Sta cercando qualcos'altro nell'archivio di The Forge, quando ho incontrato un vecchio post di Ron Edwards (questo:
http://indie-rpgs.com/archive/index.php?topic=24288.msg237147;topicseen#msg237147 ) in cui traccia un vero e proprio "albero genealogico" di tutto un gruppo di giochi che porta a Cani nella Vigna, probabilmente lo "stato dell'arte" al momento in quella famiglia.
Non sono cose nuove, Ron le aveva scritte anche altrove, ma in questo post sono espresse in maniera particolarmente sintetica, così ho pensato di riportare qui il brano. (anche per contribuire a dare un po' di "visione storica" di un certo tipo di design).
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There is a very specific series of influences in RPG design that are founded on that exact observation. It goes like this:
1. Ron decides GMing Champions and Cyberpunk like he did won't achieve the experience he and his friends want; they know those results do appear intermittently but can't figure out why they aren't consistent.
2. Ron reads and/or plays Over the Edge, Zero, Prince Valiant, Castle Falkenstein, and The Whispering Vault; he throws out all of his Cyberpunk-like rules for Sorcerer and re-writes it from scratch. (some time passes; Sorcerer gets sold and played and stuff)
3. Matt Snyder decides that Werewolf: The Apocalypse needs to be shot in the head with a silver bullet yet struggles with an elaborate game design intended to "heal" it and/or Mage; but then he reads Sorcerer and The Pool and busts out the alpha version of Dust Devils right here at the Forge. Ron and some friends play the bejeezus out of it.
4. Ron then busts out Trollbabe specifically based on the lessons learned from playing Dust Devils. Legends of Alyria (which was inspired in part by Sorcerer & Sword), and his own The Sorcerer's Soul, including some techniques about scene and conflict construction (no one except maybe Jared had ever written a game formalizing any of that beyond vague-ass GM fiat; PTA did not yet exist). A whole bunch of people play the bejeezus out of Trollbabe.
5. Vincent Baker, dizzy with rage after years of White Wolf and Ars Magica, convinced he'd burned his bridges with role-playing via writing kill puppies for satan, reads Sorcerer, The Sorcerer's Soul, and Dust Devils, then busts out Dogs in the Vineyard.
This is only one of the little paths one might find upon looking at who played what, who discussed what, who entered the community when, and who wrote what, but it's an important one. We all know scenes and conflicts must occur, we all know that the SIS must be verbally constructed including outcomes, and we all know that conflicts may be thought of in terms of internal driving external and vice versa, in a twisting, escalating-commitment way.
That particular path "chooses" certain techniques and combinations of techniques regarding those issues. The results, for this "path," look like this:
i) Extreme Fortune-in-the-exact-Middle resolution rules, with a range of scale that includes rather short-term actions
ii) A certain degree of reversibility in stated actions and efforts inside the resolution system, which produces the effect that no one ever really knows how things will turn out when a conflict starts
iii) Conflicts must arise organically; there is no rules-driven "what must be achieved" or "missions," even if the characters think they're in such situations
iv) Similarly to (iii), there is absolutely no external structure at all beyond a given character's story (see v next), i.e., no "chapters" or stages of play as a whole; even so-called scenarios are not required to be solved or beaten or completed or anything like that
v) Characters' behavioral mechanics do not limit actions or attitudes, but actions may carry heavy consequences upon oneself or upon one's helpers or both; those consequences are perfectly capable of ending a player-character's story; similarly judgment of a given character is often explicit and may involve injustice or justice in the eyes of the real people involved
vi) Narration, by whoever is designated to do it (or deliberately left open in that sense as in Sorcerer), is tightly constrained in terms of a specific conflict, but extremely wide-open in terms of how it happens, and that particular openness often sets up new conflicts and new opportunities at all scales
vii) Character creation sets up nigh-unspeakable levels of hair-trigger tension, not among different characters so much as among that specific character's options, at all times
viii) During play, the ability to start and stop scenes is centralized to one person, but within a scene, the ability to start conflicts is 100% equal among everyone; in practice, conflicts are begun all the time, by anyone, any time within scenes
xi) No single person has any disproportionate authority whatsoever about the outcomes of conflicts; the rules for resolution and narration are simply applied at all times and any given person abides by his or her role as dictated by those rules
Playing in this fashion is often explosive and cathartic, interspersed with long and very understandable rising action; it is associated with an approach toward Social Contract that Meg Baker calls "I Will Not Abandon You," which to many people looks like "I'll Look at Your Guts if You Look at Mine," and it often feels extremely in-the-moment, to the extent that people feel like their characters' actions were the only thing they could possibly have done.
