Robin D. Laws - The Wireless RPG, Continued...
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The Wireless RPG, Continued...
More possible applications of the wireless e-reader to the RPG form:
The ability to sell subscriptions to an self-updating ebook (or simply one in which continued service is a selling point for the original purchase) would, if the category truly takes off, offer huge creative opportunities.
This wouldn’t be confined merely to rule books that errata themselves automatically over time. You could, for example, provide a setting sourcebook where content changes over time to create a sense of a dynamic reality within the game world. There are pitfalls to avoid here: you don’t want to create a game experience where the PCs are relegated to a spectator role, standing by and watching as changes occur to the setting. The temptation to “push” a story arc onto play groups would have to be tempered with entry points allowing each GM’s play group to retain centrality of narrative in their own games. If deftly handled, though, this sort of thing could increase gamer’s sense of connection to a world. The arrival of a new update becomes a rewarding between-game activity, like character creation and advancement, reinforcing the fun of the hobby when the players are off on their own. Players currently unable to meet in person might be kept wired in by following events in an evolving world, as the RPG equivalent of closet drama. Heck, maybe it’s time to go back and dust off the TORG paradigm, using the interactivity of a wireless reader to allow each group’s in-game actions to shape the evolution of the setting.

A trippier, more artsy application of the same concept would be an ever-shifting reality that updates itself seamlessly, so that passages of description you thought were there are suddenly replaced by whole new details. The more play sessions you miss, the further the setting mutates on you before you can get back to it. Keeping up with the evolution becomes part of the challenge of the experience.
Both of these ideas are seductive from a publishing point of view because they provide incentives for players to purchase setting material, always an elusive holy grail of the RPG biz.
Instant impulse purchases offer huge opportunities for micro-products, to be purchased at the gaming table, as needed. So your players went off in a direction you didn’t anticipate, and now you need a set of ship plans and stats for a pirate crew, right this minute? Boom, hit the button, pay three bucks, and you’ve got them. Need an encounter with goblins and lava? Hit the search engine, pick the company you trust, pay a buck and a half, and zing, you’ve got your goblins and your lava. Do you need a great write-up on the Golden Dawn, with plot hooks already built-in? Beam down an affordable e-pamphlet from the vast line of Ken Hite mini-opuses.
Preparation now becomes something you can buy—and ergo, a commodity that designers can sell.
(Apologies if I’ve hit this one topic too incessantly this week. I promise not to have any more ideas about it, and to go back to the usual mix of topics from here on out...)
Tags: e-readers, gaming hut, publishing, tech
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![[User Picture]](http://l-userpic.livejournal.com/19987194/823083) | | From: | sunpony |
| Date: | November 29th, 2007 02:49 pm (UTC) |
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Preparation now becomes something you can buy—and ergo, a commodity that designers can sell.
Part of me likes this idea, and most of the evolutionary gaming experience ideas you're talking about. Settings that don't just sit on the page are very compelling to me; one of my biggest complaints about setting products is that they require a lot of work to animate and process. The idea of being able to not just call up info when needed, but to see details and arcs shift based on what the characters do sounds dreamy.
But then I wonder at what point it stops being a FtF RPG and starts becoming a computer game of sorts. How do we use technology to enhance the tabletop experience without falling prey to the 'puter commandeering the process? I think maintaining choice and control for the GM and players is important, but I fear that the technolog could get ahead of or get in the way of the direct interactive experience of weaving a story together.
These posts are excellent food for thought! Thanks!
![[User Picture]](http://l-userpic.livejournal.com/89353729/341215) | | From: | pyat |
| Date: | November 29th, 2007 02:59 pm (UTC) |
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I remember having a discussion about electronic ink and RPGs with a friend a few years back. We both thought the idea of a rulebook with embedded hyperlinks and easily displayed art would be a great boon to the play experience, especially if you could wirelessly transmit messages to given players.
Of course, that sort of thing can be done fairly easily with a palm PC, or laptops, or whatever. Your ideas are much more exciting. :)
| From: | rpmiller |
| Date: | November 29th, 2007 03:56 pm (UTC) |
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Have you checked out the VTTs that are available these days? They are really inline with what you and your friend were discussing. There are free ones as well as costly ones.
Personally I use MapTool as its free, but Battlegrounds is another really well done one, but has a price tag. Regardless of which one you choose, they can be used both in Face-to-Face settings and over the internet.
Now, I see that WotC is coming out with their own for 4e. This is likely to increase the awareness of these types of tools and bring about something of an electronic revolution in roleplaying that has been gaining momentum for sometime now.
I'm glad that Robin is mentioning the potential of computers in the RPG world, and will be watching intently to see what direction it all goes.
The words "let's brush off the TORG paradigm" make me very happy to read. Given how module/adventure driven the industry can be (especially with the busy factor for GMs being higher) that would probably be very interesting to see in action.
