Note: this post originally appeared on my personal blog; it's been reposted here as I've decided to keep all of my articles in one place
Maslow’s hierarchy of needs is a fairy tale of privilege.
If it was just an ancient psychological theory, I wouldn’t care, but thinking that agrees with it continues to shape people’s judgments about motivation and acceptability.
Let’s break it down.
One of my main design goals with Ruralpunk is to balance narrative decision making with streamlined advancement. Today I want to share the different group advancement mechanics I've created and how they all fold into the same theme: interwoven relationships.
In Ruralpunk, you don't have different crew types, you choose a town type. This determines your starting town, the local factions, the contacts you can make, and the improvements you can build.
You advance your town through three systems: managing corruption, contacts, and town improvements.
I ran into a problem with Karma in the Dark: the system incentivized roleplaying that could be...unpleasant. If you filled your stress tracker (which was even more common than in Blades because the system leaned into mechanizing overwhelming oppression/power imbalances) you gained a "jaded instinct." A little bit of your rebellious idealism wore away, replaced by tendencies to insist you were correct or distrust others or exploit others. If a player roleplayed this jaded instinct, they gained xp.
In theory, it sounds very cyberpunk.
In practice, it means that either the PCs become unpleasant people or the players give up a chance for extra xp.
I knew I wanted to find a new solution for Ruralpunk: something that still reflected back the wear and tear of pushing against an oppressive world, but allowed for a wider range of roleplaying. Something players could tailor to their own RP interests a little more.
I found the answer in a sacrifice/beliefs mechanic.
This blog is a mix of game design analysis, commentary on issues affecting indie dev spaces, and some personal reflections.