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.