What is "Sim-Lite"?

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9 Sept 202424:51

Summary

TLDREl juego 'Broken Empires' se define como un juego de rol de fantasía dramática y ligero en simulación. El creador enfatiza la importancia de los personajes tomando acción y persiguiendo objetivos para avanzar en la historia, contrastando con juegos de rol más tradicionales. La fantasía se presenta como un género familiar pero con elementos únicos, y 'Sim light' indica un equilibrio entre detalle y fluidez en el juego. El énfasis en la inmersión y las consecuencias de las acciones de los personajes, junto con la interacción entre el jugador y el juego, crean una experiencia rica y dinámica.

Takeaways

  • 🌐 El juego 'Broken Empires' se describe como un juego de rol de fantasía dramática y ligero en la simulación.
  • 🎭 'Dramatic' hace referencia a la necesidad de que los personajes tomen acciones y enfrenten obstáculos para lograr sus objetivos, creando así la narrativa del juego.
  • 🧙‍♂️ 'Fantasy' implica que el juego está en un género que es interno y consistente, con referencias culturales y geográficas que son familiares para los jugadores.
  • 🕹️ 'Sim light' indica que el juego busca un equilibrio entre la simular profunda y la resolución rápida de conflictos, sin ser un juego de rol completamente de simulación.
  • 🎲 El progreso y la obtención de puntos de experiencia en 'Broken Empires' dependen de la persecución de objetivos por parte de los personajes y de enfrentar riesgos al lanzar dados.
  • 🏰 El juego está diseñado para ser inmersivo, con un enfoque en la experiencia de los personajes y la historia que se desarrolla a través de sus acciones.
  • 🗣️ 'Role playing' es crucial en el juego, donde las decisiones y el lenguaje utilizados por los jugadores influyen en el resultado de las interacciones en el juego.
  • ⚔️ Los conflictos y las interacciones sociales son fundamentales en 'Broken Empires', y se resuelven a través de la combinación de habilidades de personaje y suerte al lanzar dados.
  • 🌟 Los objetivos de los personajes y los obstáculos que deben superar son esenciales para el desarrollo de la trama y la experiencia de juego.
  • 🧩 El juego ofrece un mundo abierto y de arena de juego, donde los jugadores tienen libertad para establecer sus propias metas y el GM desafía esas metas con obstáculos.

Q & A

  • ¿Qué significa 'dramático' en el contexto del juego 'Broken Empires'?

    -En el juego 'Broken Empires', 'dramático' se refiere a que cada personaje debe tener deseos y tomar decisiones para superar obstáculos a fin de lograr sus objetivos. Esto es fundamental para crear una historia y experiencia de juego interesantes.

  • ¿Cómo se define 'fantasía' en el juego 'Broken Empires'?

    -La 'fantasía' en 'Broken Empires' se refiere a un género que, aunque tiene elementos mágicos y fantásticos, debe ser internamente coherente y proporcionar un marco de referencia familiar para que los jugadores puedan entender y interactuar con el mundo del juego.

  • ¿Qué es 'simulación ligera' y cómo se aplica en 'Broken Empires'?

    -La 'simulación ligera' en 'Broken Empires' busca un equilibrio entre la resolución detallada y la rapidez de juego. Ofrece suficientes detalles para que los jugadores sientan inmersión y realismo, sin sacrificar la fluidez del juego.

  • ¿Por qué es importante que los personajes tomen acción en 'Broken Empires'?

    -En 'Broken Empires', la toma de acción es crucial porque es la única manera de avanzar en el juego. Los personajes deben perseguir sus objetivos activamente para obtener puntos de experiencia y desarrollarse dentro del juego.

  • ¿Cómo se ganan los puntos de experiencia en 'Broken Empires'?

    -Los puntos de experiencia se ganan al perseguir metas y superar obstáculos, utilizando habilidades y enfrentando desafíos que se presenten en el juego. Esto puede incluir tanto conflictos físicos como sociales.

  • ¿Qué papel juegan las 'Stakes' en el juego 'Broken Empires'?

    -Las 'Stakes' son fundamentales en 'Broken Empires', ya que definen lo que está en juego en cada encuentro. Representan lo que los personajes pueden ganar o perder al perseguir sus objetivos, dando un sentido de urgencia y significado a las acciones del jugador.

