[UA] Game Contracts
Bryant Durrell
durrell at innocence.com
Tue May 14 20:32:22 PDT 2002
On Tue, May 14, 2002 at 07:06:44PM -0700, Royal Minister of Stuff wrote:
> --- Patrick O'Duffy <redfern at thehub.com.au> wrote:
> > My campaigns used to suffer from a LOT of assumption clash problems.
> > A few years back, I started writing up clear outlines and contracts
> > for my games -
>
> You've mentioned these before and, I'll admit I balked
> because they sound too corporate. I'm trying to keep
> a more open mind. What would a game contract look
> like, please? Can you print up a short example and
> post it?
It does seem pretty corporate. But it's pretty useful, too...
I don't have one handy, but... ah! Bless AltaVista.
http://afters.wartworld.net/contract.html
http://www.magma.ca/~lapalme/rpg/walker/gamecontract.html
A lot of this is sort of obvious, right? But the trick is, if you write
it down, nobody has an excuse for saying "Well, I didn't understand."
It also provides a single source of house rules, rulings, etc. -- a good
game contract is a living document.
And you get some stuff that usually doesn't get talked about. Lethality
is a good example of that.
You might also find it useful to document where the campaign falls on
this scale:
http://www.occam.com/campaign/
Or not. I think some of those concepts are useful and they remind me of
the sorts of things I want to put in a contract, but I don't often use
those exact scales. Still, it's nice for the players to know that your
campaign is going to be one in which heroism isn't a major factor, say.
Or that you will be relying on the PCs to stir up their own conflict.
--
Bryant Durrell [] http://www.innocence.com/~durrell [] 9/11/2001
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I'm not doing this *just* to be weird.
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