Where is this going?


I think Hypercast is nearly to a point where it can be playtested. The basic structure is there, even if the mechanics are all over the place. What I think is missing from it so far is that it doesn't feel like the missions have any meaning. Because they don't. It's an endless shooter, which is okay I guess, I was just hoping for something to have an emotional payoff.

So this is what I think. There has to be some kind of interaction that's emotional in nature. It is super weird hearing myself say that, but there it is. On the start of a session the players might be thinking of themselves as these grizzled, calloused fighters that are separate from the world. They couldn't be too far off either because you'd have to be to put your life on the line for a paycheck. Even if you're a recluse out for cash, there's something in all of us that want to be able to say "I did it for the right reasons." That's where I think this has it's payoff. 

There are three main possibilities that have an emotional impact here. You do a really hard job, and nobody recognizes it. That leads to frustration. You do a job and you lose a lot and the results don't justify the loss. Like when two of your buddies died getting life extension medicine to a wealthy 230 year old. He offers you a cash bonus for your trouble. Or you do a job, it sucked, you lost friends, but you just saved a hundred children and their families from starvation. Now, the losses could be justified as worth it. They actually raise a memorial for your lost friends.

Obviously there are other situations that could happen, and exploring those in between situations are also cool because you'll find out how the players feel about the value of what they lose. I've said it before, I like to play RPGs because they tell me about the people I'm playing with.

I think this phase of play skips mechanical structure. It's just a conversation. The GM sets up the payout and the players say what they do. If they decide to kill the wealthy 230 year old, they do it. No challenge. His guards decide they don't want to die for him, and let the characters go. The players essentially have free reign. I don't think they need to be told that though. Only the GM really needs that information. I want the transaction to be driven by who the players are.

Maybe there'd have to be some limits. If they decided to take over the colony and become it's rulers, that would kind of end the game.

Files

Hypercast.pdf 161 kB
Oct 18, 2021

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