… and books are not RPGs.
(By the way—hi there! I’m Heather. I joined Choice of Games as writer #3 just as Broadsides development was starting. It’s nice to meet you, too!)
This post started as a comment to the “Help Us Switch Gender” thread, but I decided not to post it at the time, both because it got way too long and because I couldn’t make my points without risking spoilers. Now I think I can reasonably assume anyone reading this has played the game (but I put the spoilers under a cut anyway.)
The core concept for Broadsides was to write an adventure that allowed the PC to feel like the protagonist of a Hornblower or Aubrey/Maturin novel. The heaving waves, the clash of steel, the opportunities for honor and treasure and fame, the danger of storms and mutiny and enemy fleets…
A core tenet of the Choice of Games philosophy is to make all our players feel as “at home” as possible. There are enough games out there where the player has no choice but to play a male protagonist. There are enough women who have been turned off roleplaying games as a result. There are, similarly, enough games where the only romantic opportunities are with the opposite sex. Enough other people are perpetuating those stereotypes; we’d like to do better than that.
Adam and Dan did do better than that, with Dragon. Some of the most enthusiastic positive commentary referenced the ability to play as female and to acquire a same-sex mate. So surely, we thought, we can do it again. No problem.
Except it turns out sailors aren’t quite so simple to stage-direct as dragons. 🙂
And RPGs are not quite as straightforward to write as non-interactive fiction.
Here’s what I mean. Let’s say you’re writing historical fiction—something like Hornblower, set in the real-world British Navy fighting the real-world French. The worldbuilding is pretty simple to do (though it’s not a trivial task to get it right) because you have a template to work from.
Now let’s say you’re writing historical fantasy—the Napoleonic Wars with Susannah Clarke’s magic or Naomi Novik’s dragons. Here the worldbuilding is less straightforward, but more fun: you change your selected variable, and then map the effects on the world as they ripple outward.
Now take one more step. Let’s say you’re writing fantasy, but you want your world to evoke the feeling of a particular era or type of literature. For instance, a Hornblower novel. From one perspective, writing in your own universe gives you wonderful freedom. It’s suddenly much easier to allow women to serve in the Royal Navy … but now you’ve bought yourself a new problem. Change too many variables, and you’ll wind up with something that no longer feels like a Hornblower novel. You’re free of the constraints of the real world, but if you’re not very careful, you’ll also lose the touchstones.
And here’s one more constraint. You’re writing a game, not a novel. So your scope is constrained—you are telling the PC’s story, and have less of an opportunity to digress into the dark corners of your world and demonstrate how the changed variables affect the people who live there. More importantly, the world you build has to be fun for the player to play in. That doesn’t mean happy-sunshiny-bunnies-and-kittens, but it does mean that the player has to be able to make meaningful choices that affect the flow of the story. The life of the protagonist (the PC) cannot completely suck because of the parameters of the universe. It might be interesting to do that in a novel, but you’re not writing a novel. If historical accuracy means that it is no fun to play, you need to trade off some accuracy to improve the fun quotient.
But not too much, or you’ve lost the feel.
So now every decision becomes one factor in a delicate balance. Is the game, on a whole, historically-accurate enough to feel like a Hornblower novel… and at the same time, does it change enough variables to allow the player to play as a character type with whom s/he identifies? Can the player do most of the things (make most of the choices) s/he wants to? And is it fun when s/he does?
AND—once again, remember you’re writing a game, not a novel, so you have to consider the scope of the project, too. “How difficult will that be to code” is also a constraint. Earlier blog posts (here, and here) discuss the difficulty of balancing realistic decisions with a manageable number of branches.
Broadsides spoilers follow.
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