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RPG Laboratory

I need a few helping Hints

Hello, im designing a new rpg called Insanity is Better than Life. You can look it up under books, design. So far i have some ideas for character classes and extras but i was curious about what mechanics, stats, etc. I could use. Im wide open for suggestions.
This is Tavanesh reporting from his bedroom.

Initial Thoughts on Insanity

First of all, welcome to the lab. I'm glad that you find our community to be helpful.

The mechanics to use depend on the theme you're attempting to enshrine. Are the patients engaging in escapism, lending the actions of the game a free-floating dream like quality? (I'm inclined to say something about morphine...) Or is it more of a nightmarish reflection of the state of being in a hospital - surrounded by disease, chemicals, strangers and so forth?

A dream like game with the former attitude might go for a simple and forgiving system (high chance of success) and relatively non-dangerous combat as players are heroes, at least in their own mind. Conversely, the second approach would be far less forgiving, and might include a system for tracking insanity/degradation.

How would you describe the establishment housing the players?

  • Conforming to modern ideas about a hospital

  • "One flew Over the Coo-Koo's Nest"
  • Arkham Asylum from Batman
  • Benway's...Laboratory... out of William Burroughs (Naked Lunch the game?)

While it may be just a game, the ailments representing character classes are still rather rare, and mostly popular misconception. Obsessive Compulsive Disorder, some variation of Depression, Sleeping/Stress Disorder (PTSD would be topical...), or Idiot Savant might make a good addition/replacement on the list.

Maslow's Hierarchy of needs might give a basis of to resolution system. Its a 5 step chart noting the elements people need to feel safe & content enough to be their best - and your game could have a similar idea with the higher the degree of success, the greater the personal achievement. first rank success might just be temporary safety, while fifth rank means personal achievement/healing. (I should point out,that while I've taken a number of courses in psychology and sociology, my degree is in English and Creative writing so take any comments about medicine with a grain of salt)

SO far, the classes and their abilities seem balanced enough, and rather creative in their execution. Given that owls can turn their heads 180 degrees and literally watch its back its a good link with paranoia - one I hadn't made before. Nice Job. About the only thing I'd change is the name of the "Power" attribute - which might be better defined as vision, desire, drive, etc. Ego, Id, cognitive ability... while assorted psychology buzzwords might add to the flavor of the text, they might just get confusing, so your current terms are fine.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

Thank You

Your advice was extremly helpful in respect to my project. I am in fact going for a more beer and pretzels style of gameplay so your description a free-floating dream quality, with a more wacky base seems to be more accurate. I am also aware that my classes might be a bit stereotypical, and not ones you might see in an actual asylum, but I wanted to do something a little out of the ordinary. You are also right on the aspect of power and how it might get confusing so I changed it to drive as you suggested. One more note as well on the classes. Remeber this is going to be an ever-evolving game so i might find room for some new classes later and depression was one i had in mind. (Whenever I think of depression I think of Marvin from "The Hitchhikers Guide to the Galaxy." Well thank you very much for your input and hope to be seeing you around.
Tavanesh