The concept of KUP RPG (part 2)
Once it is clear the background, my vision and the main idea, let us try to figure out some more details of the KUP model.
The first main feature is that the rules are for GMs only. They need to learn and use them: I wrote "use" and not "apply"; despite the fact that in the majority of the traditional RPGs the "rule 0" is invoked (i.e. the rules in the book are subject to changes upon decision of the GM), I have tried to leave the rules open to the application of the GM (whenever it is possible of course). Therefore the GM has to learn the rules and then define how he wants to use them. The players do not need (or better have not to) read the rules, in particular those referred to the game mechanics.
The second main feature is that some rules work on pieces of information that are known to the GM only; among these you can find that even some PC stats are not known to the players, they do not need to know these info (I called these unknown stats US, the acronym of Unknown Stat...).
With this set-up the players participate to the game like in any other RPG by tossing the dice and trying to succeed in their actions but they do not know if they succeed only by looking at the result of the die. The suspense is higher because they miss some relevant information that help to define the outcome of an action.
There is a third main feature which is tied both to the KUP model and to the idea I am developing within the game setting: the alignment of the PC is extremely important for several aspects of the game. In the game the alignment is called Path, it works not too far from the usual approach every D&D player knows. It has a different definition and the player can choose among 4 different Paths. Once the player has decided, then he will need to lead his PC accordingly throughout the game because even the Path has a score (as if it is a stat). The score of this Path varies according to the choices the PC makes: this detail is relevant as the score contributes to several mechanics. As a consequence, in case a PC is good enough to follow his Path, the advantages its score will bring in terms of results will help the PC to survive. Useless to say, the score of the Path is not known by the players (if not in some infrequent and unpleasant circumstances) and this helps to keep a high KUP game model. With ref to the other aspect of the Path related to the setting, this is another story... (I keep a memo to come back on this detail)
Wrapping up: the GM knows much more than the players (and this has not to be perceived by the players as a negative aspect!), there is an asymmetry of information which is on the shoulders of the GM but the players at the same time take part to the game like in a traditional RPG. The result is different: by not knowing every aspect of the game mechanics, "the astonishment of ignorance" will make its part in the minds of the players. I strongly believe that with this game model the players will be able to enjoy many more details that in past they were not even considered because they were taken for granted.
Last but not least: the overall assumption is that while the players can even be complete newbies to RPGs, the GM has to be an experienced master in order to succeed with the KUP model. But at the end of the day, we have reached the second (if not third generation) of RPGers: I am proud to belong to the first one and I feel happy if a game built for me is done to increase the fun after so many years of the same game approach.
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