Crossposted from Ready, Fire, Aim!
Anyone who knows me well knows I can be…verbose. It should come as no surprise that I’ve traditionally found this questionnaire difficult, as I want to explain every nook and cranny of my design idea.
Screw that. Here are my answers.
1) What is your game about?
Anime. Slight unpacking: experiencing your own anime show.
Edit: Fred has already Luke Crane’d me on this one. Answer: Change. The game is about telling stories about characters who change over the course of the story and which reach some sort of closure. Or to put it in a more D&D way: build character, change character, build plot, pay off plot.
Edit the Second: Fred continues to kick my ass. *sigh* This is why I hate this questionnaire. I suspect it would be easier to answer for almost any other game.
It’s about voicing characters in an anime. Although, to be fair, that part of things is the diciest right now; I fear for its implementation.
Edit the Third: Now Fred’s just doing it for me. Can you tell I hate this question? “It’s about casting and creating an anime show — with the players as the voice talent and writing staff rolled into one, as agents that uphold what excites them about the possibilities of anime entertainments.” (slight edit for clarification)
In my own defense, my original “slightly unpacked” answer gets at this…just not with the verbosity of Fred’s answer.
2) How is your game about that?
Conventions. Participants choose elements (genres, characters, and tropes) appropriate for an anime. They then play through a number of episodes, which have a central issue to be resolved at the end of the show. Along the way, the players try to resolve their characters’ own personal issues. If this sounds like PTA, it is – with a bit more crunch.
3) How does your game reward or encourage that behavior?
Incentive. Bringing in your character’s facets and the show’s features gives players valuable resources, but subjects them to input from other players. This allows them to win conflicts, but they still have to choose between further the aims of their character or the current plot facing them. Also, players can even get resources by playing a supporting character in scenes where their main character isn’t active.
+1) How do you make that fun?
Choices. There’s a lot of creative constraint during series and character creation, to help focus players. During play, they choose what scenes they want, how to approach conflicts, what is advanced by their successes, and how their characters change, with a little input from others.
Feel free to question or deconstruct.