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A new game

Started by stefoid, October 16, 2012, 01:12:53 AM

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stefoid

Hi folks, Im not sure this is the right place to post details of a new RPG produced by 'some guy who is not famous at all'.  But I did produce a game and here it is, along with the philosophy behind the design.

Hope it has something for you.

Ingenero

1) Improvisation:  The GM is just another player with a cast of characters to play.  There is no preconceived plot to stick to.

2) Character-driven focus and pacing:  The system has two alternating phases of play specifically to deal with events that are highly relevant to characters goals and those that aren’t.  Which means that the players dictate the pace and focus of the game through their choice of character goals.

3) Internal goals are just as important as external goals:  An external goal is when a character wants to make something external to himself happen – win a fight, rob a bank, kiss a girl, etc…  Internal goals are those that satisfy something within the character. Another way to say it is — whats going on in a characters head can be just as important as what the character does.  If its important to the player, you can make a goal about it, and go after it.

4)  Fictional positioning is key in combat and physical challenges:  During action challenges, fictional positioning and risk-taking are the main paths to success.  Fictional positioning means finding a way to get your character into an advantageous position and then capitalising on it.  Such as gaining the high ground, providing covering fire, knocking an opponent off balance, etc…  Ingenero also allows characters to increase their effectiveness if they put themselves in increased physical or mental danger, such as stepping out of cover to get a better shot, or staking your last hope on a decisive action.  Combined, these tactics encourage colourful and dramatic action sequences. Trying to avoid straight up battles of attrition that rely on low-probability dice outcomes to spice things up.

5) Emotional manipulation is key in social challenges:  During social challenges, social skills affect perception and emotion, but they don’t dictate outcomes.  Players always retain control of how their characters respond to those emotions or perceptions.  If one character makes another afraid, for example, the other players character decides how to respond to that fear.  It might be to try to hide it, or run away, or retaliate.  The same for any emotion, shame, greed, happy – whatever.

RPGPundit

So this isn't actually an RPG, then?

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crkrueger

Quote from: stefoid;591700Fictional positioning means finding a way to get your character into an advantageous position and then capitalising on it.  Such as gaining the high ground, providing covering fire, knocking an opponent off balance, etc…  Ingenero also allows characters to increase their effectiveness if they put themselves in increased physical or mental danger, such as stepping out of cover to get a better shot, or staking your last hope on a decisive action.  Combined, these tactics encourage colourful and dramatic action sequences. Trying to avoid straight up battles of attrition that rely on low-probability dice outcomes to spice things up.

This is confusing.  Gaining the high ground isn't fictional positioning, it's actual positioning and can provide several concrete advantages, same with every other example you've given.  Standing in the open as opposed to popping out from behind cover to shoot means you have a better chance to be shot, but you will generally have better aim.

You're couching everything in narrative terms, but there's nothing narrative about the examples you're giving, those are realistic, physical advantages.

I'm not sure what "staking your last hope on a decisive action means".  Is that where you're out of bullets, so you charge the line with your bayonet, which in the real world would turn you into hamburger, but in this system gives you an advantage because of the dramatic effect?
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Spinachcat

Give us an example of play.

stefoid

Quote from: CRKrueger;592034This is confusing.  Gaining the high ground isn't fictional positioning, it's actual positioning and can provide several concrete advantages, same with every other example you've given.  Standing in the open as opposed to popping out from behind cover to shoot means you have a better chance to be shot, but you will generally have better aim.

You're couching everything in narrative terms, but there's nothing narrative about the examples you're giving, those are realistic, physical advantages.

I'm not sure what "staking your last hope on a decisive action means".  Is that where you're out of bullets, so you charge the line with your bayonet, which in the real world would turn you into hamburger, but in this system gives you an advantage because of the dramatic effect?

Hi.

Fictional-positioning, as in your characters position in the fiction.  You dont have to stand on the table to get the bonus :)

Your bolded statement is right.  Ingenero is aimed at a cinematic look and feel.
Here are some examples:  (will provide a link as they are a bit long)

Example demonstrating how 'plays' are used in combat (to get the flow of positioning and risk-taking)

Example with lots of stuff happening with mechanics (dice results etc)

Spinachcat

I am not seeing where this would not be a RPG (if HeroQuest or Fate are RPGs, I'm not seeing why Ingenero wouldn't be one), but the example of play feels very convoluted.

crkrueger

#6
Quote from: Spinachcat;592134I am not seeing where this would not be a RPG (if HeroQuest or Fate are RPGs, I'm not seeing why Ingenero wouldn't be one), but the example of play feels very convoluted.

Hmm the first example is couched in different terms, but it's Declare Intent, Set Stakes, Determine Outcome, Narrate Result.  Haven't seen a metagame economy yet, but most of the key decisions seem to be coming from the player.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

stefoid

Quote from: Spinachcat;592134I am not seeing where this would not be a RPG (if HeroQuest or Fate are RPGs, I'm not seeing why Ingenero wouldn't be one), but the example of play feels very convoluted.

Yeah, I chose a complex example to try to cram in all the types of play in one go to show how convoluted situations can be resolved.  But Im thinking I might have been better off having multiple smaller examples.

The basic idea (this applies to the whole game) is that you say what you want to happen in the fiction,and then the rules can back that up mechanically when appropriate, without too much stuffing around.  

Like a small set of simple rules that combine in different ways to back complex behaviour rather than a complex set of rules that tries to mimic complex behaviour.

stefoid

Happy to answer any questions you might have - there are a bunch of examples on the website besides the combat ones, as well as the first 20 or so pages of the book itself.

PDF $9

stefoid

Quote from: Spinachcat;592134I am not seeing where this would not be a RPG (if HeroQuest or Fate are RPGs, I'm not seeing why Ingenero wouldn't be one), but the example of play feels very convoluted.

Actually I was wondering about the 'not a rpg thing', then I noticed the thread had been moved to 'other games'.