I could have facetiously named this article MAYP, but I chose peace today. It most likely wouldn’t end up with the greatest SEO rankings either. Now that my hero origin story and how I discovered the object of great power has been explained, it’s time to get down to the nitty gritty( I said this like Jack Black on Nacho Libre). Let’s use Paper Play Arcade to deal a prompt, and create a Table Top RPG(TTRPG). Exciting right? Except for the fact that I’ve never made a TTRPG before.
For the past year, I have been playing Dungeons & Dragons(D&D) and Star Wars RPG(SWRPG) with some knowledgeable colleagues of mine, which has taught me so much. In fact, they have helped me accept myself as a big nerd. I grew up a jock and a closet dweeb. Not many of my friends were even into comics and video games like I was. No one I knew were into TTRPG’s, and even if we were, the rules are so complicated that it would have intimidated us before even playing a round. Even getting a full set to play the game would cost hundreds of dollars, and from a hooper’s perspective; that’s a pair of Jordans with the matching socks.
My circle then was all about winning, and competition. We played games that were quick to setup, easy to manage, and fun to play. That is still the same today. Competition is a significant reason for playing games. Letting skill be the differentiator, and not luck. For me, a good game has a clear winner and loser. As toxic as that may seem, that is what I love about playing any game. Skilling up, earning points, getting better through experience lends a lot to why I love to do anything.
The older I became, the more I played third-person RPG’s. Narrative is my second favorite aspect of a game after gameplay. I love being able to live in another world as a character I can bond with. Add that to entertaining gameplay that allows me to earn points to level up, and the ability to rank amongst players in the world; I will be addicted to the game. But, from my experience, mimicking that level of smooth gameplay is difficult in the form of a board game.
I was committed to the process of creating a Level 10 Monster Hunter for D&D, and a Level 1 Outlaw Tech for SWRPG. I personally have enjoyed such deep gameplay, but there are times when gameplay can drag on. Adding new characters take time and the level of competition depends on the game master(GM). Earning points is generally left up to the GM, and for a newcomer knowing how to apply those points can be confusing. Luckily, my colleagues have been extremely helpful, but there are times where I can’t really get into character because I don’t know my options well enough.
So, being the wannabe entrepreneur I am, I have created my own version of a TTRPG with the Paper Play Arcade Deck and The Paper Playbook which is in development. I’m seeking to improve the following experiences in TTRPG gameplay:
Game Speed
Setup Time
Character Creation
Player Power
The Accumulation of Points and Energy
World Building
Skirmishing
Storytelling
Game Master involvement
We will revisit this list at a later date, but for now, just know that these are the ways I seek to improve the experience.
The Prompt
Usually, to get a full prompt, one would need to deal the Character, Plot and World cards. But since I have players choosing the characters they want to be, all I have to do now is deal the Plot and the World. This is what I dealt:
These were completely random pulls. It was like the Universe knew I needed a huge sandbox general enough to generate RPG campaigns. By making the central point of the lore on a space carrier, my players could travel to other worlds dealt from the deck.
Character Building
Next, I reached out to some homies to see who would be interested in being guinea pigs for my prototype MAYP-TTRPG. My brothers Leland Stein, Leon Singleton and Ryan Wright agreed to be apart of the experiment. Leon and Ryan also being co-founders for Paper Play; this was another moment for them to get deep into their research bag. Leland is our resident die-hard gamer and our go-to game tester. Each one of them have drastically different personalities, which will make for an interesting game experience. Here are the cards they dealt:
I spent time with each of them developing their characters. I wanted to make the experience easy in comparison to what I experienced making characters in other RPGs. By dealing the card, they dealt their occupations. I allowed them to be whatever species and/or race they could imagine. The goal for Paper Play Co. is to make imagination and make-believe easier. Gamifying the process of imagination and creativity is our business. Too many rules, too many intricacies take away from the gameplay experience.
We came up with some really cool ideas when it came to powers and abilities, and as long as the power fit within the Level 1 range, I accepted the idea. Level 1 in The MAYP-RPG is enough power to affect a large bedroom. So, if it doesn’t fit in a large bedroom, it’s too large, and therefore not permitted. I’ll make a more specific power level scale later. The key was to see how quickly I could setup this game. To build a great character, according to author David Corbett in his book, “The Compass of Character,” a well-rounded character needs 4 attributes:
Lack - “A state of unfulfilled promise, malaise, boredom, disappointment, compromise, loneliness, isolation, lack of direction, absence of purpose or meaning, existential angst, even dread.”
