Alternate Form Role-playing Games
An early design of a collaborative storytelling game not based in simulation was created by Chris Engle c. 1988 with his Matrix Game. In this system, a referee decides the likeliness of the facts proposed by the players, and those facts happen or are rejected according with a dice roll. Players can propose counter-arguments that are resolved in a dice rolling contest. A conflict round can follow to resolve any inconsistencies or further detail new plot points. Matrix Games are now presented in a board game format.
In 1999, game designer Ian Millington developed an early work called Ergo which established the basis for collaborative role-playing. It was designed with the rules of the Fudge universal role-playing system in mind but added modifications necessary to get rid of the need for a gamemaster, distributing the responsibility for the game and story equally among all players and undoing the equivalence between player and character.
Modern rule systems (such as the coin system in Universalis) rely less on randomness and more in collaboration between players. This includes rules based on economic systems that force players to negotiate the details of the story, and solve conflicts based on the importance that they give to a given plot element and the resources they're willing to spend to make it into the story.
Read more about this topic: Storytelling Game
Famous quotes containing the words alternate, form and/or games:
“Boswell, when he speaks of his Life of Johnson, calls it my magnum opus, but it may more properly be called his opera, for it is truly a composition founded on a true story, in which there is a hero with a number of subordinate characters, and an alternate succession of recitative and airs of various tone and effect, all however in delightful animation.”
—James Boswell (17401795)
“When the delicious beauty of lineaments loses its power, it is because a more delicious beauty has appeared; that an interior and durable form has been disclosed.”
—Ralph Waldo Emerson (18031882)
“In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.”
—Philippe Ariés (20th century)