Social Contract

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This is the Social Contract of what the shared experience should be like

Players, Roles and Conduct[edit | edit source]

Creative Agenda
Narrative Mechanics Focus
Player Player Sheet Roles Veils Story Immersion Simulation Gaming Character Setting
Player 1 1-5 1-5 1-5 1-5 1-5 1-5
Player 1 1-5 1-5 1-5 1-5 1-5 1-5
Player 1 1-5 1-5 1-5 1-5 1-5 1-5

Rules of Conduct[edit | edit source]

  • Communication Rules
    • in Person
    • email
    • text
  • Rules Used

Creative Agenda[edit | edit source]

Element Focus Aspects 1 2 3 4 5
Narrative Story Telling Narrative Shared World Arc
Shared Story Arc
Individual Character Arc
Theme Conflict/War
Creation/Development (Detail)
Veils Violence
Mood Drama
Setting Cultures, Geography
Immersion Complete Immersion

Never break Character




Mechanics Simulation Combat, Conflict
Conflict Resolution, Social Interaction of Players Social Interaction, Cooperation, Influence
Gaming Balance Authority
Player Interaction Competitive
Mixed (Group goals, Collaborate and Competitive)
Collaborative, Reincorporation, Facts
Management Resource
Risk, Reward (Chance)
Player Abilities Knowledge
Skill (Psychology, Perception, ..)
Chance / Strategy Chance
Strategy, Tactics (Long/Short), Balance
Agenda Importance Aspects
Focus World/Setting Character
Narrative Story/Drama Immersion
Mechanics Gaming Simulation

Note: Somewhat but not necessarily opposing, "Story/Drama" and "World/Setting" are related as are

Game Narrative Mechanics Focus
Example Category Story Immersion Simulation Gaming Character Setting
Dungeons & Dragons Role-Playing Low Medium High Medium
Universalis Role-Playing High Low Low Low High
RoleMaster Role-Playing Low High High
Fiasco Role-Playing High High
Chivalry & Sorcery Role-Playing High
HarnMaster Role-Playing High
Riddle of Steel Role-Playing Medium High Medium
Ars Magica Role-Playing Medium
Dogs in the Vinyard Role-Playing
Chess/Go Strategy Game
Game of Life Board Game Medium Medium Medium Medium Medium Low
Diplomacy Board Game

Setting[edit | edit source]

  • Location and Time
  • Laws of Nature
  • Technology
  • Cultures
Category Sub-Categories Magic Technology
Science Fiction Hard/ Soft, Cyberpunk
Fantasy High, Sword and Sorcery,
Historical Ancient, Medieval, Renaissance, Modern None

Mechanics[edit | edit source]

Depending on the Focus of the Game the mechanics of the will be more or less complex:

Game Mechanics[edit | edit source]

  • Character (Gauges, ...)
    • Attributes Used (Granularity)
    • Attribute Values (Granularity)
    • Attribute Value Distribution (Best/Worst of)

Can be different for different Characters/Players types

  • Conflict Resolution (Physical, Mental, ....)
  • Skill Checks

Story Mechanics[edit | edit source]

  • Scene Setup

Facts/World Mechanics[edit | edit source]

  • Laws of Nature
  • Cultures
  • History
  • Technology
  • Geography

Metagame Mechanics[edit | edit source]