  • ¿Cómo se aborda la inmersión en 'Broken Empires'?

    -La inmersión en 'Broken Empires' se logra a través de la扮演角色 y la toma de decisiones que el personaje haría en situaciones dadas. Esto puede incluir hablar en primera persona y asumir la identidad del personaje para una experiencia más rica.

  • ¿Por qué es importante la elección de palabras en las interacciones sociales del juego?

    -La elección de palabras es crucial en las interacciones sociales porque直接影响 la habilidad que se debe utilizar para resolver la situación. Esto requiere que los jugadores se comuniquen claramente con el GM para que se pueda determinar la habilidad adecuada para el desafío.

  • ¿Cómo se mezclan las decisiones del jugador con las habilidades del personaje en 'Broken Empires'?

    -En 'Broken Empires', las decisiones del jugador y las habilidades del personaje se mezclan al permitir que las elecciones de táctica y diálogo del jugador informen qué habilidad se debe utilizar en un desafío, creando así una experiencia de juego dinámica y enriquecedora.

  • ¿Cuál es la filosofía de diseño subyacente en 'Broken Empires' que guía su desarrollo y gameplay?

    -La filosofía de diseño de 'Broken Empires' se centra en la dramatización de la fantasía, la inmersión en el personaje, y la importancia de las decisiones y desafíos que enfrentan los personajes para avanzar en el juego, todo en un marco de mundo coherente y familiar.

Outlines

00:00

🎮 Introducción al juego de rol 'Broken Empires'

El presentador introduce el juego de rol llamado 'Broken Empires', enfatizando la importancia de los términos 'dramatic fantasy' y 'sim light role-playing game' en la filosofía de diseño del juego. Expone que estos términos no son solo de marketing, sino que tienen un significado profundo y están relacionados con su experiencia de más de 40 años en el ámbito de los juegos de rol. El juego se basa en principios y filosofías claves que el creador considera cruciales para el diseño y la experiencia de juego, y busca transmitir estas ideas a través de la mecánica y la narrativa del juego.

05:01

🌟 La importancia de la 'dramática' en los juegos de rol

El presentador discute el término 'dramático', aclarando que no se refiere a juegos de historia, sino a la esencia de la dramaturgia que implica un personaje que desea algo y toma decisiones para superar obstáculos. En 'Broken Empires', los personajes deben tener objetivos y tomar acciones activas para avanzar en el juego, lo que crea una experiencia de juego dinámica y enfocada en la superación de desafíos. El juego fomenta la inmersión y la interacción con el mundo, donde los personajes no son pasivos sino que influyen en el entorno y reciben respuestas de él.

10:01

🔮 El género de 'fantasy' y su conexión con la experiencia humana

El video describe el género 'fantasy' como un medio para explorar la verdad de la experiencia humana en un mundo fantástico y coherente. El presentador enfatiza la importancia de la consistencia interna y la referencia cultural en la construcción de un mundo de juego que sea inmediatamente reconocible y comprensible para los jugadores. 'Broken Empires' utiliza culturas y entornos que son familiares para los jugadores, pero con elementos únicos que lo hacen fantástico, manteniendo un equilibrio entre lo conocido y lo extraordinario.

15:02

⚔️ 'Simulación ligera' y su impacto en la experiencia de juego

El presentador explica 'simulación ligera' como un enfoque que busca un equilibrio entre la resolución detallada y la velocidad de juego. En 'Broken Empires', se opta por una experiencia de juego que ofrece detalles significativos sin sacrificar la fluidez del juego. Se abordan temas como la inmersión, la importancia de las decisiones y la representación de acciones y consecuencias en el mundo del juego. El juego incorpora elementos narrativos que enriquecen la experiencia de juego sin caer en la rigidez de una simulación total.

20:02

🗣️ El rol de la 'rol扮演' y la 'juego' en la experiencia de juego

El video subraya la importancia de la interacción entre el rol de los personajes y los mecanismos de juego en 'Broken Empires'. El presentador discute cómo la inmersión en los personajes y la toma de decisiones basadas en sus objetivos es fundamental para el progreso del juego. Se enfatiza la necesidad de establecer apuestas claras en cada encuentro, donde los personajes tengan algo tangible que ganar o perder, creando una dinámica de juego en la que las decisiones y las acciones tienen consecuencias significativas.