![[User Picture]](http://l-userpic.livejournal.com/64531544/7362655) | | From: | zonemind |
| Date: | November 29th, 2007 03:38 pm (UTC) |
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The tyranny of the majority ensures the *I*, at least, will never be able to enjoy an RPG setting with a metaplot. I'm not going to try and speak for the entire consumer base, but I suspect that the reason Forgotten Realms novels sell so well and Forgotten Realms RPG products don't is that those most inclined to actively participate in world design are those least inclined to be told what happens next. Also, those sorts of creative command & control types are a lot rarer than those in search of passive entertainment.
I personally still can't forgive them for making the kir-lanan so freakin' lame.
Anyway, it's my essential belief that RPGs are by their very nature hostile to authorial control of narrative content. You can't sell stories in the RPG business, just the elements that make up stories. It's like the difference between a toy store and a craft store.
I think a huge part of the appeal of traditional RPGs is their DIY nature. Obviously there's a spectrum of DIY. Betty Crocker makes bank on just-add-water cake powder, while my crazy aunt grinds her own wheat flour and buys her brown sugar unmilled from Jamaican hippies living in Idaho.
The stuff your describing here doesn't sound like the kind of game where I could play a character and live a vicarious life of high adventure. It sounds like an environment in which I could vote on the outcome of some other writer's creation. Worse, the larger the pool of voters gets, the less influence I have, and the more likely I am to be dissatisfied with the direction the story is taking.
![[User Picture]](http://l-userpic.livejournal.com/64531544/7362655) | | From: | zonemind |
| Date: | November 29th, 2007 03:40 pm (UTC) |
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Only that last paragraph is actually relevant, sorry.
![[User Picture]](http://l-userpic.livejournal.com/12184077/2425525) | | From: | doccross |
| Date: | November 29th, 2007 04:24 pm (UTC) |
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A trippier, more artsy application of the same concept would be an ever-shifting reality that updates itself seamlessly, so that passages of description you thought were there are suddenly replaced by whole new details. The more play sessions you miss, the further the setting mutates on you before you can get back to it. Keeping up with the evolution becomes part of the challenge of the experience.
I can see Over The Edge fitting in to that. Paranoia too, Citizen.
From a GM's point of view, this would be mindfuckingly delicious:) "What do you mean you're going back to the pet shop on Broadway? Broadway is nothing but pawn shops and adult bookstores run by Reptoids. See, it says so right here."
![[User Picture]](http://l-userpic.livejournal.com/55354992/179498) | | From: | flwyd |
| Date: | November 29th, 2007 10:02 pm (UTC) |
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While Broadway changing from pet stores to porn stores would be a fun Over the Edge twist, that change should be timed by the GM, not by somebody at Atlas pushing out an update. "Last week, we left our heroes after they escaped from a locked dog cage in Creepy Critters on Pet Shop Row while the Andalusa Dog was about to be done in at Total Taxidermy next door. Will the heroes be able to save Andy in time? Oh wait... my eReader says Creepy Critters is now Creepy Customers Adult Bookstore, next door to Tax Man Cometh Pawn Shop. Um... I'm not sure where the dog is. I think this change came out yesterday... maybe we shouldn't have skipped game night last week."
Maybe the way to package it would be to have the device indicate that there's a new "alternate version" of setting elements and give a quick preview ("Suburban renewal has replaced quaint mom-and-pop stores with seedy establishments"). The GM could then micropurchase the alternate elements he likes, but stick to the main setting when he's planning to make use of it later.
![[User Picture]](http://l-userpic.livejournal.com/4100464/515883) | | From: | fengshui |
| Date: | November 29th, 2007 05:43 pm (UTC) |
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Hmmm. I think a lot of this sounds good, but I don't think it will really work at the gaming table. Most games have too much reading of rules as it is, and the best sessions are the ones where the the GM and players are prepared and ready to go, not ones where the GM hasn't read the scenario, and the players don't really know the rules, etc. etc. I think there's definitely value in having updating e-books and the like, but impulse purchases at the gaming table just slows things down too much, I think.
![[User Picture]](http://l-userpic.livejournal.com/1395264/140961) | | From: | drascus |
| Date: | November 29th, 2007 06:30 pm (UTC) |
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Heh, just because it makes for problematic sessions doesn't mean it won't happen. People have proved that they're very willing to make 'micropuchases' on impulse, especially if the purchase is made with something that doesn't feel like money. Microsoft Live Points, for instance.
This could actually be really big for the industry, I can see a lot of GMs in a bind thinking, "Well, I've got 750 points left over anyway, and this quick swamp map and encounter set is only 300 points... what the hell."
It'd be a purchase that'd more likely happen right before the game, as the GM realizes they just didn't have time to prepare. Or during a food break.
It'd be fun from a design point of view, I could just write up a small self-contained piece every day (three times a week, whatever), and eventually have quite a stable of 'instant filler' to sell to folks.
![[User Picture]](http://l-userpic.livejournal.com/35740403/7362655) | | From: | zonemind |
| Date: | November 29th, 2007 07:58 pm (UTC) |
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It'd probably make WotC money to have a gamer points system. I'd hate it hate it hate hate hate it. Of course, I refuse to buy stuff in the impulse aisle at supermarkets on principle. I'm definitely a demographic outlier.
| From: | (Anonymous) |
| Date: | November 29th, 2007 07:48 pm (UTC) |
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I'd hate this. I game once in a while, for fun, and tend to view TV series with on-going story arcs long after they are aired, when I can watch as fast or as slow as I like. Having to keep up would be really annoying.