Yearning - “The life they hope for as a result of what they lack. It feels like their life’s calling.”
Resistance - “(A) weakness, wound, limitation, external opposition, obligation, or moral flaw.”
Desire - “The pursuit of the character’s principle goal as defined by what they yearn for. It is the opportunity to ascertain what they lack.”
Each attribute works together to help an author develop a good character. I asked each one of them to define each attribute as it relates to their character. I also asked them to create a name and background for their characters, and this is what they came up with:
Alas! A Prompt!
A mercenary, hunter, and magician on their way to slay a dragon on a carrier ship traveling the galaxy.
Armed with a solid prompt, it was time to design the campaign and NPCs needed to make the game. In order to immerse the players in the experience, I used the Story Circle to build out the overall lore of the game that would challenge their characters to grow.
Introducing “The Grand Arcadia”
In a universe filled with conflict, the High Emperor is dying, and beings all over the galaxy are preparing for the coming game of thrones. Energy has become the most valuable resource in this tumultuous time, powering empires and nations alike. From small settlements to large spacefaring civilizations, all technology is focused on creating and finding sustainable sources of energy to secure their future.
The pursuit of energy has become one of the noblest forms of work in the galaxy. Countless individuals - scientists, engineers, and explorers - dedicate their lives to uncovering new sources of power, journeying to the farthest corners of the universe in search of the next breakthrough. The importance of this mission cannot be overstated, as demand for energy continues to rise while existing sources dwindle. As tensions escalate and conflicts intensify, the search for alternative energy sources becomes even more pressing. The fate of entire civilizations rests on their success, and millions depend on finding sustainable solutions. It is a daunting task, but the determination and innovation of those involved in the quest for energy give hope for a brighter future.
In this epic story, a mercenary named Issa Muhammed, a hunter named Ray Aldermight, and a mage named Kamwendo Sol meet on the space carrier, the Grand Arcadia, in hopes of creating a brighter future for themselves. Each brings unique skills and abilities to their journey, facing challenges and obstacles along the way with the ultimate goal of success, fate, and notoriety.
Ramone Franchiseman
While aboard The Grand Arcadia, the characters encounter wealthy and powerful figures like Ramone Franchiseman, and navigate the bustling and chaotic Arcadian Market. Ramone, the owner of The Grand Arcadia, began as an asteroid mining slave. He studied the mystic arts as a means of escape and misdirection. After fleeing, he became a street magician, thief, and conman. He now owns the largest marketplace for energy sources in the world -- The Arcadian Market aboard The Grand Arcadia. Ramone knows about every available energy source and seeks to be king, not of royal bloodlines, but to free the world from them.
Playmaster
As the Playmaster, I will be playing all of the NPC’s, and occasionally hand out NPC’s for other players to control as well. Further, to map out the sessions, I will draw out rooms on blank cards that I purchased on Amazon as we play. I’ll write an article later explaining how this process works, but for now, look at this as procedural map generation.
First session outline
Enter Ray into market
Ray is drawn to a food stand in the market that is serving a cultural staple from his home planet
Meets Issa
Issa see’s commotion by fighting ring
Walks over to see Kamwendo practicing his magic
Issa challenges Kamwendo
Issa and Kamwendo spar
Issa walks away before it gets to serious
Kamwendo is left puzzled and explores Arena
Ray gets up from a food stand in search of the wilderness terrarium
Kamwendo runs in to Ray while looking for a peaceful place
Ray mentions where he is going, and Kamwendo joins
Don’t Think, Just Make
This process isn’t difficult. Deal the cards, create the characters, plot the story, and write a synopsis. The best way to learn anything is to attempt to do it. It's never going to be perfect, but each attempt gets us closer to perfection. Going through the process itself brings new ideas to the table. The job is not finished, but gameplay and player feedback will provide the data I need to create the solution proper for the dreamers out there. Since I have no loyalty to how anything has always been done, I have no problem breaking tradition.
The Grand Arcadia is evidence that one can use Paper Play Arcade to make a game and a narrative. Going through the process helped expand the abilities of the deck. To stay true to the MAYP aspect of this game, I will use the RPG sessions to create the narrative and lore for Arcadia. The actions and decisions that the players make in campaigns will be translated into an actual episodic novel. Paper Play Co. wants to bring people to the gaming world who normally wouldn’t play by addressing everything that could possibly deter gameplay. Breaking the norms of RPGs is all the more incentive to innovate. Next time, we will enter the world of Arcadia with our three friends Issa, Ray, and Kamwendo. Stay tuned!