I was looking around amazon for the hell of it and ran into a game called Fiasco. The game is more built around storytelling than anything else using dice rolls to determine player over arching goals/motivations, player relationships and possibly some sort of infatuation with a particular object. This idea intrigues me. More than that but I wonder how a system like that could be implemented within the confines of an MMO?
It might be hard to understand what I am talking about without seeing a game of fiasco played. So I suggest looking the game up on youtube. Wil Wheaton has an episode of Tabletop where it is played that goes over the game rules.
Perhaps allow players to opt into a RP pool of sorts and then they will have several of those story driven aspect fleshed out using other players within that pool. That will then allow certain number of interactions with each other based on the nature of what is motivating that interaction. The players themselves will, however fill in the blanks, so to speak, story wise.
Also maybe add a function to force one of those story elements to be resolved (in case a player you are supposed to interact with stops playing) and you can have a new story element generated.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
I was looking around amazon for the hell of it and ran into a game called Fiasco. The game is more built around storytelling than anything else using dice rolls to determine player over arching goals/motivations, player relationships and possibly some sort of infatuation with a particular object. This idea intrigues me. More than that but I wonder how a system like that could be implemented within the confines of an MMO?
It might be hard to understand what I am talking about without seeing a game of fiasco played. So I suggest looking the game up on youtube. Wil Wheaton has an episode of Tabletop where it is played that goes over the game rules.
Perhaps allow players to opt into a RP pool of sorts and then they will have several of those story driven aspect fleshed out using other players within that pool. That will then allow certain number of interactions with each other based on the nature of what is motivating that interaction. The players themselves will, however fill in the blanks, so to speak, story wise.
Also maybe add a function to force one of those story elements to be resolved (in case a player you are supposed to interact with stops playing) and you can have a new story element generated.
Oh and it it's not clear, this is a PnP game that would have to be "ported" into a computer model. Here's the act one clip and act two clip of Fiasco suggested above. This game is inspired by movies like Fargo, Burn After Reading and A Simple Plan. Hope you're interested.
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Oh and it it's not clear, this is a PnP game that would have to be "ported" into a computer model. Here's the act one clip and act two clip of Fiasco suggested above. This game is inspired by movies like Fargo, Burn After Reading and A Simple Plan. Hope you're interested.