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Unified Language For Games?
Base Descriptors

Scale

How many players was the game designed for?

Duration

What is the length of the event?

How long is play?

Logistics

What does the player need to do to prepare and what will be provided?

Genre

Setting, costuming, thematic considerations.

Classification

How is does the game classify itself?

Conflict Resolution

Method of conflict resolution - How are roleplay impasses resolved?

Chance  - A random result determines the outcome of in character conflict, such as rock paper scissors, coin flip, or card draw.

Minigame  - A game must be played to determine the result, which may be augmented through character abilities and objects they have acquired.

Negotiation  - Out of character player conversation determines outcomes that can’t be settled through roleplay.

Skill  - Regardless of character abilities, the player must complete tasks to resolve conflicts, such as live combat, puzzles, strategy games, etc.

Adjudicated - the game-master/storyteller will determine the outcome of an in character conflict

Style

Play to... - What play styles are best supported by the game design?

Compete - Objective focused gameplay with win/loss conditions that enhance roleplay.

Create - Collaborative storytelling; sometimes physically making things

Experience - Designed to provide a certain perspective and information the player would otherwise be unable to experience.

Feel - Designed to evoke specific feelings, such as nostalgia, grief, acceptance, helplessness, stress, happiness, stress, etc.

Play - Fun! Whimsy! Comedy! Joy!

Solve - There is a problem or puzzle to be solved and many possible solutions with varying degrees of success

Detailed Descriptors

Mechanics/Rules

Functions that generate/perpetuate roleplay and ensure safety

Examples

Armor/Weapon requirements

Contact rules

How characters are created

Where lore documents can be found

Resources for creating narrative

Guidelines for factions and classes

Types of in game mechanics that players can expect

Tags

Colloquial descriptions

Examples

G/PG/PG-13/R

Speed Dating

Educational

Timey-Wimey

Puzzle/Mystery

Secrets and Powers

Pressure Cooker

Unstructured

Too Many Plots™ 

Content Warnings

What content in the game might cause harm?

Examples

Tragedy

Identity Questions

Cultural Chauvinism

Death

Classism

Genocide

Religious Bigotry

Gender and Sexuality

 

​Example of Use

Short Description: Baron’s Gambit is a 3-4 hour, 6-15 player, political intrigue, parlor LARP, that uses negotiation to resolve conflicts and primarily supports play-to-solve and play to compete styles. 

Mechanics/Rules: 

Pre-existing characters and world documents provided at game

Resource cards provided which can be traded with other players to achieve various goals

"Poison" mechanic used to kill characters of consenting players during last 45 mins of play

(deceased characters may become "ghosts" to passively observe remaining play).

Tags: Politics, Pressure Cooker, Too Many Plots, Plot Driven, Parlor LARP, Con LARP, resource management, public/private contracts, limited magical communication, romance/marriage, assassination

Content Warnings: War & Classism

Long Description:

Something is rotten in the kingdom of Cascadon. The king has recently died and though the queen lives the monarchy stands on unstable grounds. Some wish to ensure the continuation of the line and the kingdom while others see opportunity in weakness.

Do you want to be in the room where it happens? Can conflicts be resolved through conversation, or is a little murder required now and again? Come be a member of the Baron's Council, as a representative of a baron, guild, or a noble citizen. Use your wit and guile, or rely on honest dealings and a fair hand to try and save the kingdom from certain ruin. Each character has secrets to keep and secrets to share, since secrets are the currency of power. But knowing when the bluff and when to show your cards can be a challenge because you never know who's really on your side.

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