Mindmap

Keywords

💡drámatico

El término 'drámatico' se refiere a la esencia de todos los juegos de rol y dramas, que involucran a un personaje que desea algo y toma decisiones para superar los obstáculos. En el video, el presentador enfatiza que este elemento es crucial para el desarrollo del personaje y la historia dentro del juego 'The Broken Empires'. El drama se crea cuando los personajes toman acciones activas y el mundo reacciona, creando una dinámica de acción y reacción.

💡fantasía

La 'fantasía' es el género del juego de rol presentado, que se centra en mundos internamente consistentes y reconocibles para los jugadores. El video menciona que, a pesar de ser un mundo fantástico, debe ser lo suficientemente similar al nuestro para que los jugadores puedan entender las reglas y las leyes del mundo, permitiendo así tomar decisiones significativas.

💡simulación ligera

La 'simulación ligera' (sim light) es un término que describe el equilibrio que el creador busca en su juego, entre la resolución detallada y la resolución rápida. Se busca una experiencia de juego rica en detalles que no ralentice excesivamente el juego, permitiendo que los jugadores se sumerjan en el mundo del juego sin perder la dinámica de juego.

💡rol de juego

El 'rol de juego' hace referencia a la interacción entre el jugador y el personaje que controla, donde el jugador asume la identidad del personaje y toma decisiones en su nombre. En el video, se destaca la importancia de la inmersión y la representación honesta del personaje para avanzar en el juego y obtener experiencia.

💡experiencia

La 'experiencia' en el contexto del video se refiere a la forma en que los personajes del juego obtienen puntos de experiencia al perseguir sus objetivos y superar obstáculos. Esto no solo se limita a combates, sino que también incluye interacciones sociales y desafíos no combativos, subrayando la importancia de la acción y la superación en la narrativa del juego.

💡objetivos

Los 'objetivos' son los deseos o metas que los personajes persiguen en el juego, que son fundamentales para crear la historia y el drama. El video enfatiza que los personajes deben tener objetivos claros y tangibles, ya sea algo que quieran lograr o algo que quieran evitar, para que el juego tenga un propósito y los jugadores tengan un sentido de dirección.

💡apuestas

Las 'apuestas' son lo que los personajes ponen en riesgo durante un encuentro o situación en el juego. El video explica que las apuestas son cruciales para crear tensión y significado en las interacciones del juego, ya que definen lo que se gana o se pierde al superar los obstáculos.

💡inmersión

La 'inmersión' es el proceso por el cual los jugadores se sumergen en el mundo del juego y asumen la identidad de sus personajes. El video discute cómo la inmersión es esencial para la experiencia de juego, ya que permite a los jugadores tomar decisiones basadas en la perspectiva de sus personajes y vivir la historia del juego de una manera más auténtica.

💡mecánicas de juego

Las 'mecánicas de juego' son los sistemas y reglas que rigen cómo se resuelven las acciones de los personajes dentro del juego. En el video, se menciona que, aunque es importante la inmersión y el rol de juego, las mecánicas son igualmente importantes para determinar el éxito o fracaso de las acciones de los personajes y para introducir un elemento de sorpresa y diversión.

💡contexto

El 'contexto' es la situación o entorno en el que se desarrolla una interacción o decisión en el juego. El video destaca la importancia de que los jugadores entiendan el contexto para poder tomar decisiones significativas y para que los juegos de rol sean inmersivos y emocionantes.

Highlights

The Broken Empires is a dramatic fantasy, sim light role-playing game designed to immerse players in a world where character actions drive the narrative.

The game emphasizes 'dramatic' as a core principle, meaning characters must actively pursue goals and overcome obstacles to create a compelling story.

Experience points in The Broken Empires are earned by pursuing character goals, not just through combat or treasure acquisition.

The game is set in a fantasy world that is internally consistent and provides a frame of reference for players to easily understand and engage with.

Fantasy in The Broken Empires is about meaningful choices within a world that, while fantastical, is grounded in recognizable and consistent rules.

The term 'sim light' refers to a balance between detailed simulation and speed of play, aiming for a game that is rich in detail but not overly cumbersome.

The game mechanics are designed to support role-playing by requiring players to make decisions as their characters would, influenced by both player choice and character skills.

