Getting back online took a lot longer than expected, but the important thing is that Im finally back, with a bang!.
The other day was table games night here in my house, a friend of mine brought over a game called “Quest for Middle Earth”, quite an engaging game if a little robust (as I have come to expect from Fantasy Flight Games), 3 players take the roll of Middle Earth Heroes and a fourth one takes the mantle of Sauron, at this point it’s important to mention that there were 8 of us that night, so while 5 people were playing the game (2 of them running Sauron), the rest of us just watched –for a while at least, after that I popped Batman Arkham Asylum and we spent the next 30 minutes drooling at the sheer awesomeness that is kicking the crap out of criminals with the Dark Knight-.
So they finally put an end to the game (I think Sauron won), and another friend of mine takes out a game called apples to apples, in a nutshell the game is about a bunch of cards with names written on them, each players takes a turn being the judge and picks a card at random from a face down deck, the others have to match the words that appears in that card with the most related thing in their hand, when everyone plays their card the judge decides which one is closest to the card he picked and the player who played it scores a point (people can try and persuade the judge, but he can’t never know how played which card until the point is scored), compared to the awesomeness of QfME´s figurines, cards and board, Apples to Apples looks like a company´s first attempt at a board game, and yet I can’t begin to describe how much more involved everyone was in Apples to Apples than QfME.
And it got me thinking… a very complex and tactical game versus a free for all extravaganza, out of the two A2A felt better, people HAD MORE fun… even with the lack of concise rules there were no “I kill you” “nah ah, I dodge” arguments (opposing what so many introductions to roleplaying books have told us over the years)… and you know what… it doesn’t happen either in munchkin (another card game lacking heavily in the rules department).
And so the concept of organic gaming was born in my head.
There is nothing new in this, I swear everything I’m about to say someone has already said it before, It takes a while to sink in though.
Both board games are equally complex, but on different levels, while QfME focuses on calculating the pre-established consequences of a finite number of decisions established by the game rules, A2A instead takes the complexity away from the rules and puts it in the player´s head, allow me to demonstrate with an RPG example:
Consider for example a grapple check in D&D 3rd edition, first you roll to hit, If you score then you check againt an opposed roll with your opponent (to see if he escapes), and then you may pin, deal damage, or whatever, it’s a very complete sequence of consequences, now if everything goes according to plan you can do a pre-defined number of things, each with a rule of its own.
Now, consider the same check in a game like FATE, after declaring the maneuver and adequately beating the opponent you tag the opponent with an aspect (word), like “pinned” or “armlocked”, or grappled, or obstructed, or whatever the players comes up with, mechanically it resolves in the same manner regardless of the word tagged, but the circumstances under which said aspect may be used depends on the word itself (and as such on players creativity).
In the first example everything has been pre-planned, and regardless if you are grappling Hulk Hogan or Winnie the Pooh, the rules functions in the same manner, the numbers change, but the rule is the same, it’s consistent.
In Fate, Hulk Hogan could invoke the armlocked aspect to kick the crap out of the grabber, simply because he has the aspect “Awesome Wrestler”, so depending on who you grapple, the aspect works differently (in favor or against the grabber).
Organic means mutable, ever changing, adaptable and evolving, something organic is something that changes and adapts, with D&D or QfME rules have already been established, players may be Russians, Chinese, Venezuelan, American or European, the grapple is handled the same way, its static, OTOH In FATE and A2A a grapple aspect or a card could be used in a million different ways depending on who plays it, the game mechanics adapt to the imagination of the player.
Without disrespecting D&D or static resolution mechanics (I have played them for a decade and had tons of fun with them, I still play them), but I belief that a person will be more prone to giving RPGs a try if they don’t have to memorize a page of modifiers (you and I know that they don’t have to, but that newbie that just grabbed the D&D book off the shelf doesn’t), or maybe you are like me, and we play late at night and we don’t have the time nor the energy to check that rule… again… or maybe you just want to try something different, so lets try to convert that game of your into an organic system.
Stay tuned, coming up next the basic of the metamorphosis!.
Posted by hortum
Hello!
Henshin!