The Hive Custodian
3rd of January, 2007, 13:09
Universalis
Recently the game Universalis (http://www.ramshead.indie-rpgs.com/) was mentioned to me. Has anybody played or heard of it?
Reading the website, it is very different from most RPGs. There is no GM, and the players don't control single characters. Instead, each player has a number of Coins with which they can create and describe elements and influence events in the game. These elements do not "belong" to any one player, however.
What do you think of it?
Character Power vs. Plot Control
On a similar note, Universalis brings up an interesting issue. Its Coin system is essentially an economics of plot control in a purified form. The purpose of this economics is to make sure that everyone has a fair shot at influencing game events.
I don't know how well it fulfills this purpose, since I've not actually played it. However, this might not be so much different from more traditional RPGs, where each player controls a character. In theory, the more powerful the character, the better chance the character has of influencing game events. This is the purpose of game balance, via character points or other methods: to make the characters equal in power, so they have an equal chance of influencing game events.
Except it doesn't quite work out that way, because character power often isn't directly related to plot control. First of all, in some sense the GM actually has the bulk of the plot control in most games, regardless of character power. Second, character power can only do certain things with the plot--a powerful character will use that power to benefit themselves. If the player wants their character to succeed, this is all well and good. But what if the player, for story purposes, wants their character to fail? Then character power is useless or even counterproductive.
Given this, I find it a little surprising that games where the focus tends to be more on balancing characters mechanically rather than balancing the influence of each character on the plot work so well. Is it really true that most people get more enjoyment from having a powerful character than influencing the plot? Or am I missing something?
Recently the game Universalis (http://www.ramshead.indie-rpgs.com/) was mentioned to me. Has anybody played or heard of it?
Reading the website, it is very different from most RPGs. There is no GM, and the players don't control single characters. Instead, each player has a number of Coins with which they can create and describe elements and influence events in the game. These elements do not "belong" to any one player, however.
What do you think of it?
Character Power vs. Plot Control
On a similar note, Universalis brings up an interesting issue. Its Coin system is essentially an economics of plot control in a purified form. The purpose of this economics is to make sure that everyone has a fair shot at influencing game events.
I don't know how well it fulfills this purpose, since I've not actually played it. However, this might not be so much different from more traditional RPGs, where each player controls a character. In theory, the more powerful the character, the better chance the character has of influencing game events. This is the purpose of game balance, via character points or other methods: to make the characters equal in power, so they have an equal chance of influencing game events.
Except it doesn't quite work out that way, because character power often isn't directly related to plot control. First of all, in some sense the GM actually has the bulk of the plot control in most games, regardless of character power. Second, character power can only do certain things with the plot--a powerful character will use that power to benefit themselves. If the player wants their character to succeed, this is all well and good. But what if the player, for story purposes, wants their character to fail? Then character power is useless or even counterproductive.
Given this, I find it a little surprising that games where the focus tends to be more on balancing characters mechanically rather than balancing the influence of each character on the plot work so well. Is it really true that most people get more enjoyment from having a powerful character than influencing the plot? Or am I missing something?