Plots & spontaneity

It’s been difficult deciding the next step. I’m torn between developing my own rules versus relying on the preexisting structure of a published game system. Even if that preexisting structure allows great versatility and customization, will it be the right fit for what I want to achieve? For instance, I’ve been reading about Powered by the Apocalypse RPGs, especially Urban Shadows (which seems to make the PbtA structure a bit more accessible—and interestingly enough, I find Urban Shadows more akin to the “apocalypse” story I want to share than Apocalypse World). Then I find myself faced with the yet unanswered question of what better suits in-depth storytelling, more traditional game mechanics like D&D and other d20 systems with which everyone is familiar, or a more non-traditional game structure like PbtA that puts storytelling also in the players’ hands? Are the “easy-to-pick-up” and spontaneous qualities of PbtA suitable to a world I want to weave thick with plots and secrets? I think ultimately, I want the game structure to grow out of the themes and setting, but complexity, accessibility, and functionality of the vehicle for a story should always be kept in mind. I also need more experience playing various RPGs before adapting anything. Who knows, perhaps I’ll return to Mutants & Masterminds.

153464So do I return to content, the humanoid and alien beings that inhabit the fictional world I want to create? Do I further delineate concepts of the soul as they pertain to the setting and such entities, so that key game mechanics emerge from those concepts? Perhaps, if I want to create a setting thick with history, plots, and secrets, I should consider—not only (or perhaps instead of) committing all such content to writing—creating game mechanics that facilitate running such a game? To take this a step further, I’ve considered how to go about the unfolding of plots and timelines, to instill in players a sense of urgency and anticipation, for events leading up to the impending apocalypse.

The conundrum to which I return over and over again is simple: How much of a story (the plot) do I clearly delineate, and how much do I leave open-ended for others to create their own stories within the world I want to create? Do I want to tell a story, or do I want to create the essence of a certain kind of story? What do my players desire?