Friday, May 10, 2013

Production Diaries: Ready, Steady, Go

It started, like most things I do, with spite.


Seriously, one of the best ways to get me to do something is to tell me I either can’t do it or that said thing is impossible.  Then I get it into my head to prove them wrong and shove their noses in it like a misbehaving puppy while I’m at it.  Sometimes, it occurs to me that I am not exactly a nice person.

Remember that last bit, it’s going to be important later.

Back in 2010, a friend and I had been talking.  Both of us were very big fans of the show Avatar: the Last Airbender, as well as being tabletop junkies.  One of us bemoaned fact that there wasn’t an official sourcebook, because an A:tLA campaign would be, in a word, awesome.  And so the seed was planted in the back of my head.  I wrote down some vague ideas and some sketches, and then pretty much shoved it out of the way because I had a thesis to write and a job to get.

Fastforward to PAX East 2013.  There was a panel, in the Tabletop Theater, on the Future of RPGs.  The panelists warned for “at least 90% wrongness”.  So I went anyway.  And, oh, man, I spent an hour biting my tongue and trying not to beat my head against a table.  Because the panelists, 3 very well-respected authors in the indie tabletop world, well, let’s just say that it was above 90% wrong for me.  The straw that broke the camel’s back, however, was the response to the innocent question on what’s a good tool for designing a game collaboratively.  Ignoring the fact that the three panelists had no idea (Google Docs, a wiki, and a version control system are the three that pop into my head after about .5 seconds), the infuriating part was the stubborn conviction that you couldn’t write a good game collaborating with other people.

Seeing as how I’d just come off a 3 month project writing a Persona tabletop system with two friends and have spent the last 8 years writing LARPs on GM teams, it was a little beyond insulting.  And so, telling me that I can’t do something?  That something is impossible?

Enter spite.

So here we are.  The old A:tLA idea has evolved into its own independent setting and set of world rules.  And although I’m going to start this out by being the main one typing things, I know I’m not going to do it alone.  The idea has morphed into a world I’m calling Salt, Silk, and Steel (or 3S).  It’s an elemental wuxia system and setting, set in an expy of Tang Era China and the surrounding countries.  Probably with some dashes of steampunk-esque.

And I’m not doing it alone, because I have friends who a) have been dying for a decent Eastern-based tabletop system that isn’t horrible, and b) know where I sleep and will stab me if I do insulting cultural appropriation shennanigans.  I also have friends who have spent as long as I have writing games or thinking about game mechanics, who will also happily tell me when I am being Wrong.

So on one hand, I’m doing this because 3 authors told me I couldn’t.  On the other hand, I’m also doing it because I really want to and I want to try to write a system independent of an already-existing property.  I’ve been wanting to write this for a very long time, and I think I finally have the skills to make it happen.

So here we are.  I’ll be taking you guys through as I write this, explaining some design notes and where I had trouble making mechanics fit, be they because of theme or numerical constraints or something else entirely.  You’ll probably also see when I inevitably have to scrap a thing because it doesn’t work.  Game design is a process.  It’s long and you can’t be afraid to cut something because it isn’t working.  You also can’t give into the temptation to just give up when things are hard or overwhelming.  

It’s not exactly something that’s easy to explain, so writing this all out is helpful for me, as a designer, to lay out my thought process.  It’s also helpful to you, the audience, I think, to see what a designer might be thinking when designing a mechanic, why choose this mechanic or value over that one.

If you, as a reader, ever have any questions or comments, feel free to say so in the comment section.  I’ll do my best to answer and explain.

At the very least, I hope all this will be entertaining.

And okay, the smugness when I pull it all off will also be hugely gratifying.  I told you spite was important.

2 comments:

  1. Awesome. I'm looking forward to it!

    Hey, when you talk about a decent version control system, what do you use? Because I'm going nuts trying to keep control of versions of novels, both solo and co-written.

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    1. Okay, this is where I admit that I've been influenced by hanging around with software engineers for the last 8 years. :)

      I've used subversion for my collaborative game writing. There's a bit of a learning curve, but it's very good for dealing with text. The other one I've used, for work and some software projects, is git. Git is nice in that you can use it with non-ASCII files, which is great when your files are in something a bit more complex than a text editor.

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