It's my favorite way to role-play.-----------------------------------------------------------
Poi, già che ci sono, segnalo
questo thread in cui Jonathan Walton chiede ai vari autori di elencare le varie influenze sui loro giochi, per il suo "Relationship map project" (che alla fine realizzerà, ma il diagramma finale è così complesso da essere quasi incomprensibile). Cito chi ha influenzato chi, secondo i loro stessi autori:
------------------ Clinton R. Nixon:
For The Shadow of Yesterday: (il precursore del Solar System)
D&D 3rd Edition
Sorcerer
The Riddle of Steel
Orkworld
Hero Wars
(I know I left Fudge off, but it wasn't a major influence, really.)
---------------- Ron Edwards:
SorcererMaelstrom / Story Engine
Cyberpunk
Zero
Over the Edge
The Fantasy Trip
ElfsDungeons & Dragons
Paranoia
TrollbabeEverway
Prince Valiant
Dust Devils
The Dying Earth
Hero Wars
It Was a Mutual DecisionBacchanal
Breaking the Ice
SpionePrimetime Adventures
Universalis
Accordion (solitaire card game)
Legends of Allyria
-------------------- Vincent Baker
Otherkind (May 2002, draft)
Tim Denee's Our Frustration (nee Punk)
Paul Czege's The World, the Flesh, and the Devil
Ron Edwards' Elfs
Ars Magica
Zak Arntson's Metal Opera
Jared Sorensen's InSpectres
In a Wicked Age (to be published)
<----scrive questo elenco nel 2007)Ron Edwards' Sorcerer, especially Sorcerer & Sword
Ron Edwards' Trollbabe
Matt Wilson's Primetime Adventures
The Dying Earth rpg
My own Cheap & Cheesy Fantasy Game
Hungry, Desperate & Alone (Jan 2002, draft)
Scott Knipe's Lapdogs
kill puppies for satan (Jan 2002)
- Ars Magica (2nd - 4th ed)
- Vampire: the Masquerade (1st ed)
- Mage: the Ascension (1st ed)
- Oblivion's Edge
Dogs in the Vineyard (Aug 2004)
- Sorcerer
- Trollbabe
- Dust Devils
- Legends of Alyria
- Universalis
- The Riddle of Steel
Poison'd (Aug 2007)
- The Mountain Witch
- My Life with Master
- InSpectres
- Sorcerer
- Trollbabe
- Steal Away Jordan
------------------ Matthjis Holter:
Archipelago- Dirty Secrets
- Until we Sink
- Earthsea (unfinished draft)
- Prime Time Adventures
- (Keith Johnstone, but you want games, right?)
Zombieporno- Downtown (unpublished draft)
- Contenders
- Dogs in the Vineyard
- My Life with Master
- Alien Porn (unfinished draft)
--------------- Jason Morningstar
The Roach:Prime Time Adventures
The Mountain Witch
Breaking the Ice
Polaris
Grey Ranks:Carry: A Game About War
Spione
In A Wicked Age
The Prince's Kingdom
Polaris
(Mountain Witch should be here, too)
--------------- Paul Czege:
My Life With Master:
Puppetland
The Pool
Hungry, Desperate and Alone
(and the one I always forget, and that should probably be cited in the book) Le Mon Mouri
Bacchanal: For a long time I thought the game came almost entirely from the 2005 Game Chef's "no character sheet" requirement and "wine" ingredient. But upon reflection, Bacchanal was influenced by Once Upon A Time, and Dark Cults.
The World, the Flesh, and The Devil was influenced by James V. West's Sigil, and The Pool.
