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Is there anything that trad RPGs can use from specific storygames?

Started by ArrozConLeche, June 14, 2017, 02:51:45 PM

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ArrozConLeche

If so, what?

Extra questions: How would you apply those things, and to which RPGs?

RunningLaser

I thought milestones from Marvel Heroic Roleplaying was really cool.  The "Let it Ride" from Burning Wheel seemed like a good idea as well.  Letting your test result stand until there was a change.

Christopher Brady

"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

ArrozConLeche

Quote from: Christopher Brady;968578Everything.

Elaborate, man! At least on the ones you dig the most. How would you apply them and to which RPGs?

RunningLaser

Arroz, I know you were talking to Christopher, but I'll elaborate a little for you on the one's I chose.  

I like the idea of milestones.  Things you're character wanted to accomplish and would get rewarded for doing so.  Gave the players something to chase after.  Complete a milestone?  Go make another.  Worked great:)

Just thought of another- really like the Keywords from Heroquest Core Rules.  Keywords were rated on how much impact they had in affecting the story, not the actual ability itself.

John Scott

There's a trend lately some rpgs borrow ideas from board games with abstract game mechanics. Then again I might not understand the question. Can you define storygame and traditional?

Simlasa

A pure Storygame, to me, is something like Once Upon A Time, where each player has a set of cards with story elements. They try to take control of the narrative so they can play their element cards by weaving them into the story. Players steal the narrative reigns from each other but cannot ignore the story as told so far.
Each player has final ending card their trying to get to and if they manage to play it, they win.
No roleplaying at all. No immersion.
Simple and fun.
Doesn't necessarily produce a great story but they do sometimes resemble old rambling oral versions of fairytales that were not about 'story arc' or character development.

ArrozConLeche

It's tough but if I were to choose a definition, I'd go with the notion that many of them have mechanics that force your point of view out of your character, or require/empower you to take on some GM functions.

The thing with some of these games is that sometimes they have other mechanical bits that are interesting but don't have that side effect.

Milestones sounds like a good one, RunningLaser. Can you speak more about HQ's keywords?

Christopher Brady

Quote from: ArrozConLeche;968580Elaborate, man! At least on the ones you dig the most. How would you apply them and to which RPGs?

Here's the thing, what a lot of people here call storygames, most others call RPGs.

As much as I hate the implementation of Fate's Aspects, the idea of a single sentence to define a single, ahem, aspect of personality or approach to a situation is sound.  Milestones from the Cortex system also a good idea, as it provides a goal for players to achieve, helps focus the game into something fun for them.

And the most important thing that these so-called storygames claim?  That RPG's are a cooperative medium.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Shawn Driscoll

If a story is what you're after in your tabletop sessions, just have the players role-play their characters. A story will come from doing that.

ArrozConLeche

That's not exactly what I am aiming for. It's more about interesting mechanics that show up in some of those games which might be cool to have in a more traditional rpg.

RunningLaser

Quote from: ArrozConLeche;968589It's tough but if I were to choose a definition, I'd go with the notion that many of them have mechanics that force your point of view out of your character, or require/empower you to take on some GM functions.

The thing with some of these games is that sometimes they have other mechanical bits that are interesting but don't have that side effect.

Milestones sounds like a good one, RunningLaser. Can you speak more about HQ's keywords?

Going from memory here, so apologies in advance if I get some of this wrong.

Keywords in HQ- They are things a character would use to overcome a problem in terms of the story, so they can be anything, you make up your own.  

Let's say you were playing a fantasy game and in the vein of D&D.  You could give that character a broad keyword, Fighter, then a rating.  That keyword would let everyone know that the character has all of those abilities that would fall under what most people think of when they think of a fighter.  You can get more specific keywords like Sword and Board for actual fighting or maybe Grin and Bear It to show how much resolve you have.  So maybe you use Grin and Bear it to shrug off a mighty blow from a monster, maybe you use it to shrug off getting snubbed by a snarky remark.  Does that help at all?

RunningLaser

Another game I thought of- FU rpg.  Love the success/failure outcomes.  Yes/ Yes, but / Yes, and... / No / No, but / No, and...  Six outcomes that you can go anywhere with:)

cranebump

I think today's RPG's already borrow a lot of aspects of storygames, some of may take the form of options or add ons. For example, I've used "story cards" (I think that was what they were called), that allowed players to play them to throw in a plot twist. I was a normal deck, and you could choose from the plot element (several were listed), or take a bonus to a skill roll. As it was created for d20, I think it must have been a Paizo product.

5E makes use of various personality traits, ideals and bonds, which, while not a mechanical element necessarily, do drive the adventure from a story standpoint.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Bedrockbrendan

Quote from: cranebump;968607I think today's RPG's already borrow a lot of aspects of storygames, some of may take the form of options or add ons. For example, I've used "story cards" (I think that was what they were called), that allowed players to play them to throw in a plot twist. I was a normal deck, and you could choose from the plot element (several were listed), or take a bonus to a skill roll. As it was created for d20, I think it must have been a Paizo product.
t.

I do agree plenty modern RPGs games borrow from Story Games. But that sounds a lot like the TORG drama deck (which came out ages before story games)