So, the humble god game. We have these Lords of Creation, Godhoods, Age of Fires, many RTDs, et cetera. I'm just wondering if y'all have any new ideas for god games out there, something to shake up the formula.
As what I believe is the resident grandmaster on experimental, often failed god game RTDs, all I can say is [Maniacal Laughter Intensifies].
Really you'd have to be more specific; I tend to look at god games the same way as most other games, so that question's a bit like "any new ideas for gangster games" for me.
However, as a prominent example, I guess I'm willing to share a brilliant idea I had that sadly didn't pan out as intended.
Standard god game wink wink nothing will go wrong hue everything will be suspiciously perfectly normal mwahahahaha. Players should know ahead of time that something is up, but not what.
So the game starts and everyone tries to create things, but there's a problem. Everything they create disintegrates immediately. They try to create a ball of fire, it flares up and then dies out. They try to create a planet, it forms and then crumbles to dust. If there's any remnants, they're not useful.
So after some experimentation, and possibly aided by the title, they're likely to eventually discover the secret- they have to use parts of themselves to make creations real. Bleeding themselves into a sun creates a permanent sun, and so on. Naturally, the part(s) used affects the outcome. Problem- this is not free. They can't just keep ripping scales off and then regrowing them any more than they can handwave off chopping off their own hands over and over again.
Solution- this isn't limited to their parts. If they can gank another player and rip something off of them, they can form it into a creation. Cue exactly what you'd expect.
Hidden salvation- this conservation of existence has a loophole. Living things can multiply and grow without needing more godflesh than was required to make them, meaning they increase the overall amount of substance available in the universe. Oh, and the conversion principle works both ways- gods can devour their own or others' creations to restore or empower themselves.
This is going to be a happy universe.
I loved this idea to
death, but the problem was that god games are supposed to be about creation, whereas this would likely have that paranoid Perplexicon-ish gankfest quality to it. I got the feeling nobody would find out about the living things loophole until they were the last fat deity in existence, attempting to create things because... well... might as well, right? And then at some point they realize they could have just made life instead of eating each other. Haha... oops.
Possible solutions include telling them about some aspects ahead of time, which is less fun but more fun than a concept that doesn't work, and trying to rework the gibbing thing to be relatively difficult. Maybe if each god consists of 100 Points and you only rip off as much of them as you beat their roll by on a d6, godly ganking just isn't viable... which defeats a lot of the point. Maybe some kind of defender's advantage, so you have to wait for them to be distracted... but that just makes numbers auto-win.
I'm sure there's
a way to make a game about a bunch of grim deities demanding sacrifice and dreaming of the utter consumption of nonbelievers, and in a way that's really interesting and not just dark, but I'm not sure what it is.
And otherwise; how much freedom do you think god games should have? You've got the Godhood-alikes which are mainly communal creative writing exercises, and then the more structured and mechanics-based god games which might even have (*gasp*) a chance of failure when doing your godly business. Is the 'blank canvas' set-up better or worse than the defined/semi-defined world? Other questions that don't come to mind right now?
I'm hideously biased on this, but I tend to find even communal writing exercises work better when there's some unpredictability or outside direction. That's one of the reasons writing exercises often have specific prompts- to encourage people to explore the hand they've been given, which isn't necessarily a hand they'd ever draw on purpose.
Same thing with blank canvas vs defined starting world. It sounds bizarre and I don't prefer it, but my honest experience has been that players like having things already around to discover and take inspiration from, even when they're playing reality-warping entities with the power to create all of existence. If you want to compromise, you might consider having a starting world/star system/etc, and then let players abandon it to forge their own nightmarish hell or poke around in it looking for things that interest them as they see fit.
Pantheon had god-to-god combat and conflict, but the way it was implemented was a mess. In a Godhood-like, it's preferable to settle combats in advance/during in OOC in a way that adds to the world and the gods, but I understand the need for a competitive edge and game-ness in these things. So, uh, anyone have any good ideas for dealing with player combat in god games? Pantheon had some attempt at giving stats and strengths to gods based on the amount of Acts they put into things, but that snowballed totally out of control and things got, at least from my point of view, seriously unfun time to time.
One twist, with godly combat, I had is introducing clear NPC antagonist gods, beings, etc., that act on the world and the players whether they want it or not, but that's already taking a lot of the godly freedom that makes god games so appealing. You'd need some mechanics here, I think, so it's not just 'well, the giant crab god eats you, sorry, GM fiat'.
I'm at a peculiar loss here, because I'm not familiar with what Godhood&Co disputes tend to look like or be about. In god game RTDs, where the basic mechanics, if not the actual effects, of combat are pretty straightforward, I tend to find players very seldom have cause to fight each other directly. More often it's conflict over one player trying to push an asteroid into a planet and another trying to stop them, but even that's pretty rare.
Mechanically, though, you should ask yourself what you want the possible outcomes to be. If one god should "win" and one should "lose," an official coinflip will do the trick. If you need more granular and/or specific outcomes, you should base the system off of that. Obviously there's still room for creative writing on the specifics.
More specifically on Godhoods/Age of Fires: these games are, as said, communal creative writing exercises more than real games (very few mechanics, if at all), and I've been thinking that the format doesn't need to limit itself to god games. I have vague memories of talking with Fniff about this. That discussion involved... pirates? Hell if I know. The problem is, I think, that in god games the Act happens because, well, you're a god - but if you were a nation or a bunch of people, or so, it feels like you'd need to justify it a hell of a lot more. With just normal people with normal limitations, the micro scale could be problematic. Creativity is obviously limited without being able to do everything a god can.
My thing on god games being regular games does swing both ways, so I'd agree on paper that there's nothing stopping you. I'd also agree that the power and subject matter of god games probably carries it quite a bit further than most other concepts could go, however. If I were to recommend a test subject, I'd say highly cinematic monster hunters or maybe dueling mages- something where you can produce interesting things despite focusing on a handful of static characters.
So. Things. Let's talk gods.
Yaaaaaaaay.
Just make godly combat impossible. They can't tussle godo-e-godo; they have to use minions and followers. Make it a function of that.
But then that needs a resolution mechanic, as does "I change this" versus "I stop him from changing that" style scuffles.
Speaking of which, I want to try it again, but I'm not sure how to go about solving the whole Pantheon dilemma.
What dilemma was that?