[Ropecon] Entropy & Enlightenment

Gregor Hutton's picture

Hi, at Ropecon we played some games and I'll try to get around to putting AP up for ALL of them.

But, first, we have E&E. Mainly because after posting in that thread it left a question that needed answered.

What did I mean by "some pretty fundamental problems"?

E&E is a game that Matt is working on that is in a very rough, early stage. It uses traits and a city map. You create characters who are from an imaginary tarot and are tied to bits of the map. You then create antagonists in game and risk traits in conflicts, to hopefully get more traits. Traits can then get aligned to Entropy or Enlightenment so that one of them can win out. Sounds OK doesn't it? (Oh, and this is just what I can remember about the game, so don't take any of it as canon.)

Well, it does see to have some big problems at its core which really reared up in play. I think this playtest was incredibly valuable as reading that paragraph above about the game I might find myself nodding my head and thinking "cool, that sounds OK". After playing it I found there were some real disconnects.

I don't know if Joe wants to pipe in with anything he noticed. Anyway here is a bulleted list as time is short before Indianapolis. I hope we can discuss this stuff over the next while and learn from it.

* Creating characters went OK. We put in the colour and picked traits. That was all fine.
* But the game seemed to have no premise or thing to be addressed. I didn't feel that I should favour Entropy over Enlightenment or vice versa.
* I couldn't see why I would want to make antagonists when there were other things I could be doing on my turn.
* Joe's character's traits evaporated in a conflict with an antagonist, which was alarming as that had taken his traits out of play. Conversely, I mugged an antagonist and rendered him obsolete.
* Shuffling the traits about the board seemed a thing to do but it just didn't seem to do anything for me.
* It all seemed a disconnected mess.

Reflecting on it reminded me of a game idea that lives in a folder of my hard drive: C is for Cancer (about getting cancer and maybe living or maybe dying -- an interesting idea).

It's a game that has an appeal to me, but actually is not something that is realisable as a role-playing game. There is no drive to play it and any game I brought to it would be above the rules and mechanics.

Matt, I feel that you are going to work away on this game for some time trying to find a game in it. It's just that I'm not sure there is one there at all, and effort that you put in could well be in vain.

I don't really know where or how to help you with this one, except to say I think it's looking bleak.

Oh, what we did...

Gregor Hutton's picture

Matt, did you grab the character sheets. I wonder if it would be helpful to write out what we did in order with play. My memory is a bit fuzzy. Roughly...

Created a character each.
This informed the map of the city.
City map got filled in somehow (pre-set? or was this from our characters)
Turn 1: Matt creates antagonist, Joe moves a trait on the board?, I created an antagonist.
Turn 2: Matt's antagonist mugs Joe, Joe banks a card on Matt and did something else?, I mugged the antagonist I created and stole Matt's card to bank it (turned out to be a Joker).
Play ended.

The little scenelets we framed were nice fiction, and the characters were cool, but all ultimately just colour and exposition really.

Good stuff Gregor.

Matt's picture

There are real issues with the systematic elements. Some hard-coded stuff is set way too high and utterly destroys play.

Only a playtest was going to identify if the desired emergent behaviours were there or not. It turns out they're not in a big way. I'm OK with that. It's all good stuff to ponder on going forward.

I do think part of the disconnect is that it was consciously designed to be something not-storygamey, but it does use some similar techniques.

-Matt

Realms Publishing

Yeah, I agree with Gregor

JoE PrincE's picture

Yeah, I agree with Gregor here.

There were some nice elements in the game, like inventing an imaginary tarot significator for each character, and having bits of the city tied to your attributes - but they didn't do anything in play.

There doesn't seem to be any way of addressing entropy or enlightenment. Enlightenment might turn out to be violence, fishsticks and Mrs Goggins. I don't see anything really driving the game. In Big Model terms it doesn't support any Creative Agenda. In FUNnel model terms it doesn't promote any flavours of fun.

The conflict mechanics seem quite weak, whoever gets the best hand initially is almost guaranteed to win. Also none of the stakes will ever matter mechanically. My PC got thrown in jail, but so what? I could still do whatever I wanted next scene. The fiction is disconnected from the mechanics moving things around.

It has a fair bit of Storygame baggage: open ended traits, conflict res with stakes, characters delineated as protagonists/antagonists.

I think if you want to continue with E&E you've really got to pin down the game's core concept. Alongside what the PCs do and what the players do to address the core concept.

I didn't get the feel that you'd completely sold the game to yourself Matt, which is a pretty big problem!

Well hope this helps, phew new honesty is tiring...

+++
JoE
+++

Prince of Darkness Games
Rock N' Role-Play....