I'd have loved it as a teenager, but I'm no longer in that demographic - or have that much spare time.
![[User Picture]](http://l-userpic.livejournal.com/34203625/7362655) | | From: | zonemind |
| Date: | November 29th, 2007 07:56 pm (UTC) |
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Amen, anonymous bruthah.
| From: | luagha |
| Date: | November 29th, 2007 11:57 pm (UTC) |
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Once this was invented, someone would have to invent TIVO for it.
In this case that would just be version control software much like that used for software code. It would track your updates and save them all so you could see what was changed in May, June, July, etc. Since you're subscribed you could see what changes are made when and which you happen to like.
Interestingly, you could also theoretically buy just the parts of a book that you wanted. For example, a single prestige class or feat (or set of feats). This would be very similar to the trend in music downloads...albums are to books and singles are to discrete bits of game content.
Buying some extra bits for the existing setting as you discovered you needed them would be good. Being able to do so on the fly, at the table (well, when the players emails come in) would be wonderful.
"A trippier, more artsy application of the same concept would be an ever-shifting reality.." Trippier, yes, but that's hardly a recommendation. Finding that the setting you're in has changed under your feet would be ridiculous (well, unless the setting is SUPPOSED to have fluid reality, but that's not exactly common). Why, in-game, does the setting change? No, add-ons have to be consistent with the existing universe (and any other add-ons you might buy).
since I'm not writing games these days, I usually bypass practical considerations and go straight for the mindfuck. This time, though, it seems to me that the 'natural' setting for such a co-operative storytelling exercise is a perpetual and enormous war (Battletech, WW2, Warring States China): players get a partial look at the strategic situation and can buy missions (ranging from small espionage/assassination/special ops to large-scale pitched battles). The outcomes of missions plug back into the strategic view and update it dynamically, so individual player-groups get satisfying feedback that they're affecting the gameworld. The missions available shift as the strategic situation changes. Some missions have secret outcomes (such as covertly replacing the king of X with a friendly lookalike). Moderators can prod the situation with news players didn't generate, but no individual player will know if it's steering or 'natural' development.
What prevents such a game ending through decisive victory? The same mechanism that the real world uses: coalitions fall apart, new players emerge, the environment changes. Player groups can elect (or earn the right) to become factions in the war themselves, and climb up the news hierarchy.
It's probably a computer game, in the end: how do you handle the TTG/update interface? You could limit groups "cheating" by having the device generate and log the dice-rolls or other randomizing elements, but there'd always be a way for groups to bootstrap themselves up the hierarchy. I think the mission structure could help to support offline play, however.
Apologues for letting the bastard child of RPG into the room, but I think the uses while LARPing would be even exponentially more cool. It's not my cup of tea, but I'm sure somebody could make a couple bucks. Getting something as niche (but so useful) as building a random number generator into the thing (and archive of your results) would be even more... something. I bet you could build it as a pull from an online number generator.
| From: | (Anonymous) |
| Date: | December 11th, 2007 07:24 pm (UTC) |
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I mentionned it in another place but I'll repeat it here: Cuthroat, The Shadow Wars and Steve Perrin's SPQR. I may be the only person that payed for these two. In both cases my expectations were frustrated. Both promised "content changes over time" and none delivered. I suppose that one can only move to "content changes over time" after accumulating a lot of content at start off.
On the other hand, what could work is micro games for one shots. I mean, games with simple rules, a scenario, pregen characters and some software to sustain the game, including a way for ereaders, PCs, PDAs and PDA phones to communicate among themselves. Something that works like this, a group of friends gets together and one of them says, "Why don't we play a rpg? I've got one right here in my ereader/phone/you name it." (As you can see, I don't differentiate among platforms because I think that differentiation only creates difficulties for the content to pick up.)
Another idea I've been toying for long in terms of pen & paper rpgs is a combination between fiction and game. Say, you get a novel, read it, and can continue the story afterwards as a rpg. Once I saw in France something like this, actually. Now, suppose you have an ereader. You can get a novel, movie, comic, whatever, set in a particular setting. That setting also has a game attached (it can be any type of game you can play on computers, with or without net support). Suppose that the person reading the story has the option to turn it into a game, maybe by picking one of the characters in the story. He just clicks in a button and turns the fiction into a game and starts playing. At any moment he can go back to the linear fiction and see how what he did compares to the story... or even see the story moving on by incorporating the inputs from his gaming (don't ask me how this would be done).
Another idea: Going back to rpg rules, something I find wanting in many published games is examples of play. I started roleplaying with RQ and one of the really cool things about it were the examples of play. Now, something that cannot be done with paper based games is to have the fiction or examples as the departure for the game mechanics and rules. On the other hand, it seems to me that it is possible to create computer software that teaches the game as you read the story. At least I would love to see this. |
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