Stakes are crucial in The Broken Empires; every encounter should have clear risks and rewards that matter to the characters.

The game encourages an open-world sandbox approach where players are free to set their own goals, with the GM providing challenges to overcome.

The Broken Empires is designed to be adaptable, allowing GMs to house rule and adjust the game to suit their group's preferences.

The game's design philosophy values both role-playing and game mechanics, creating a dynamic where player decisions and dice rolls work together.

The game's creator discusses the importance of creating tension through dice rolls, which adds an element of fun and excitement to the gameplay.

The Broken Empires aims to provide an immersive experience where players feel the consequences of their in-game actions and choices.

The game's system for social encounters is detailed, requiring players to consider their character's skills and the context of their actions.

The creator shares insights from over 40 years of gaming experience, influencing the design and philosophy of The Broken Empires.

The game is designed to be a partnership between players and the GM, with a focus on collaborative storytelling and world-building.

Transcripts

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so the game is called the broken Empires

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role playing game and the blurb

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underneath the title is dramatic fantasy

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Sim light role playing game so what does

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that mean well those aren't just

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buzzword marketing words anything like

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that those are words that actually do

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mean a great deal and there's a reason

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why we have them in there so these words

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actually speak a lot to my design

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philosophy and what I'm trying to

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achieve with the game and also kind of

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what I value as a as a player as a GM

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there's a core set of principles and

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philosophies whenever

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you're designing a game or even playing

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a game really or running a game that you

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kind of kind of keep coming back to over

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over a career like I've I've been doing

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this for over 40 some years and certain

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things have come out as being like these

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are important these are really crucial

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things and because this game the Rogen

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Empires is basically the best of 40

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Years of

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Gaming I'm looking at all the different

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pieces I'm putting in the games and I'm

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sort of thinking about why I chose those

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things and that's where dramatic fantasy

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simite role playing comes into so I

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wanted to talk to you about what it

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means so I've I'm super Hightech here

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I've made some notes on my phone so I

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want to go over these and I want to talk

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about it and I want to sort of expound

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upon it so the first word in that

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description is dramatic so what exactly

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does that mean there's there's a lot of

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baggage with that

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word uh in gaming circles there's a lot

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of people that assume when you're

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talking about dramatic it means you're

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talking about story games and I am

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absolutely not um story games for me are

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some a very different Beast they're I'd

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call them RPG adjacent I mean

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technically they are RPGs but they seek

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to serve a slightly different audience

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they they seek to scratch a slightly

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different itch than what I'm trying to

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do with the game um so there's baggage

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with that term so let me explain exactly

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what I do mean when I say dramatic in

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dramatic fantasy simulate thing so all

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role playing games and in fact all drama

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ever made is about a character wanting

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something and then making a choice to

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overcome the obstacle in his or her way

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in order to get what they want that is

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the essence of all drama you need a

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character that wants something and that

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character makes a choice takes an action

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in order to overcome the obstacles in

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their way and by doing so they arrive at

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the conclusion and either they achieve

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what they want or they don't but if you

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have a character in any drama and I'm

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talking movies TV plays anything

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anything short stories anything if you

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have a character that does not actively

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take action make a choice then you don't

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have drama then you don't have a story

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because if you have only passive

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characters in other words passive

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characters that are sitting back waiting

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for the world to happen to them those

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are extremely dull characters with rare

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exception so in the role playing game in

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this game in the in the broken Empires

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the idea that characters must take

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action they must want something that is

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absolutely crucial to the game

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experience you can't just sit down at

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this game and say I'm just going to be a

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fighter and I'm just going to see what

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happens I mean you can but you're going

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to be you're going to quickly realize

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that you're not advancing because so

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crucial to the core principles of this

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game are the ideals of take action

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overcome

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obstacles that the only way to advance

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your character in this game is per is by

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pursuing your goals that does not matter

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what those goals are the goals could be

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something as lofty as I'm going to track

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down the Assassin who killed my parents

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or I'm going to overthrow the kingdom

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that invaded my homeland as a child or

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it could be something as simple I'm

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going to go into that dungeon and get

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the treasure before I get

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killed really it's as simple as that but

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if you have a character that does not

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want anything you don't have a game you

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really don't so in the broken Empires

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the only way to advance your character

