Social Contract Rules

Retrato de B0rg

Oya

Tenho andado a escrever tralha para um sistema com que ando a brincar. Ultimamente tenho andado a pensar um bocado no contracto social, nos papeis dos jogadores, no que deve ser discutido antes de se começar um jogo com um novo grupo, antes de se começar uma campanha nova, etc.

Basicamente acabei por fazer uma lista de tópicos de assuntos que considero serem exactamente isso: os tópicos a debater com um grupo antes de se começar uma nova campanha/jogo e os tópicos das várias regras que definem os papeis dos vários jogadores (incluindo o GM) e as suas relações durante o jogo.

A lista actual é a seguinte: 

 

Setting (Discussion)

-Inner workings (Rules)

-Color (Description, Feeling)

--"Power" level of the Setting

 

Game/Setting hot topics (Discussion)

-Morals/religion (Can vs. must; background vs. foreground; to which degree)

-Sex (Can vs. must; background vs. foreground; to which degree)

-Violence (Can vs. must; background vs. foreground; to which degree)

 

What Pc's are/do (Discussion)

-Relation between the PC's and the Setting

--"Power" level of the PC's in relation to the Setting

--Relation between the PC's and the hot topics (Background and/or color only vs. deep in there; with it vs. against it)

--Motivations

-Relations between the PC's

--"Power" level of each PC in relation to the others

--PC vs. PC (Not necessarily Player vs. Player)

--Party? If so, keeping the characters together

---Building characters so that they stay together

----Motivations and relationships

---Disagreements still happen, but life goes on

 

What players do (Discussion and Rules)

-Living in the Characters shoes (Game world consistency)

-Competition (Active two sides, one player against another vs. passive, overcoming obstacles)

--When the Characters compete in something (Consistent game world rewards, part of the “living in the Characters shoes”)

--PC’s inherently in confrontation or conflict with each other

-Making dramatic decisions (Within game world context, part of the “living in the Characters shoes”)

 

Players controlling the Characters (Discussion and Rules)

-“What my Character would do” (Cannot be an excuse; Player controls the Character, not the other way around)

--Changing the Character (Player can change the Character anytime in any way that is adequate maintaining the consistency)

--Changing Characters (When the Character is no longer fun, just make a new one. Never kill it just to make a new one. Also don’t feel forced to change it in some way that you don’t want to so that it can adapt to the group/play style/story but instead make a new one)

---Old character goes to GM (The Player still has some say over them)

-No one has full control of any Character

--Social mechanics (Forced compromises between Characters)

 

Relations between the Players (Discussion)

-Authority of each Player in relation to the others

-Player vs. Player

-"I will not abandon you" vs. "to the pain" vs. "nobody gets hurt"/"not go here" (Relate to the "game hot topics")

--Hard limit signal/tapping out

 

Player vs. Character power (Discussion)

-Player authority vs. Character power

 

Game (Discussion)

-Player proactivity vs. passivity (Relate to motivations)

-Pace of the game (Relate to "to the pain" vs. ...)

-Scene framing (Only conflicts, escalating, aggressive vs. non aggressive; relate to "to the pain" vs. ...)

-Metagaming

--Discussing these topics

--Discussing the game

--Metagaming what is more fun for you, the Player

--Metagaming vs. world consistency

---Metagaming knowledge to overcame obstacles

----Player secrets

----Player vs. Character ability

 

All Players and GM (Rules)

-Pausing/stopping the game to discuss something (Relate to signal/tapping out)

 

GM (Rules; relate to relations between the Players and Player vs. Character power)

-Very high Character power (Setting and NPC’s; with some limits)

-Very low Player authority (In relation to the story)

--Depending on the Players (Proactivity vs. reactivity)

 

What the GM does (Rules)

-Create Setting (Homework, based on setting discussion by all)

-Describe (Apply color)

-Control NPC's/Setting (Play, Setting is the GM's Character)

--Present obstacles to the Players (Limited by the rules; relate to Player vs. Player and to “to the pain” vs. …; there is a conflict if both GM and Player are not in agreement; say yes or roll the dice...)

-Arbiter for the rules (Apply the rules)

--Moderate the competition and conflicts (There is a conflict if two Players are not in agreement; relate to Authority of each Player in relation to the others and Player vs. Player)

-Moderate the drama flux (Relate to Hard limit signal/tapping out and Scene Framing and Metagaming)

--Encourage Player proactivity

--Follow the Players/PC's when there is proactivity

--Hook the Players/PC's if there is no proactivity, keeping the pace; only until there is proactivity

 

 

Neste ponto ainda é tudo muito abstracto.

Acho que dá para perceber mas a ideia base é um jogo muito tradicional na maior parte dos aspectos.

De qualquer forma, com este post, o meu interesse é ver se alguém tem algum comentário, alguma ideia de como melhorar a lista, simplificá-la, torná-la mais explicita. Algum elemento importante que me tenha esquecido? Algum outro que esteja a mais? Estou a assumir demasiadas coisas com a lista? Anything else...