World of Esaene (ENWorld)

Tuesday, February 14, 2006

Keys/Flags

I've been reading a lot of indie game design blogs lately and there is a lot of great material out there. Here is a great example:

Flag Framing - this is pretty much how the key system works, except I'm tying it into experience and level progression. It is then both an informal-structure role-playing tool and a formal level-progression tool.

The key system is something that Brant, the original designer of Esaene 1st Edition, was really adamant about and I agree with him. It gives both the player and the GM a focus for character development and role-playing. It also covers some fundamental issues with level progression in standard D&D. In theory, a player can choose to take a level of wizard out of the blue. Sure, GMs sometimes will mutter something about finding a tutor, but there is nothing specifically in the rules that says they can't do it.

To advance a level in Esaene, you need the requisite "life" experience (experience points) as well as personal growth (goal achievement). Each level a player must accomplish five goals.

Two of these goals are required - a class goal (meaning an accomplishment that reflects the class you wish to attain. It could be something simple like training or combat for a warrior, or something as extensive as achieving a certain level in a specific skill. In that case, for instance, you may not be ready to train in a specific class until you take the time elsewhere to learn the basics).

The other required goal is a key goal - essentially, the character must deal with a difficult task concerning a key. If the key is, for instance, "Sir Reginald upholds the code of chivalry", then dealing with a situation where that Code is questioned or Sir Reginald has to uphold the Code even when he doesn't want to would qualify. Since keys are player-defined, it allows the player to interject what he or she wants to see in the game as a real mechanic with consequences.

2 comments:

Brant said...

Let's see if we can find some better terminology than "key". The old Better Games term was "ignoble," which seems too arcane, even for gamers.
I like "achievements" but it seems generic.

Suggestions anyone?

Chris said...

"Flag" would be the current indie term in the industry.