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the only way to earn experience points

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is by actively pursuing those characters

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goals and that is up to the players to

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figure out and with the GM of course

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it's a it's a partnership in

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that the player characters must want

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something or else there is no drama

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there's no story they must want to push

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on the world and when they do the world

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pushes back somewhere else that is the

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cycle of Drama Action and reaction I do

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a thing and it affects the world and the

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world responds this is the game and this

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is all drama and this is how you advance

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your character if you want to get

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experience points in the broken Empires

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you have to have a character with strong

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wants and you set those up at the very

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beginning and also those evolve over

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time right they evolve with the story of

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the

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character and there's ways to do that

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mechanically but it's very simple it's

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it's essentially at the end of the

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session you talk with the GM and the

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rest of the table and you say did I

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pursue my objectives and and there's a

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very specific meaning in pursue your

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objectives in the broken Empires it's

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not just did I do a thing no it

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specifically means did you put something

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at risk

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by Rolling

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dice in order to achieve what you want

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because the game is so robust in terms

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of its conflict Arenas rolling dice

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isn't just about combat physical combat

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it is also about social interactions

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it's about uh difficult

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travel so these things all are arenas in

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which to explore your character's wants

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and desires to roll dice to use your

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skills and to try to overcome the

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obstacles that is is how you get

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experience it's not by killing monsters

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it's not by accumulating treasure these

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things are their own rewards killing

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monsters before they kill you is its own

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reward obviously you survive to fight

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another day gaining treasure is its own

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reward but only through pursuing what

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you want what your specific goals are to

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you get experience now that could mean

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kill the monster right I it's kind of

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like in the in the game iron sworn how

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you swear a vow I'm going to slay the

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Beast that killed my best friend

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whatever right okay in that case yeah

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killing the monster that's pursuing your

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goals or taking any actions using your

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skills to overcome the obstacles that

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are in your way between you and killing

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that monster or you know gaining

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treasure could be a goal too I'm going

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to become the richest thief in the city

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of aner okay cool then anytime you take

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risks roll dice to overcome obstacles in

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pursuit of that goal you get experience

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points so dramatic that's what it means

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it means that every character every

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player character in the broken Empires

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is about pursuing their goals and that

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is what will create the drama of of the

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character's story if you will the next

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thing is fantasy well this is probably

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the easiest one fantasy is a

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genre uh a lot of people have asked me

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actually is the broken Empires uh good

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for sci-fi well I mean you could twist

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it into a Sci-Fi game but it's fantasy

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it's literally in the name fantasy uh it

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still deals with people first and

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foremost that is a crucial distinction

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about fantasy that a lot of people

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sometimes don't

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make any good fantasy the the best

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fantasy is always about being internally

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consistent right you need the world to

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make sense to the reader or to the

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participant in this case and there has

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to be a frame of reference that the

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player characters the players rather can

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grasp or the reader if it's a book or

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the viewer if it's a TV show there has

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to be a frame of reference that the that

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the participants can grasp so that they

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know exactly what the setting is right

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so look at Game of Thrones Game of

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Thrones is clearly fantasy it's very

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internally consistent the rules of the

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world and I'm talking about the books

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here specifically the rules of the world

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are set they're very similar to our own

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world but there's differences there's

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magic very subtle magic there's dragons

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right there's things like that there's

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the night king or the the the white

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walkers as I believe they're called in

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the

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book it's internally consistent this

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fantasy and there's a frame of reference

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clearly westos is Northern England or

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rather all of England with a bit of

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Spain and a bit of France it's westros

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is clearly the British Isles right

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there's aspects of Scandinavia in there

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and Os is clearly kind of like the

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Mongols and the Eastern steps and things

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like this and you know places more quote

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unquote exotic so that frame of

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reference is immediate it's not our

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world it's clearly not our world but

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it's close enough that we go oh yeah I

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know what this is so in the broken

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Empires you will see that the cultures

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represented there are very familiar

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they're not complete ripoffs you're not

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going to find an actual England there

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with the English political system of

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feudalism and things like this but

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there's an area well there are areas

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rather in the world like the Westlands

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which you know they're very familiar

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they're they're like oh I think this

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kind of feels like England or angavar

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angavar feels a lot like France you know

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ortio dandala feels a lot like Spain at

