#INDIEGAMEaDAY2016  
Day 29: What indie game tech do you most keenly miss when you play something more mainstream? And then do you denounce the game in person or do you save it for a social media rant?

Obviously I intended this question to start a lengthy and impenetrable turf war discourse on the bright line between indie and mainstream. Obviously.

So we all know what we’re talking about right? Excellent, we can skip over the unpleasantness.

I have actual answers for this one! Minimum navel-gazing today.

Circles from Burning Wheel, or really any player-facing “take a chance on adding stuff to the world” mechanism. Circles, specifically, oh how I missed that. To those not in the know: it’s basically a stat that lets you add an NPC to the world. Might be useful, might be an enemy, doesn’t matter: if you feel like you need to add an NPC to the game, you make the test. If it fails, the best practice is typically that the NPC shows up anyway, but with a complication. That alchemist you really need to brew up a shapeshifting potion is also an informant for the Cardinal’s secret police. The sympathetic captain of the guard will totes let you through the gate but only after you’ve saved her son from the witch in the woods. Whatever. Enmity Clause ftw.

Another: relationship-making Pre-Play Questions. First I saw it so explicitly spelled out was Apocalypse World. It’s great for games with a good dose of intraparty action, especially backed up with some incentives so you keep reincorporating the stuff you said in the beginning. In Mutant: Year Zero, it generates the Ark’s relationship map and situation, and earns you XPs as you help an NPC, hinder another, and protect your PC “buddy.” I really do miss that process when it’s not available. I think Fate (FATE? (F.A.T.E.?)) has a similar pre-game “what did we do together and what aspect is derived from that experience?” thing. It’s neat. Good tech.

I miss PbtA style Moves when I’ve been playing a lot of PbtA/AWE games. It gets into my head and I shift my mode and method. The surest proof that moves are not skills is to try to treat one as the other in back-to-back games. Very different engagement and use and vibe. But the majority volume of my play isn’t PbtA so missing Moves is a temporary condition only.

I know I’m missing a ton but those are the three that jump to mind.

One more day! Anyone else excited?

4 thoughts on “#INDIEGAMEaDAY2016

  1. “Let’s use D&D 5e as an example again. I was so happy to see the PHB state unequivocally that D&D is about “exploration, interaction, and combat”. That’s a perfect summary of the core D&D experience, the game doing what it does best.

    But then the DMG acts as if this statement doesn’t exist. I’ve gotten into discussions here on G+ about how the lack of mechanisms in 5e that explicitly reward “exploration, interaction, and combat” drive me kind of batty.”

    So true. I had a friend back in the 3E days who played in a D&D game with none of those things, and I was baffled by both why and how. Then I found out that her group had so thoroughly house-ruled their system that it was debatable whether they were playing anything one might recognize as “D&D” at all. It was like that guy who famously built a motorcycle out of the wreckage of a car.

    http://gizmodo.com/5912640/real-life-tony-stark-turns-his-broken-down-car-into-a-motorcycle-to-escape-the-desert