system

Ingenero supports play like Deadwood or Game of Thrones?  What does that mean?

  • Your characters and the disparate goals and motivations you give them are the focus of play.
  • Cinematic action.
  • Emotion-charged drama.

Ingenero’s unique system directly supports these vital ingredients.  How?

INGENERO SYSTEM DESIGN PRINCIPLES:

These four principles guide the design of the system.  If they appeal to you, you’ll love this system.  If you’re not sure, give it a try — I learned so much researching and developing it, I hope playing it can teach you something for you too.

1) Character-driven focus and pacing:  During play, the things that should be focussed on and examined are the things that matter to the characters – their aims and goals.  In fact the system has two alternating phases of play specifically to deal with events that are highly relevant to characters goals and those that aren’t.  Which of course means that the players dictate the pace and focus of the game through their choice of character goals.

result:  invested and engaged players.

2) Internal goals are just as important as external goals:  An external goal is when a character wants to make something external to himself happen – win a fight, rob a bank, kiss a girl, etc…  Internal goals are those that satisfy something within the character — generally giving the character some sense of emotional satisfaction such as gaining admiration, feeding an ego, asserting their status over someone else, etc…  Ingenero treats these goals of equal importance during play.  Another way to say it is — whats going on in a characters head is just as important as what the character does.

result:  Players can get inside their character’s head, and the system gives them the tools to focus on what they find.

3)  Fictional positioning is key:  During action challenges, fictional positioning and risk-taking are the main paths to success.  Fictional positioning means finding a way to get your character into an advantageous position and then capitalising on it.  Such as gaining the high ground, providing covering fire, knocking an opponent off balance, etc…  Ingenero also allows characters to increase their effectiveness if they put themselves in increased physical or mental danger, such as stepping out of cover to get a better shot, or staking your last hope on a decisive action.  Combined with a conflict-res mechanic that sits at a natural feeling task-res level of granularity, these tactics encourage colourful and dramatic action sequences, full of choices.

result:  No straight up battles of attrition that rely on low-probability dice outcomes to spice things up.

4) Emotional manipulation is key:  During social challenges, social skills affect perception and emotion, but they don’t dictate outcomes.  Players always retain control of how their characters respond to those emotions or perceptions.  If one character makes another afraid, for example, the other players character decides how to respond to that fear.  It might be to try to hide it, or run away, or retaliate.  The same for any emotion, shame, greed, lust – whatever.  Emotions are brought to the forefront, and you decide how to deal with them.

result:  The players and GM retain control over how their characters, but still have the tools to influence others.

Click for EXAMPLES from the book.

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