO where we're not talking about direct descent but technique development.

Here are my thoughts about the things that shorten game time.

1) Definite end-point to play that is non-mechanical. Mechanical end-points can speed up play in longer games, but in games of this size they often extend play artificially. Thus, you want an end-point that is reached fictionally.

2) Play in explicit, short turns, around the table, with resolution integrated into the turns.

2a) Be able to pass on said turns productively.

3) Restrict action to a simple choice set or clear creative range. Allow room to break this if needed.

4) Fixed roles, with extra players slotted into existing roles rather than added as new characters.

5) If there is a GM, GM prep consists of at most three pick-lists. GM is also part of the standard turn structure.

5a) Probably a GM makes the game slower, because of the other mechanical things a GM demands. But we'll see.

6) While the end of the game is not mechanical, there is an immediate mechanism for moving the game along: introducing conflict, developing plot, etc. that triggers rapidly.

7) Think in terms of "this happens now" rather than "this can't happen yet."

[identity profile] yeloson.livejournal.com 2009-12-18 04:59 pm (UTC)(link)
If there is a GM, GM prep consists of at most three pick-lists

Or, just make 3 versions of the game, like episodes or books.

"Spacegame: The Moons of Minos", "Spacegame: Altair's Lost Children", "Spacegame: The Lost Colonies", etc.

You end up cutting out the GM still, and people who really get into it and want some variety (or to play all 3 back to back) can do that.

[identity profile] cucumberseed.livejournal.com 2009-12-18 06:37 pm (UTC)(link)
Guess I wasn't the only one thinking space.

[identity profile] yeloson.livejournal.com 2009-12-18 07:18 pm (UTC)(link)
More that I just spent last night reading a fuckton of sci-fi theory stuff.

*ears perk*

[identity profile] cucumberseed.livejournal.com 2009-12-18 07:40 pm (UTC)(link)
On paper or online? If online, can I pester you for links?

Re: *ears perk*

[identity profile] yeloson.livejournal.com 2009-12-18 07:50 pm (UTC)(link)
This thread on metafilter is full of many links, like the rabbithole...

http://www.metafilter.com/87579/Designing-Space-Fighters-and-Marines

Re: *ears perk*

[identity profile] cucumberseed.livejournal.com 2009-12-18 07:53 pm (UTC)(link)
thanks!

[identity profile] benlehman.livejournal.com 2009-12-18 08:08 pm (UTC)(link)
Maybe. But I think you're sacrificing some stuff there.

The fastest game with a GM is S/lay w/Me. The GM prep for that game is "pick one thing from four lists of four items each." That's about the max I could expect.

Ultimately, I don't know if a GMed solution is the right one.

yrs--
--Ben

[identity profile] yeloson.livejournal.com 2009-12-18 08:14 pm (UTC)(link)
I still need to get a copy. Thanks for reminding me.

[identity profile] benlehman.livejournal.com 2009-12-18 08:15 pm (UTC)(link)
We can play when I'm in town.

[identity profile] cucumberseed.livejournal.com 2009-12-18 06:33 pm (UTC)(link)
Hm. Interesting thought. One thing that leaps to mind for this is a board game: Pandemic (which I cannot recommend highly enough). Not so much for Role Playing, but because there are roles in the game that sound about two steps from RPG to BG from what you're talking about, and because it's around 45 of the most fun minutes in board gaming.

Space explorers on a small (3 - 7 crew) ship, perhaps...

Hm...