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#it’s our little blorbo dollhouse :)
sodonelite · 1 year
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Yo ho, yo ho, a pirate’s life for me…
—☠️—☠️—
Some OC art that I’m really proud of! I spent a lot of time on this taking advice from friends and trying out some new techniques with coloring, so now all can bear witness to another one of my demon OCs.
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ostrichmonkey-games · 9 months
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OC Incubators: TTRPG Design for Making Cool Little Guys
I've been thinking a lot about why some people like to play Certain Games and how that intersects with action figure style play and the desire to make your own little blorbos.
What is it about Certain Games (which will not be named so I don't go down a rabbit-hole of breaking apart that game's design lmao) that really gets people's sitting down and just making a whole bunch of cool OCs? You know, your zany wizards, sexy demony bards, and all of that.
So, I've talked a lot about this with some people (shoutout to @temporalhiccup), and I'm not the only person to be thinking on similar wavelengths (check out this fun read by @sprintingowl), and in those discussions and in that reading, I've put together a few what I think are Key Ingredients for making ttrpg that is also an OC incubator. At least, in the sense of how I would want to do it.
So first, what is an OC Incubator? My definition is basically any sort of semi-sandbox/open ended game where you make your own cool character and then go do cool things. Along the way of doing those cool things, you come up with cool stories and have your OC evolve in even more cool ways. Cool, yeah?
Here are the key ingredients I've identified for the incubator stew (store bought is fine);
Character Options
Character Potential
An Inviting Sandbox
So let's break these down a bit more below;
Character Options
Character options is the most straightforward of the points. You need interesting and fun options - building blocks - for the players to craft their little guys from. Options that are exciting and easily communicate their core identity quickly.
A lot of this is walking a fine balance of providing enough options that making a choice is exciting, but not too many so as to be overwhelming.
But ultimately, these options are there to hit the dollmaker, picrew, character customization screen, itch. It should be fun to make all those decisions.
Aside: I gotta do more stuff with lifepath systems.
Of all the main ingredients to our incubator, character options are probably the easiest to come up.
Character Potential
This is where things start to get a little more complicated. Potential is all about aspiration. It's less about being able to get to that point, but more about "oh wow, look at all these extra things my cool OC could do".
These options are something to look forward to, something to think about. Neat cool extra doodads for making your cool little oc even cooler and expand on your cool little oc's story like milestones and growth.
In a lot of ways, these sorts of options are just an iteration of the initial character options you use when making your character. These are probably going to expand on core elements of the character options (class or playbook abilities, etc).
Again, the key point is potential and aspiration. To make you think about the future of the character.
I think, ideally, a game is intrinsically rewarding to play. You play it because its fun, not to get some sort of external reward. Play to play. But it also can be fun to put some carrots on the stick.\
As a treat.
Inviting Sandbox
The setting and premise of the game needs to invite players in. It's the big fancy dollhouse for all your cool toys. There needs to be space to play in it, but also there needs to be something to still play in! Some games are operating at an advantage: with well established settings that have been around for years and/or using a setting that utilizes tropes and ideas that also have been established for years. You know. Elves and stuff.
But! You absolutely do not need a well established setting or play with well established tropes to make an inviting sandbox! The main criteria is that it is inviting. Whatever that means to you, go for it. For me, an inviting setting, one that would make me want to play around in, needs;
Enough foundation to guide the play. What are the major players and assumptions of the settings? Give me the overview and broad strokes first!
Enough space for the table to add to while they play in. If every thing is set in stone, then what are we playing in this sandbox for? You need some sand to sculpt! Put some sand in your sandbox!
I could spend a lot more time talking about settings, sandboxes, and how it all circles back to anti-canon, but that's a story for another post.
Mixing It All Together
So, with those ingredients identified, how do you go about layering them all together? How should they interact with each other? And the easy answer is "I don't know, figure it out."
But also, I don't entirely know. You gotta figure that out for yourself. That's part of the design process. I don't think there's one singular way to "design" around getting people to have fun whipping together some cool OCs and then playing around with them together. In many senses, you can do that in practically any game. But for some of my current projects, I want to try keeping the three ingredients in mind as I write the games (particularly Furry Crime Game), and see what happens. Maybe it'll end up hitting the notes I want it to - crafting a game that makes the players constantly rotate their cool little guys in their mind - maybe it'll end up being something else. I dunno, real Ms. Frizzle hours: Get messy, make mistakes.
Also, as I'm writing this out now, I think a potential fourth ingredient to try mixing into the stew is Player Investment. Time, creativity, emotional. It all feeds into the character and different games expect different levels of investment. Something to probably keep in mind while you hone your game.
I don't know how else to end this, except to say that I'm excited to experiment in this space. Maybe you are too?
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