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the sort of at the height of its Armada

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years um frame of reference is very

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important for me because I want my

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players to immediately be able to see

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and feel and hear and taste and smell

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the world that they're in and the best

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way to do that I have found in my

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experience is to give them frame of

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reference right this is like a little

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like ancient Egypt with some some Saudi

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Arabia mixed in you know medieval Saudi

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Arabia boom oh okay I got it it's desert

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there's camels I understand the the I

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understand the the the costumes I

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understand the type of weapons people

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use you know it's it's a thousand one

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Knights Arabian Knights that kind of

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stuff um it's it's immediately

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understandable and recognizable so

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that's that's what I mean by fantasy in

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this it's internally consistent and

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there's a frame of reference we get it

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we understand you know a lot of people

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say things like Lord of the Rings which

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is one of the great fantasy stories of

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all time oh well it's just escapism I

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submit to you it is absolutely not

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escapism because the best fantasy is

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always about the truth of The Human

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Experience it just happens to take place

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in a Fantastical world but that world

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has to be consistent so that we can make

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meaningful choices as characters that's

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crucial and that world also has to be

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recognizable we need to understand what

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the rules of physics are obviously does

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water run back backwards or uphill in

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this world we need to know that in order

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to make meaningful choices so the broken

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Empires is a very familiar fantasy world

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uh but there's some some weird things in

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there um but I I call those out in in

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the book in the setting guide of the

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book and by calling them out they get

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highlighted as oh that's unusual because

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it goes against the frame of reference

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that we're expecting and that's kind of

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what helps to make it Fantastical right

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it's all about meaningful choices that

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your players cannot make meaningful

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choices in a world that they do not

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recognize and that they

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uh do not recognize the laws of the

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internally consistent laws so Sim light

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this is the big one simulation light so

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I've talked about this in a previous

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video but every game exists on a

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spectrum on one end you've got detail of

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resolution and on the other you got

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speed of resolution so a simulationist

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game Falls obviously closer to the

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detailed

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resolution whereas a rules light game

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tends to fall closer to the speed of

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resolution

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so my

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goal with the broken Empires is to find

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for me as close to the perfect balance

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as possible now of course that's

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subjective and it's a matter of

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individual taste for me I like

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simulation but not too much simulation

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that it bogs down the speed of play but

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I need enough details that yeah that

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means we're going to have to take a

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little more time in order

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to uh come to a resolution of like a

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combat or something right yeah it's

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going to take a little more time there's

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going to be more roles because those

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roles tell you things that are

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interesting and uh uh what I would say

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crucial details to understand how the

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fight looks and feels as opposed to I

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rolled against your armor class and did

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five hit points damage right to me

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that's very functional that's over here

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in speed of resolution very very

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functional I'm talking about D and D but

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it's it's boring to me I was bored by

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DND D's abstractions almost immediately

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when I first started playing I recognize

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their functionality and I recognize

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their importance and I recognize how

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easy it is to get into that right but

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that's not my core audience with the

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broken Empires my my core audience is

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for people who want a little more meat

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on the bone who want a little more

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detail and who are willing to understand

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that in order to get that detail you

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have to you have to sacrifice a little

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bit of play speed a little bit being the

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key here

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because you know you could have a game

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like harmas again one of my favor games

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or a game like mithis a game which is a

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huge influence on the broken Empires to

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me mithis is just a little too far to

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the simulationist side of things uh by

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that much but it's enough to make me go

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ah it feels a little cumbersome but

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that's just for me I can only design for

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me some of you are going to love where

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this game sits on the Spectrum some of

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you going to say oh that's way too many

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rules it's way too crunchy some of you

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going to say why didn't you put more

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details about infe infected wounds in

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there which by the way I have there are

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in Ed wound rules in there or whatever

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right you're going to say but well why

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don't you have stackable armor right I

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got to tell you this is just where I'm

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going to land on that spectrum and

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either you're going to be cool with that

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or not and of course as a GM if you're

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running this game for people of course

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you can house rule it duh that's what we

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all do but uh rules is written I'm

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trying to find a place that for me

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pretty much hits that perfect spot um I

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mean there's abstractions in every RPG

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uh where the abstraction Falls is what

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defines this game as a simulation rather

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than a a sort of rules light game um as

