Oct 9, 2022 10:43 am
I’ve got a weird idea for a PbP game. I haven’t done any of the hard design work on this, it’s just an idea at the moment, and I wanted to see if anyone else thinks the concept has legs before I pursue it further.
Core concept: The game is played with a GM and multiple players, each playing a character—standard RPG setup. The twist is that in-game time never stops running. For every real-world day that passes, an in-game day passes as well.
Question: But doesn’t that mean PCs won’t get much done? Like, if I say "my character opens the treasure chest" and the GM doesn’t get around to posting until the next day to let me know what was in the chest, does that mean my character was just standing next to the treasure chest all day?
Answer: Actions in this game are expected to be bigger than that—closer to what some RPGs call "downtime" activities—the sort of thing a character could be spending multiple days on without needing to sweat the details.
Q: A game composed entirely of downtime sounds boring. How would you make it interesting?
A: I think the best way is by leaning hard into domain-level play. The PCs will have control over more than just what their character is personally doing. They’ll be bossing around minions, conducting diplomacy, building castles, and generally having big effects on the world over long timelines.
Q: That could be cool, but it sounds more like a strategy game than an RPG. Is this even an RPG?
A: By maintaining the player-GM dynamic, you still get the imaginative possibilities of roleplaying games. If a PC wants to construct a 500 ft tall pyramid and fill it with manticores, that’s something they can attempt and the GM will adjudicate with the aid of a dice-based resolution mechanic in typical RPG fashion.
Q: Okay, but it still doesn’t sound like much actual role-play will be happening. What if I want to simply have an in-character conversation with another PC or NPC? If the idea is to gloss over anything that would take small amount of time, then we’d be glossing over most character interaction, since conversations don’t generally play out over multiple days.
A: Ah, but there are forms of communication that do require long periods of time for messages to be received, the prototypical example being regular old physical mail. So, instead of conceptualizing character interaction as characters verbally speaking to one another, we would say that they are writing letters to one another as the default mode of communication. This could be true of PCs giving orders to their followers as well. In fact, I can imagine a large portion of play might consist of players writing in-character letters to their henchmen to give them their orders and the GM replying in character as the henchmen to let the players know what the result was.
Q: So, it’s like a realtime-epistolary-roleplaying-strategy game. This sounds pretty weird. Are you sure it will work?
A: Nope. I have no idea if it will work. It’s definitely a departure from anything I’ve played before, and I don’t expect it to fit every player’s taste. But it’s an idea I keep thinking about, so I’m here to get feedback on the concept.
Core concept: The game is played with a GM and multiple players, each playing a character—standard RPG setup. The twist is that in-game time never stops running. For every real-world day that passes, an in-game day passes as well.
Question: But doesn’t that mean PCs won’t get much done? Like, if I say "my character opens the treasure chest" and the GM doesn’t get around to posting until the next day to let me know what was in the chest, does that mean my character was just standing next to the treasure chest all day?
Answer: Actions in this game are expected to be bigger than that—closer to what some RPGs call "downtime" activities—the sort of thing a character could be spending multiple days on without needing to sweat the details.
Q: A game composed entirely of downtime sounds boring. How would you make it interesting?
A: I think the best way is by leaning hard into domain-level play. The PCs will have control over more than just what their character is personally doing. They’ll be bossing around minions, conducting diplomacy, building castles, and generally having big effects on the world over long timelines.
Q: That could be cool, but it sounds more like a strategy game than an RPG. Is this even an RPG?
A: By maintaining the player-GM dynamic, you still get the imaginative possibilities of roleplaying games. If a PC wants to construct a 500 ft tall pyramid and fill it with manticores, that’s something they can attempt and the GM will adjudicate with the aid of a dice-based resolution mechanic in typical RPG fashion.
Q: Okay, but it still doesn’t sound like much actual role-play will be happening. What if I want to simply have an in-character conversation with another PC or NPC? If the idea is to gloss over anything that would take small amount of time, then we’d be glossing over most character interaction, since conversations don’t generally play out over multiple days.
A: Ah, but there are forms of communication that do require long periods of time for messages to be received, the prototypical example being regular old physical mail. So, instead of conceptualizing character interaction as characters verbally speaking to one another, we would say that they are writing letters to one another as the default mode of communication. This could be true of PCs giving orders to their followers as well. In fact, I can imagine a large portion of play might consist of players writing in-character letters to their henchmen to give them their orders and the GM replying in character as the henchmen to let the players know what the result was.
Q: So, it’s like a realtime-epistolary-roleplaying-strategy game. This sounds pretty weird. Are you sure it will work?
A: Nope. I have no idea if it will work. It’s definitely a departure from anything I’ve played before, and I don’t expect it to fit every player’s taste. But it’s an idea I keep thinking about, so I’m here to get feedback on the concept.