Bad News
From now on I’m allocating all of my time to creating a paper-and-dice videogame research game. There aren’t broad mechanics or character classes yet, but there is a suspense-ridden addiction research module!
Armed with a d4, a d10 and google, I can finally roll my way to victory!
Neils Clark :: May.17.2008 :: Games ::
This is so going to rule.
I’m trying to imagine what kind of character classes there could be.
Classes may include (but are not limited to)
-Administrator (group-support class, bonuses to grant-writing and back-room speaking) Hero class titles could include: department chair, editor or principal investigator
-Statistician (highly focused class [penalties to dual-classing], access to ‘bleeding numbers’ research style)
-Psychotherapist (moderately focused class [fewer penalties to dual-classing]
-Game Designer (can call on 1d4 fanboi henchmen)
-Philanthropist
-Publicist
-Gamer
-Theorist (access to ‘mad scientist’ research style)
Then maybe some Fallout-style/D+D class skills like networking, grant writing, speaking, syllabus compiling
And then pull it all together with a prestige system, based on finished products, publicity, maybe education.
I’m still working on some of what I call SoIs (Systems of Interest, as opposed to “combat system” or “crafting system”) One might be a public debate, but I’m still figuring out how closely I want to follow a hit point system. “He attempts to hit you with [an argument that was obsessed over for weeks]!” “He hits you for 5 factual damage!” And so forth. There are a lot of different settings in this thrillingly dynamic field that call for their own SoI -
So you wanna playtest?
Man, totally forgot different blogging styles. Maybe the publicist class has access to the “blog master” research style.
Maybe blogging is its own P+D game