Legacy Boardgame Designs in an RPG
In the world of boardgames over the past several years there has been a wave of a new style of boardgame called Legacy. Legacy boardgames are designed to be played over a multitude of sessions with the same group and as players play the game extra rules and mechanics enter play as well as pre=existing rules may get slightly altered.
In many ways RPGs are perfect for this design style as they are already being played over multiple sessions with a regular group of people, have evolving characters that change the state of play with time. So the typical RPG is already somewhat a type of Legacy game without doing too much extra.
But if an RPG was designed to be discovered with play with the rules, lore and everything slowly being unveiled during play I feel that would allow for a good sense of discovery in addition to possibly being able to reduce rules burden on starting players. The experience may be too tailored, however the current trend in Indie RPGs is for more specific experience deliveries and one of the most popular Legacy boardgames, Gloomhaven could fairly be described as an RPG.
The question becomes how do you deliver such a system and "hide" away mechanics only to reveal new mechanics in play? Looking at Legacy boardgames they'll often have small additional boxes containing their own rules only to be opened after certain conditions have been met, stickers to put over old items to change their behaviour and new pieces on the board. So we could always do the old don't go beyond this point in the rulesbook that you'll see in games like Deadlands and so on, this is typically reserved for GM sections and whilst it may be used to some success it is all too easy to just flip on ahead. It could be possible to embrace the digital age and sell GM copies of the rulebook which come with say 10 player copies that they may send which update as the GM ticks boxes adding pages, additional lore and so on as they play the game.
So these are my current thoughts on the topic. But I'd be interested to know if anyone would be interested in playing a Legacy RPG either as a GM or as a Player? If they'd play as one and not another, why? Do people think some themes fit better into a Legacy RPG? Is the concept just too significant of a design challenge as you are essentially designing multiple games as the rules change? If anyone has any insights or has heard of a project that has done something similar I'd be really interested to hear about it.
Posted Nov 27, 2020, 9:45 PM UTC
The very old D&D "BECMI" did exactly this.
Start with dungeon crawling (Basic), move to the wilderness (Expert), learn how to rule a domain (Companion), become a god (Master), be a god (Immortal).
From expert onward you could also introduce new options, lore and rules by using the gazetters.
Each "set" was really small (the basic set was 64 pages for the players, including a full cyoa introduction) and each set was less than 192 pages in total for the DM & the players so each of them only added a little more over their predecessor.
It might be worth seeing if I can dig some copies up. Nothing wrong with looking back to look forward.
The idea is to give each set a different scope (the power creep is a D&D-ism), this would enable each GM to pick which areas they want to focus and ignore/downplay the others.
Another good alternative is how GURPS does: you have a core book which contains the basics for everything* and than a huge number of small books about things like a setting, country, historical period or the advanced version of a single broad concept (like martial arts, magic, guns, vehicles, embroidery** and so on)
*: Gurps is really about everything.
**: ebroidery may not actually be an existing book, here is the list:
https://en.wikipedia.org/wiki/List_of_GURPS_books
I'm familiar with GURPs and have run a lot of GURPs in the past. The intention would be to walk the group and GM through the expanding rules a little more systematically, in addition to changing the rules in a way to match story beats.