Challenges of Technical/Game Writing

By Phenomellama · Sep 4, 2019 ·
  1. I'm going to use this blog thing to write about current challenges I am facing with my writing, which is a complex roleplaying game that prioritizes simulation over all else, including fun.

    One note I need to make: This is a game, but (again) not every aspect is designed to be fun. The game is (again) heavy with simulation, and I intend it to also (eventually) be marketed to the educational market. I am splitting this blog into parts, because disjointed thoughts are going to lead into others.

    --Part 1--

    Right now, I am trying to quantify mental illness suffered by transhumans: people undergoing significant inorganic bodily modifications (a cyborg, if you will).
    There are a few aspects to this challenge that need to work together well to contribute a full, useful system to the game:
    1. The illnesses need to have both statistical and roleplaying detriment to playing the character. Not only are rolls for successful actions hindered, the player is required to act out certain things that negatively impact the character's interaction with the game world. Example:
    A very highly modified character may suffer from crippling paranoia. The GM will constantly be reminding the player of things he/she may or may not have done correctly, tell the character that someone is following them, and force the player's character not to trust other player characters.
    2. The effects must be manageable by the player. The blanket illness, Transhuman Schizoaffective Disorder, is manageable using medication that the player must track.
    3. The benefits to being a transhuman should be very obvious, while the players are not generally aware of how bad the impact is to the character's playability.
    4. All numeric effects need to link properly to all stats and other --numbers-- used in every other aspect of the game.
    This system has one inherent problem that I think will be unavoidable in this game: it has detriments that strictly exist in the roleplaying aspect of the game without mathematical consequences.
    Why is this a problem?

    --Part 2: The gamer mentality.--

    This is a game and will mostly be played by people familiar with these kinds of games. They are used to bending probability systems to make characters that do well against odds presented by the game, usually with combat-related situations. These 'powergamers' do not count anything not mathematically quantifiable as being of any consequence.
    So, I have to design the entire game around fighting that. Many games are actually designed to do just that. My issue is the method in which these games fight powergaming: they make the probability systems and game structure very simple and keep rules very loose.
    My thing is, I don't want a game like that. I want that mathematical complexity and balance and an unprecedented level of detail, but I also want to require strong roleplaying and blend advantages and detriments into both the math and the social aspect.

    That's the overall challenge. And I think it is working out so far.

    If this garners any interest, I'll post more later. Even if it doesn't, I'll probably still post anyway.

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