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I said we don't do Five Points of damage

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we you know uh puncture you in the right

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arm and cause you to drop your sword in

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pain right or whatever um there is still

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abstraction in this game there has to be

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there's abstraction in every game uh the

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games that have tried over the years to

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avoid to to eliminate all abstraction

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are unplayable you know like uh what was

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it Phoenix command from the old days you

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know these are games games that tried to

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basically calculate the the individual

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trajectory of each bullet based on wind

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speed and all and no no no no no for me

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way too much way too much uh but so too

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uh uh too little is Iola D20 oh look I

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beat your armor class therefore I do

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some points of damage and there's no

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other effect until you're at zero that's

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that's no but not to me uh anyway so

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there's always abstractions including in

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my game right certain things are going

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to be abstracted resolve is a good

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example of that resolve is a met

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currency in the game but it's based on

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what the character has it's not some

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it's not some narrative currency it

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doesn't say you as the player get to

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edit the scene by spending this meta

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currency that's something like fate

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would do that is not done here resolve

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is a reflection of what the character

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can actually do and that's an that's an

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important difference to me this is a

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simulationist game but it's not a fully

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simulationist game I borrow a lot of

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narrative narrativist ideas from other

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games because I think they're really

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great so I like the idea that you can

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spend resolve points which is a meta

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currency even though it's based on your

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own uh characters abilities and such

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that you can spend those to give

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yourself a little leg up you know to

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increase the success level or to do a

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reroll right I have no problem with that

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hardcore simulation a lot of them hate

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that no the dice rule of the day what

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they say goes H that's not where I'm

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sitting with this anyway so that's

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that's Sim light right and again I've

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talked about this before so role playing

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game that's the last part of uh dramatic

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fantasy simate role playing game now

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this is very important um both of these

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terms are of equal importance to me role

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playing and game and they're very

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different things but they come together

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under the term role playing game in a

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beautiful manner that gives us all of

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these wonderful experiences we've had

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playing RPGs over these years role

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playing is of course to assume the role

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of a character in a fantasy world in

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this case and make decisions that the

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player thinks that the character would

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make in those circumstances again this

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kind of comes back to the simulation

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right like you're simulating a world

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you're simulating what it would be like

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for this character to be in that world

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and you're kind of seeing Through The

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Eyes of this character to get that

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experience that's called immersion right

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one type of immersion there's there's

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other types of immersion but for my

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purposes here I'm divining immersion is

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that in this game you know we we're

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trying to immerse ourselves and our

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characters to try and experience this

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world of the broken Empires as though it

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was real you know I mean we're not going

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to laring we're not doing that we're not

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putting on

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costumes that's the

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line but uh uh yeah we want to

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experience the world as though it was

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real and yes the default assumption is

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that this is going to be played by

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players who speak in the first person

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and yes maybe they put on a funny voice

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or an accent or whatever there's

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absolutely no requirement for that um at

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all but yeah the assumption is is that

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you are playing the game and you are

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making decisions as honestly as possible

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based on what you think the character

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would do in that moment

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you know we say the words that our

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characters would say now not everybody

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plays like this and some people go back

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and forth my own group here at home uh

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my live group uh they kind of go back

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and forth a lot they'll they'll speak in

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character but then they'll they'll pull

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back and kind of go to the third person

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stance and say you know Joe the

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Barbarian goes over here and does this

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thing and then they'll jump back into

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first person so it it doesn't matter you

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know the only reason why I bring this up

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is because some of the rules especially

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in Social encounters assume that the

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players are immersing themselves and

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that they are honestly trying to portray

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the character and so the words that the

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players choose to use Serve to inform

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the outcome of those social roles now

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that doesn't mean at all that a

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charismatic player is always going to

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have a charismatic character at all what

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it means is the player regardless of

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their individual socialization or

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Charisma or whatever the Player's Choice

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of tactic and choice of words doesn't

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matter how they say it but it does

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matter what they say that is going to

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inform that is going to

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inform the skill that the character must

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roll so you get this blending in social

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conflict you get this blending of player

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choice with what specifically they say

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in that moment and context is King in

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this moment a blend of that and a blend

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of what the character skill is so if the

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player opens his mouth and says words

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words that are very clear to everyone at

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the table and most especially to the GM

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as being

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intimidation then guess what that

