When I wrote the Weaving Worlds post I was right on I believe all the technicalities. But I couldn’t see the wood for the trees without putting it down clearly. What storygames are is quite simple and can be boiled down to one single point.
We should be able to make games that improve on Free-Form
I am now convinced that the simplest approach will prove to be the most effective — the solution to poverty is to abolish it directly by a now widely discussed measure: the guaranteed income.
– Martin Luther King
This is the first Forward Thinking project I consider genuinely easy. What would I do for a safety net if I ruled the world? Simple. Single Payer Healthcare Free at Point of Delivery plus Guaranteed Income. And then look for anyone who slipped between the cracks or didn’t get the help they needed and fix that.
Sounds utopian? Possibly it is. The NHS is quite simply much more cost efficient than almost any other healthcare model out there with the possible exception of Japan. Its main problems stem from having two thirds the per capita funding of France or Germany and less per capita government funding than the US healthcare model; I’ve been into this in more detail on my blog previously. And trials of Citizen’s Income/Negative Income Tax such as Mincome (Canada) and BigNam (Namibia) have generally been spectacularly successful in terms of outcome to the recipients.
In my penultimate post in this series I mentioned Ron Edwards and the Forge. The Forge closed down in 2005, having done its job (and Ron Edwards ensuring that he was controversial by talking about bad games giving people brain damage) – and most of the community there moved to Story-Games. And they’ve been producing interesting enough games that they are worth the final post in this series. Story Games tend to have seven aspects; three which are common in the Forge-ist narrative RPGs of my previous article and almost ubiquitous in the Story-Games wave, and four that are almost distinguishing features of what are often referred to as Story Games.
The three that are common in the Forge-ist RPGs are:
- Challenge Based Resolution
- Fail Forward
- Everyone designing the universe
And the four that are almost distinguishing marks of this wave are:
- “Yes-but” resolution
- Intentional, rules-mediated inter-PC drama
- Less, or even no role for the GM
- Actions matter more than potential
I’m also going to mention four games in this category (or three and one hybrid toolkit game) and why they are awesome to illustrate this wave of games:
- WFRP 3e