Darren Menorath: The Avatar Personality Game (APG).
Exploring how characters we create reflect our own identity
trying on a metaphor

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Darren Menorath: The Avatar Personality Game (APG).
Exploring how characters we create reflect our own identity
. (See First Life to Second Life: Notes on the Design and Development of a Synthetic World Installation, In The Sweet Bye & Bye: An Immersive Memoir for a presentation of the design and impleme...
Earlier this week, we pointed you towards an interesting paper by Georgia Tech Professor Fox Harrell, which dealt with the surprisingly complex politics of avatars and identity in online games. Sadly, it seems many did not get much out of it. Making Avatars That Aren't White Dudes Is Hard Making Avatars That Aren't White Dudes Is Hard Making Avatars That Aren't White Dudes Is Hard Since the majority of video game players in the West are white, when they play a role-playing game, … Read more Read more
“The danger exists if games show, or kids see, only one world, one world view, only one narrow type of game. Real intellectual and ethical growth comes from having been in many worlds, some of them different enough to get your thinking for yourself.” (Gee, 2007. p. 16)
Darren Menorath: Last Wednesday at a Game dev meet up, I presented a simple (and butchered) version of GURPS. Moving on from the simplified version of Dungeons & Dragons v3.0 (also butchered) that I got a group of newbies to play a while back, I found that GURPS system easier to digest for newcomers.
It was interesting to see the transition from a new RPG system changed the way they created their characters in the game. One person in particular thought it would be swell to take on as much disadvantages to gain more advantages (Min-Maxing), and made a very interesting character that other characters became annoyed of, and relied heavily on when the time need be.
Because the scenario created for the players was a survivalist based, it didn’t require wealth and social status, a language system (English is the universal language), quirks, and contests. Damage and armour were dealt through stats and advantages chosen (e.g halo: Spartan Mark V suit would need the advantage, “Environmental Suit”. The person has high strength and health so the chance of them surviving hits is high). Dice roll were mostly based off “success and failure” rolls where rolling under a 10 will be a success and vice versa (I removed the notion of damage rolls and reaction rolls so the newbies didn’t get too confused on the dice systems). It required a lot on the GM’s end to picture the scenario, whether or not the characters survive. Players also had to be specific as to how they were going to use their skill (e.g. I want to use my natural sciences to find any flora that could be used for healing. Roll for success or failure.).
The feedback I got from the test players were mostly positive, stating that it was interesting that they got to create whoever they wanted, and still be able to play the game. However, they did comment on the advantage/disadvantage/skills list and how they found it complicated as to how they worked. They also noted that due to time constraints of the meet up, that the narrative on my end wasn’t as descriptive as it should of been, though the poster (the image above) helped set the scene for them.
Next Step: Clarifying some of the rules and advantages/disadvantages. I will also try to incorporate language, wealth and social status, and contests, depending on the scenario in the story. I feel that for the purpose of my research, I won’t dwell too much in NPC selling items, but rather grant loot through exploration to compensate.
Note: Thanks to gilgalahad and aphrael6 for suggesting Fate Accelerated and Swords & Wizardry White Box. If GURPS does me wrong anytime soon, I’ll try them out :)
Darren Menorath: In an attempt to understand more about role-playing games, I found myself looking into table-top RPGs and how their video game counterpart has taken much of their rule structure into their own. Having not played any table top RPGs before, I asked someone who did and was suggested to play D&D ver.3.0 rules and was given a few boards, dice, and figures. Having gathered newbies to try out the board game, we found ourselves trying to figure out a complex character creation. After hours of re-rolling and allocating stats, the group stated they had enough.
Having realised that the complexity of D&D ver. 3.0 had put off the newbie players, I looked into creating my own version of the game by making it a story-telling game (RPG story time sessions). By simplifying the class & stats, allowing any sort of race, and removing the use of dice, players found themselves being immersed into the experience faster and were more engaged with their characters within the fictional world. During this experience, I found that the power of the imagination is immense, as no video game with all of its flash graphics can compare to the universe created in your head.
Next step: Looking in the GURPS (Generic Universal Role-Playing System), I found that the storytelling game that I was playing was basically this game without the dice system. In the next RPG story time session, I will be using this system and see how this plays out with the people participating.