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character has to make an intimidation

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role now if the character is no good at

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intimidation they're going to fail that

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role and they're going to cost the party

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in that moment because you have a

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tolerance level uh this is this is

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heavily inspired by the One Ring

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although I do it slightly differently

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you have a tolerance level with NPCs

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you're trying to convince of something

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uh you know important NPCs you know as

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soon as you fail past the tolerance

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level you've lost you've lost the

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encounter so if you open your mouth as a

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player and you say things that imply a

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certain tactic you better understand the

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skills that the character has because

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that is the skill that's going to be

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rolled uh it's I know it sounds a bit uh

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authoritarian when I say it this way but

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trust me this has worked so well for us

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over the years it's so awesome it's so

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immersive and it's and and players very

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quickly learn how to adapt to that it

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it's just fantastic some of the most

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tense situations I've ever run have been

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in games where I've used these rules

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these social counter rules and uh it's

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fantastic uh in any event the the the

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point of all this is that anytime a

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character takes an action to overcome an

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obstacle because remember that's that's

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what we're doing here anytime they take

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an action to overcome an obstacle in

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order to get what they want we need to

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know whether or not they succeeded right

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so you're playing the character you're

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role playing but but now you have to

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roll the dice and that's where the game

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comes into it the game mechanics it is a

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blend of two I am playing my character

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and I I make an impassion speech and I

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even though if I'm am not an charismatic

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person or I don't know the words I I say

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what the character says and I choose

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those words and then the GM says Ah roll

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and Inspire okay now the game comes into

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it now it's about the

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mechanics does the skill work that's

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going to be based on your character

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skill and it's going to be based on the

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luck of the dice we roll dice in these

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games because it's fun and because dice

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represent all of the unknowns that the

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game system does not specifically call

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out the dice represent chaos they

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represent all of the things we have not

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taken account of but still affect the

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outcome so this Crepes tension rolling

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dice creates tension and tension is

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fun that's why we do it there could be

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no tension or fun without characters who

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are pursuing things that matter to them

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again it comes back to this

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so the game in role playing game is just

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as important as the role playing in this

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game in the broken Empires you cannot

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Advance your character unless you

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immerse yourself in that character and

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you pursue their goals and you allow the

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dice to be rolled and you allow the

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character skills to be challenged and

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you allow those characters you you you

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force your characters to try and

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overcome obstacles that they need to

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overcome in order to achieve what they

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want everything in the game around

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revolves around that everything revolves

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around those core principles and this

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brings us of course to Stakes right how

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do we set Stakes what is at stake in the

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scene Stakes are everything if you're in

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in a in an encounter in the game

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everything is about Stakes what is a

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steak a steak not something you eat with

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a knife and fork the stakes I'm talking

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about

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are what what are you risking things for

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what are you trying to achieve what is

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the obstacle and what is the gain what

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is the thing you get by overcoming that

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obstacle and what are you risking that's

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the stake either the character has to

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have something tangible to gain by

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pursuing the goal or they have to have

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something tangible to lose by not

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pursuing the goal and you know I haven't

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written all of it yet but in the GM

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section I'm going to really try and

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Hammer that home the idea that every

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encounter should be about Stakes should

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be about the stakes of the characters

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right not every single time right

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there's going to be Random Encounters

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and oh my God we got attacked by Bandits

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and whatever now the stakes are just

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survive or whatever you know that's

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going to be you know that's that's not

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uncommon but I'm talking

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about I'm talking about things that

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matter to the characters as the GM you

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have to give the the character's

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opportunities in order to overcome them

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because that's the only way they Advance

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right so what you get is in the broken

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Empires you get a you get an open World

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sandbox where the players are all free

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to choose whatever goals they want but

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it is the GM's job to throw obstacles at

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those goals so

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that the players can overcome them and

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achieve their goals and get

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better everything comes back to

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that so

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dramatic fantasy siml role playing game

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with the important Stakes on the side

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and maybe a

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potato these are the these are really

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crucial philosophical ideas that I

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wanted to talk about um because they

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really do underpin so much of my design

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philosophy in everything I do in the

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game so I hope that was helpful and uh

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I'd like to hear your ideas and thoughts

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on on the stuff I've said um leave a

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comment below and we'll get a discussion

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going all right thanks guys

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