So i have been working off and on on a pseudo-Role Playing Game called Trust and Betrayal. I have managed to get a first draft written. The draft is horribly rough, but some interesting commentary ensued which brought me back to Board Game Design. So here it goes:
The game is designed to be played in a single sitting and the object is to create a cool story. It is generally a good idea in any game (Role Playing or otherwise) to provide mechanical incentives for players to do the things you want. For example, you want players of Settlers of Catan to upgrade their Settlements to Cities, so you provide a hard limit on how many Settlements they may have in play. It was suggested that i develop a scoring system for Trust and Betrayal and i find myself agreeing. This gives rise to a huge question, and the topic of my post:
How do you score a story? Since the story in question is fairly open-ended i can not personally provide rules for all possible permutations and outcomes as i could in most board games. On the other hand since the object is to win the game by having the most points i can not really allow the players to vote on where the points go since that introduces a ridiculous conflict of interest.
Which brings me to my plea for help: Can anyone think of a coherent way to score the quality of a contribution to an overall story that is consistent regardless of the specific story in question? Or at least consistent with regards to a story of a given theme?
Your ideas and commentary are, as always, greatly appreciated.
Thomas
Thanks for the feedback, and there are definately some interesting ideas in there. Perhaps i am simply being dense, but i do not see a good way to handle scoring without an explicit play aid (such as the cards mentioned) since even with clear categories it is possible to discuss whether something falls into one or not. I really do not want the game to be bogged down with the scoring mechanism. Ideally the scoring system is just there to support the collaborative story telling. (Note: The idea here is for a collaborative effort, so i am somewhat uncomfortable with the idea of "secret goals" for the players.)
I am not really clear regarding how the "Story Card" mechanic would work here. Do you get the points for simply playing the card, or is there something you must do with the Story in conjunction with the card? If it is the latter you probably still run into the problem of player judgement (i.e. "I don't think you really worked the theme of that card in very well so i don't think you get the point." "What are you talking about?!? That was brilliant!" At which point the game devolves into an argument regarding the scoring, which i would like to see remain totally secondary.)
All that aside, i do appreciate what you guys have mentioned so far. The idea of specific category guidelines had (somehow) simply not occurred to me. Same thing with using play aids...
Anything else you guys think of would be greatly appreciated.
Thomas