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Kingdom: A Role Playing Game About Communities

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The entire last half of the Kingdom book is full of really clever suggested seeds, how to customize them, the locations involved, the people who influence events, threats to status quo and the crossroad events they will face. The range of what could be defined as a Kingdom is honestly surprising alone, which is a good thing. For that to happen, we have to let go what we individually *expect* or *want* and just see what *does* happen. Every role has their own sort of power, a very fine control over what direction the kingdom they're part of is going to ultimately take. When your charter is to game with strangers every week, maturity and civility is fundamental to making that work.

When I’m playing a role-playing game, I’m much more interested in hearing what someone’s character feels about a situation than what they do.A role-playing game about communities, by Ben Robbins, creator of the award-winning game Microscope. Characters may change over time as they change roles or affect the kingdom, but the kingdom itself will change as well: characters will have to make decisions and deal with the consequences of them, popular opinion and the various stresses of rulership no matter what form it may take. When RPGs grow into longer term campaigns it's very common for the setting to take on a life of its own with recurring characters and increasingly fleshed out histories and conflicts which many times the players themselves help shape. A lot of the game is down to just playing out your character and how they react to the other players, or even deciding to take a certain power away from another character (which is something you can do). It's not a traditional roleplaying game; rather, it's a collaborative worldbuilding game with roleplaying in it.

Way back in college, when I was taking anthropology courses instead of focusing on my major, I learned the idea of “emic vs etic”. The format and mechanics of the game allow a wide-range of possibilities and its very adaptable to different circumstances. There's a great deal of control every player has over their character and the world around them in Kingdom, but at the same time all of the factors that are out of the player's control make it seem, just from the way it's written, like the sort of game that could be very tense and very fun. That's what Kingdom is all about: communities and how the people in them decide what they stand for. This is an excerpt from Kingdom, but it’s a good recipe for making scenes in just about any story game.It really prompts a structured way to think about and develop tensions in your game and to think about NPCs not just as flavor, but their function in your setting. What I like about this that Microscope did really well is that the randomness isn't down to dice, it's down to how people find ways to complicate things. Reddit and its partners use cookies and similar technologies to provide you with a better experience. We're working on getting it resolved, but in the meantime you may not receive messages or download links if you have a Yahoo hosted account.

Of course not every game of In This World has been magical, but when I hear about sessions that dragged, they often have one thing in common: Only two players. Absolutely, even if Microscope isn't your thing Kingdom seems like it would be very fun and worth your time. I always try to make games that you use to tell a lot of different stories and play over and over again. I feel a bit anxious about people including or creating things that I don't enjoy when I'm in a shared creative space. I could have easily seen it being split up like Microscope and Microscope Explorer, but honestly I think that was more just an issue of not having the info (much of which was taken from other people playing the game and figuring out their own neat ideas) rather than any desire to split up information.

But by now all the players suspect that Captain Browning (ahem, *Acting* Captain Browning) cares more about looking like a good leader than being one.

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