Okay, so, I've got this idea bouncing in my head. Thought I'd start documenting it here. Feedback is welcome, not expected. Thoughts, etc., both Genesys and general RPG thoughts.
Elevator Pitch: Dream Park meets Ready Player One .
Pitch: In the future, live action role playing is the most watched competitive event in the world, done via virtual reality. The game should allow for all genres and IPs, changing week to week. Death is not a real threat – the stakes are the long term relationships of the players. However, those relationships hinge on their performance (both in terms of outcome and theatricality) in adventure scenarios that involve lots of combat and action.
The senscape is the virtual reality of the future, allowing for neural stimulation of all five senses.
The memescape is the internet of today – chatrooms, bulletin boards, et cetera.
Adventure Role Playing is the sport of the world – dungeon delves in a wide variety of genres. Those successful can easily make a living, with the dream being to become celebrities.
The AFL – Adventure Fantasy League – is the biggest and bestest league of Adventure Role Playing. Others include Hero League (solo play), BloodSport (grittier), and Warcraft 9 (the most complicated).
Players characters are made up of a few parts: the gamer is the “real world” person set up in their rig. The avatar is their projection into the senscape. An avatar is made up of a chassis and a class . An avatar can have any of a given number of classes , though only one can be active at a time.
Avatars also have a role : control , expert , heavy , scout , support , and weird . These roles have no long term mechanical effect, but their effect is determined by the Challenge ( infra ). A given Challenge may give mechanical effect (increased toughness for heavies, etc.), role playing effect (all scouts present as elves), or often both.
Classes are handled via XP. Avatars also have a “League Level” which may be real but may be purely narrative.
ARP Challenges , or games, are dungeon delves with role playing elements. They can be set in any genre. They are overseen by a Master of Ceremonies (MC), who may interfere as they see fit. MCs should have distinct personalities (some are fair, some are not, some are more interested in role playing, others only in brutal combat). MC personality should telegraph some elements of the Challenge to the PCs.
NPCs in a Challenge may be controlled by AI personalities, or by other people playing their part, or by the MC.
Challenges are always competitive – they may be timed, they may be head to head, they may or may not be instanced. Inter-player combat may or may not be allowed. MC discretion is broad but not unlimited – abuse may be rectified by the Tribunal , the judicial wing of the Fraternity of Masters of Ceremony , or by the Rules Committee of the AFL.
The “rules of the universe” should change for each Challenge. Magic and technology’s availability may vary drastically. A “dread” mechanic (that the gamers are aware of) might be present in a horror Challenge, while a mystery Challenge might prevent any physical combat.
The notion that the Challenge is being watched by the masses should be heightened. Product placement, etc. Gamers should perform according to their brand during Challenges if they want to advance in popularity. Between Challenges, the GM should highlight how their actions are being observed by the crowds and how the fanbase is reacting.
Drama and narrative should be focused on rivalry between player characters, between PCs and other gamers, and between sufficiently advanced gamers and MCs. Gamers’ lives should also provide sources of narrative tension: sponsorship deals dependent on “maintaining a certain brand feel”, aggressive fans, and other “real life” issues.
Gear: A Challenge may dictate starting gear for each avatar, possibly dictated by role. Each class has a “default gear” which may often be included. Otherwise, gear must be found in the Challenge. Challenges can reward legendary gear , like Excalibur or N7 Armor. An avatar may bring up to three pieces of legendary gear into an adventure, regardless of the rules of the Challenge (though even those rules may be broken for theme). This allows gamers to bring Scarface’s Little Friend to a Renaissance Challenge.
Genesys Rules
The gamer chassis is chosen at character creation, and likely will be represented by stats. Physical stats are the artificial strength of the avatar, mental stats are based on how much sensory information (including augmented “reality” – e.g., info overlays) the avatar handles. PCs will probably get enough XP to create a 3-3-3-2-2-2 configuration; if they want to spend it on 4s and leave some as 1s, that’s fine.
Class character sheets will fold over the avatar sheet. A gamer may have one active class at a time. Each class has a ~15 talent talent tree, and only the talents available on the class are “active”.
The avatar skill list is separate from class selection, but each class has a certain number of skill levels. The avatar’s skill level is the greater of the two. (So the Fighter class might have Melee (Heavy) 2 and the avatar might have Melee (Heavy) 1 . The gamer would interact with the Challenge with a Melee (Heavy) of 2. I’m thinking between 6 and 8 ranks of minimum skills per class.
Extra XP will be given out to accommodate multiple classes. Talent XP and Skill XP might be separate.
Each class has ~3 master abilities in the talent tree. Each avatar has ~5 master slots . Any master ability unlocked in any talent tree is slottable into a master slot. (So an avatar could currently have the class Fighter , but have two master abilities from Wizard , and three from Rogue .) Master abilities are like super talents. Using a class does not grant its unlockable master abilities – they must be slotted.
Class and master slot abilities may be changed between adventures. Long adventures may allow for class changes, but not master slot changes, at save points . No actual saving of progress occurs at save points.