I'm geeking out over "Oceania 2084," my tabletop RPG baby, and I'm dying to chat with you all about the nitty-gritty game design stuff. The game is already self-published over on Itch but I am really aching for your reflections and thoughts on the game I made. I personally think it is a unique and engaging game, that is interesting both around the table and for those who, like me, read rule books for the joy of game design.
What's the Deal: "Oceania 2084" isn't like most other tabletop RPGs. It's set in a dystopian world, where the characters live inside the superstate of Oceania. They are in one sense of the world the "privileged" in the grander scheme of things. They are "protected" by the oppressive regime, vaguely aware of the constant distant war front. They all live their lives under the boot of Big Brother, who is played by a solitary player, embodying the state, the thought police, and the oppression.
Design Nuggets to Chew On:
The friends & family system: In essence, the game is inspired by roguelikes in that as a player you are expected to play as several characters in a row. Once your initial character dies you will play as one of their friends or family members. The friends and family members of your character are in essence turned into your "extra lives" or your future "runs".
No traditional resolution system, instead - The Acts, Reactions, and Trust system: At the core of the rules is a system called the trust system, it can be hard to pinpoint since it is connected to so many things in the game. But in general, it can be described as a system that balances the consequences of the player's actions. In the game, the players are free to narratively describe their character's actions, and they have almost complete freedom in doing so. The constraint on an Act is that the act can not be longer than roughly 10 minutes (in-game time) at a time. If certain criteria are met their narratively described acts will be understood as rules regulated Acts. These Acts add difficulty to certain things and dictate certain outcomes. They are not skills. They are not tools. They are consequences of certain acts.
The Notes system: Notes serve as a tool for resistance players to provide advantages to future characters. By writing and concealing notes, a player takes a risk but can offer the discoverer a kind of "get out of jail for free" opportunity. This allows them, for a single use per note, to influence the narrative truth of the game. The Big Brother player has the authority to confiscate notes, and if they do, the note's content will be employed against resistance characters in subsequent interrogations.
Let's Geek Out on Design:
馃幉 Rules & playability: How do you feel about the game mechanics in "Oceania 2084"? Anything make you fist-pump or scratch your head?
馃摐 Narrative Nudges: It's a dystopian world that is collectively explored as the game progresses, most aspects of the city are left undefined by the rules. At the start of a campaign, the group defines the personality of the city and according to the rule system around narrative control shares authorship over the portrayal of the city. How does that vibe with your inner storyteller?
馃幁 Character Crafting: Dive into character creation. Did you feel the freedom, or did the rules cramp your style?
馃殌 World-Building Wonders: What's your take on the world-building? Any tips for other players when creating immersive settings for the dystopian vibe?
Hit me up with your game design musings, questions, or a friendly debate about "Oceania 2084"! Whether you're a seasoned designer or player, or just love tossing around ideas, let us all hear your thoughts!
You can check out the game [ https://jocher-symbolic-systems.itch.io/oceania-2084 ]!
Let the game design banter begin!
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