--------------------- Matt Snyder:
Dust DevilsSorcerer
The Pool
The World, The Flesh, and the Devil has to be in there, too.
I forget what else.
Nine WorldsThe Riddle of Steel
Mage: the Ascension
Nobilis
Probably Ars Magica in there somewhere.
Oh! Everway, definitely
44: A Game of Automatic HorrorLacuna
octaNe
My Life With Master
Jovian Chronicles
Prime Time Adventures
Conspiracy of Shadows
------------- Seth Ben-Ezra:
Legends of AlyriaAmber Diceless
Final Fantasy VII (computer game)
Thief: The Dark Project (computer game)
Everway
Sorcerer
Theatrix
Dirty SecretsSpione
Polaris
Ia Ia Philes
Universalis
--------------------- Malcolm Craig:
Cold CityCall of Cthulhu (5th edition, again)
Dogs In The Vineyard
Dust Devils
The Mountain Witch
Sorcerer
Unknown Armies
-------------------- Evil Hat (Fred Hicks)
Spirit of the Century (though I expand this to contain Fate as well)
-- Fate influences: Fudge, Risus, Over the Edge, Seventh Sea, Amber, Feng Shui
-- SOTC specific influences: Adventure!
-- Note: Lenny Balsera (Landon Darkwood) may have a game or two to add to this list.
Don't Rest Your Head: -- Dead Inside, Lacuna, Call of Cthulhu
<----- (fa un po' ridere che non ci metta Sorcerer per i kicker...)-------------------- Jared Sorensen:
octaNe: Over the Edge (simple characters in a wacky world), Feng Shui (Asian pulp action RPG begets the American pulp action RPG)
InSpectres: Ghostbusters (duh), Paranoia (dramatic irony, bickering players), Call of Cthulhu ("What if CoC games past the first didn't end up sucking?")
Lacuna Part I.: Whispering Vault (("surreal dreamscapes that don't suck")
Darkpages: Sorcerer (what's the price of power? amoral PCs), Vampire: the Masquerade (DP is my World of Darkness)
----------------- Nathan Paoletta
For
carry, the primary influences were Dogs in the Vineyard (escalation of conflict, stakes setting), My Life With Master (endgame, laser-focused design), Unsung (serious take on people at war), Sorcerer & Sword (basing a game off of literature) and Primetime Adventures (fan mail, character issues).
----------------- Joe Prince
ContendersMy Life with Master
Piledrivers & Powerbombs
Piledrivers & PowerbombsContenders
My Life with Master
(insomma, Piledrivers & Powerbombs e Contenders sono hack di My Life With Master, si era capito... 
)
--------------------- Ben Lehamn
Polaris Sorcerer
Legends of Alyria
My Life With Master
Adventures in Improvised Ars Magica
Amber Diceless
Bliss Stage Angel Gear (this can be considered the same system as Tenra Bansho, in case that comes up)
My Life With Master
Breaking the Ice
Otherkind
Cyberpunk 2.0.2.0.
The Drifter's Escape:
Polaris
Trollbabe
Dust Devils
---------------------- John Harper
Agon- Rune
- Savage Worlds
- The Shadow of Yesterday
- Argonauts
- Dungeons & Dragons
--------------------- Ralph Mazza:
Universalis:
Alyria
The Pool
------------------------ Meguey Baker:
1001 Nights:Universalis - aim to reward certain aspects strongly
PrimeTimeAdventures - share story creation
Ars Magica - troupe-style play, shared GM stuff
Otherkind - divvy dice between things
---------------------- Matt Wilson:
Primetime Adventures, probably mostly these three:
Dust Devils
Universalis
Trollbabe
------------ Joshua A.C. Newman
Shock: is a longer list because I was thinking about it and had absorbed more stuff by the time it was done:
- Cyberpunk
- Paranoia
- Dogs in the Vineyard
- Nine Worlds
- Polaris
- Prime Time Adventures
- The Shadow of Yesterday
- Snap
- Trollbabe
((questa è una lista ottenuta combinando insieme le informazioni di 3 thread in tre forum diversi, molti giochi e autori li ho lasciati fuori per brevità)