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General Forge Forums => Game Development => Topic started by: hix on August 11, 2011, 03:03:21 AM

Title: [Left Coast] How do you write rules that encourage people to play?
Post by: hix on August 11, 2011, 03:03:21 AM
I playtested Left Coast with Mike Sands on Saturday. It was the first time I've run the new version of the game, and I'm happy with the results. Now I'm getting ready for a second, more extensive playtest, and trying to figure out how to present the rules more effectively, in a way that inspires people to want to play it.


What is Left Coast?

A game where you play semi-famous science fiction authors living in late 1960s / early 1970s California. The game's inspired by the lives of people like Philip K. Dick and L. Ron Hubbard. As an author, you try to balance your writing with the mundane pressures of your everyday lives, and you struggle to not go nuts under the strain of balancing those two things.

The idea I'm testing in this post-Ronnies version of Left Coast is that each player's author is a character in a novel being written by the author of the player who is your GM. I want to leave the exact details of how that works up to each group of players to decide, but the GM-author introduces a web of weird and unnatural forces into the PC-author's life (which puts even more pressure on them).

(Ronnies feedback thread, here (http://www.indie-rpgs.com/archive/index.php?topic=17354.0); initial playtest thread, here (http://indie-rpgs.com/archive/index.php?topic=28734.0); link to the latest version of the game, here (http://km1kt.net/rpg/left-coast))


What happened in the playtest session?

Within about 30 minutes, Mike and I had created our two science fiction authors (J. Oberon Eldritch and Robert M. Curtis) and surrounded them with a cast of characters that very naturally led into two very different types of story:


J. Oberon Eldritch
Oberon's story was caught in the middle of kitchen-sink realism meets LSD-induced enlightenment. He was simultaneously a bum who was crashing at his brother's house, while also leading a group of occultists and university professors in the consumption of drugs. Oberon was trying to open his mind up to a higher plane of reality and (hopefully) understand what the Psychic Voice in his head was telling him.

For me, the highlight of Oberon's story was seeing him arguing with his straight-arrow banker brother, trying to scam $5 off him to afford postage to send off his manuscript. The amount of venom and resentment that came out of that simple conversation was pretty amazing.


Robert M. Curtis
Bob Curtis becoming enmeshed in a paranoid noir where his parole officer was blackmailing him for money and Bob's doppleganger seemed to be planning a crime to frame Bob and put him put back behind bars.

We played through three rounds of scenes:

Title: Re: [Left Coast] How do you write rules that encourage people to play?
Post by: hix on August 11, 2011, 03:04:53 AM
Oops! The link to the game is here: Left Coast (http://www.1km1kt.net/rpg/left-coast)
Title: Re: [Left Coast] How do you write rules that encourage people to play?
Post by: Per Fischer on August 11, 2011, 10:41:46 AM
I like your thoughts about trimming some of Left Coast's  procedures. Sadly I haven't playtested Left Coast yet, but I will, because the game text grabbed me just as much as S/lay and Spione did. Similar to you, I wanted to play these two games RIGHT HERE RIGHT now, and I have to say that I felt the same about Left Coast.

The thing is, these three game texts grabbed me for different reasons, and it wasn't just the way they were written. This is just to say that I don't think there's a straighforward answer to you question about how to wrote rules that make people want to play.

One thing they all have in common, though, is that I particularly like the fiction and/or cultural references for each of them. In terms of S/Lay I read Conan comics when I was a young teenager (preferable Barry Smith's art, which I think is the perfect match for the genre). For Spione it was even closer - I love Le Carre, post-war east-west politics, cold war, the seventies etc. Same goes for Left Coast - Dick still blows my mind.

So, I think this familiarity with the source material and/or genre is an important way into a game.

S/Lay pretty much is a stripped bare straightforward instruction how to play the game. Short, sweet, you can learn and play the game while reading through the book. It works.

Spione is a combo of source material for (certain) post-WW2 spy fiction and a game activity drawing on this fiction. It is decidedly written for non-gamers, and gamers weren't even the target audience for it. It's much like reading a non-fiction book about spies and spying, which I like.

Left Coast very effectively drags in the reader - what's this, how's does it work, why are we doing it etc. and then goes on to describe game procedures, and it's this latter part that is a bit tougher going - since I haven't played it yet, I'm unsure whether it's actually as complicated to play as reading though the book gives you an impression of. I think it sounds complicated, with a lot of procedures and scene types, terminology and so on to juggle.

Sorry, at work, so this post has been bungled together during the day, hope it's not too fragmented.
Title: Re: [Left Coast] How do you write rules that encourage people to play?
Post by: Zachary_Wolf on August 12, 2011, 12:43:38 PM
I have to admit I really like the imagery invoked by Left Coast. I haven't had a chance to look at Spione or S/Lay w/me much, but I think you've done a great job so far in capturing my interest.

To assist with your question, one thing I know that gets me excited when I start reading about a game is when the text provides cool and interesting keywords or phrases that invoke mental images and emotions. I particularly liked the section you had during character creation where you list out "Types of Authors" and "Significant Elements of Domestic Life". Those two lists provide idea hooks, kickstarter concepts that plant a seed in my brain that can then blossum into my own interpretation of that concept.
Title: Re: [Left Coast] How do you write rules that encourage people to play?
Post by: hix on August 12, 2011, 06:19:51 PM
Hi Per,

That all made sense to me! I'm glad to hear the rules make it clear about 'why' you'd want to play the game. One thing I've been really focused on with this is ruthlessly targeting at it towards people who like the time period, source material and genre, or who are into the lives of actual SF writers.

It sounds like focusing on de-complicating the procedures is going to be an important next step in making the game more accessible. (I do have a tendency to throw lots of stuff into my rules and see what sticks, I've found.) If you've got any questions when it comes time to prep for a playtest, let me know and I'll do my best to answer them.




Hi Zachary,

Great to hear that the game catches your interest. The 'Types of Authors' and 'Significant Elements of Domestic Life' were written in about 20 or 30 minutes, and have remained in that first draft version ever since.

You've reminded me that one thing I noticed when making up characters with Mike is that that section could probably benefit from taking a second look at it - to make sure they're all doing the best job possible at creating those hooks and seeds you're talking about. (I noticed that the 'Radical' and the 'Danger to Society' had a little bit of unclear overlap, for instance.)
Title: Re: [Left Coast] How do you write rules that encourage people to play?
Post by: hix on August 13, 2011, 12:34:02 AM
Zachary, another thought occurred to me: were there any other areas in the text where you thought I was missing opportunities to create those provocative hooks and seeds?
Title: Re: [Left Coast] How do you write rules that encourage people to play?
Post by: Zachary_Wolf on August 17, 2011, 02:51:48 PM
I haven't had a chance to look at the document deep enough to be able to suggest places to add interesting plot lists, but perhaps some kind of list for stories that the players might write? I only suggest that because it seems like the stories that the PC's write are a big part of the game. While the PC's themselves are supposed to be sci-fi writers, the players may not have any writing skills so maybe a nice list of catchy 60's and 70's style book titles?