I’m settling back in to the East coast, my body is on the mend, and I’m waiting to find out whether or not I’m about to get sick again. So far so good!
I don’t have a new fiction post for you today, or a new review, but I can tell you all about a fun thing that I’m doing for The Wayfinder Experience (a large scale improv theater summer camp… aka LARP camp for kids). I wrote a game at the beginning of this year that loosely uses the setting of the stories Trouble Close Behind, Bloody Expanse, and Hot Mess, and which follows the events of Bloody Expanse by seeing what happens to the town of Shepherd’s Brook many years later. Read on for more details!
In my last post, I talked a lot about what roleplaying is, and – surprise! – it wasn’t just one thing! That is part of the beauty of roleplaying, it’s full of options. What are these options?
Well, first, we have the three qualities talked about before:
Roleplaying, Storytelling, Mechanics. To keep in line with the existing literature on Gaming Theory, I have slightly renamed the categories I used in the previous post. I have renamed ‘Mechanics’ as ‘Competition’ (it goes by ‘gaming’ in GNS Theory, but I find that to be a bit ambiguous of a term); it essentially refers to how much of the experience of the game is rooted in competition. Storytelling will be referred to as ‘Narrative’, and Roleplaying will be expanded slightly to ‘Simulation’. Simulation refers to how much of the setting goes to recreating system-internal realism. Note that this realism does NOT have to be actual realism. For example, many unrealistic things happen in Star Wars, but there is an assumed set of rules which governs things like lightsabers. Any given game will have a balance of the three, like so: