So, I decided to enter the 200 word RPG challenge this year. I am pretty happy with the game, especially as far as "200 word" games go. I have received some good feedback and would like to expand and tweak some things.
The game is a collaborative monster creator, with some boardgame mechanics on top. Instead of writing about it, I will just post it here as it is only 200 words.
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Liber Monstri
You are scholars writing a guide to monsters. You have travelled for months collecting rumors about different beasts. Now, you meet again to write up your findings.
Rumors: on scraps of paper write monster aspects: looks, abilities, origins, weakness, etc. Combined, all players should have at least 30 rumors. Mix them into single pile.
On your turn draw a rumor. Narrate it, recount the tale of the person who encountered the monster. Put the rumor in the center of the table. Play continues clockwise.
All new information should build on what is already established. Contradicting information needs to explained. Other players vote, majority wins. If vote is against you, the monster is proven not real. Discard all the current rumors. Next player starts a new monster.
After narrating you can declare the monster complete by naming it. Collect all the current rumors and put them in front of you. Next player starts a new monster.
After the rumor pile is empty, roll a d10 for each monster in front of you. Roll equal or lower than the number of rumors in this monster to score a point. Most points wins.
Feel free to write down and share your creations. #LiberMonstri
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I am happy with the core of the game - narrating randomized rumors and making up stories to add up to creation of a monster. Since the contest, I have tweaked the rules a bit, the biggest tweak is that each player draws 2 rumors each turn and chooses which one to play.
During the game, players would create multiple monsters together. The problem I run into is knowing when to finish a particular monster. I tried to solve this with this basic scoring mechanic, but it is not working well.
As it is now, the only group that does not have problems with the game rules are "story gamers." This is thanks to their "knowledge" of story and narration centric games. I would like the game to be accessible to traditional roleplayers and maybe even curious boardgamers. This is where some clear, boardgame-like, rules would come in handy.
What kind of scoring would you recommend so each player wants to add to a monster, but also there is an incentive for "finishing" a monster?
Basically, I am happy with the core mechanic (play random rumor, narrate it), but I need clear rules that encourage people to finish monsters when they have at least few rumors attached to them.
Any help will be greatly appreciated.
This is awesome advice andymakespasta! Thanks! This actually changed my thinking about how scoring can work, because I was stuck in that single mindset for days now!
We can turn the scoring around. Earn points not by finishing monsters, but adding rumors and narrating them. After all this is what the game is about, so players should be rewarded for that!
Finishing a monster can be the random aspect of the game. Because if you finish a monster, you can stop the next player from gaining extra points. To check if the monster is finished, you roll a die. If you roll equal or less to the number of rumors, the monster is finished. Otherwise it stays in play and the next player will have a go.
I think this could solve the issue I had. I will need to test it a bit. The amount of points should be the deciding factor here. 1 point per rumor doesn't change anything (the next player will get 1 point no matter if the monster is finished or not). One point for the number of rumors in this monster (so you get 5 points for adding the fifth rumor) might be too math heavy and open to some game breaking strategies. Any ideas how to make that balanced?
I am curious what other ideas are there to solve the scoring/finishing of the monster problem.