"Toybox Tales"- working on a Toy Story-alike RPG
Posted: Sun Jun 13, 2021 2:04 am
As the title says, I've been idly poking at the idea of a Toy Story-alike RPG. I was actually specifically put in this mind space by some phone app, but it's easier to make a function call to Toy Story, and it's more true to what I'm thinking (sort of).
So, the idea is that players take the roles of toys in, normally, a kid's room. Unlike Toy Story, I don't, necessarily, see the premise as being "toys come to life when humans aren't watching." I think the game could just as easily be the fiction created by the hypothetical kid when playing with their toys as the toys having their own lives when humans aren't around. I don't particularly have any real stance on how the toys interact with the wider "real" world, except that I definitely want to say "if your toy is a dragon, it can actually breath fire, but that fire won't necessarily have any long term effects." Essentially, the way I'm thinking of it is that all of the toy interactions take place in an in-universe imagined reality, whether they are happening because the kid isn't around and the toys came alive, or the game is representing the kid playing with the toys. I kind of consider that question not important.
It's still very much in the idea stage, and I'm thinking about the following questions-
What is the game, mechanically, about?
Which is to say, what do the mechanics incentivize through rewards. I think that it's primarily more social interaction and story focused, but still with the possibility of combat for solving problems. Kids, generally, create their own (simple) stories when playing with their toys, and sometimes those stories do, indeed, mimic super hero action cartoons, but other times they are more about characters interacting. Which I guess is a lot of words to say that I think advancement is more about milestones and overcoming obstacles than "killing dudes." I think I also however, want advancement to reward learning, sort of like World of Darkness' "what did you learn this session?" xp (or, the point you can get from saying something you learned something from when I played WoD. I don't actually know whether that's a thing in the system or a house rule from my old WoD ST).
What mechanics comprise characters?
I think the system should be reasonably light, because, let's be honest, there's not a lot of complexity to the thing the system is supposed to reflect. A character should probably be made from a Form (what kind of toy they are- Toddler Toys are big and sturdy, Action Figures have articulation and gimmicks, Fashion Toys tend to be tall and reasonably durable but not very articulated, that sort of stuff), an Archetype (what role the character fulfils in the fiction of the child's play stories, things like Hero, Bad Guy, Doctor, etc. Basically class.), and then selectable Gimmicks and Accessories. Honestly, I think everything except form and gimmick should probably be changeable between stories. Form and Gimmicks reflect the physical reality of the toy, but Archetype is more how they're used in a given story (the same T Rex toy might be the bad guy one day and the town doctor another, cuz.... kids.) and accessories by their nature are not physically connected to the toy.
This does mean that advancement is going to be weird, since you might be a completely different class from one story to the next. That said.... maybe instead of advancing specific skills, you have something like FATE's skill pyramid, and you're actually advancing your pyramid steps? And then, as an example, the Doctor archetype tells you how a set of skills gets ranked. Something like "Best- Medicine. Next- Analysis, Science" and so on.
Thinking about it some now, I'm thinking maybe you get a skill or two from Form, which are set and not changeable, three or four skills from Archetype, which change when you change your Archetype, and then another handful of skills that you can just choose.
EDIT: Maybe you choose two forms? So, instead of "Action Figure" you'd have, like, "Figure" and "Super." And if your character is a Batman, then they take the forms "Super" and "Figure," and if they're a Barbie, they take Fashion and Figure. Then you can also have, iunno, Play Skool car toys that are Tot Vehicles and toys from the educational section are Science Figures or Science Vehicles, or whatever.
So... system?
I haven't put a lot of thought into the exact system, yet. I'm still kind of wrapping my head around the premise. FATE could work quite well, but I'm not wedded to that system for this.
Anyway, any thoughts? Ideas? Rotten tomatoes flung at me from the crowd?
So, the idea is that players take the roles of toys in, normally, a kid's room. Unlike Toy Story, I don't, necessarily, see the premise as being "toys come to life when humans aren't watching." I think the game could just as easily be the fiction created by the hypothetical kid when playing with their toys as the toys having their own lives when humans aren't around. I don't particularly have any real stance on how the toys interact with the wider "real" world, except that I definitely want to say "if your toy is a dragon, it can actually breath fire, but that fire won't necessarily have any long term effects." Essentially, the way I'm thinking of it is that all of the toy interactions take place in an in-universe imagined reality, whether they are happening because the kid isn't around and the toys came alive, or the game is representing the kid playing with the toys. I kind of consider that question not important.
It's still very much in the idea stage, and I'm thinking about the following questions-
What is the game, mechanically, about?
Which is to say, what do the mechanics incentivize through rewards. I think that it's primarily more social interaction and story focused, but still with the possibility of combat for solving problems. Kids, generally, create their own (simple) stories when playing with their toys, and sometimes those stories do, indeed, mimic super hero action cartoons, but other times they are more about characters interacting. Which I guess is a lot of words to say that I think advancement is more about milestones and overcoming obstacles than "killing dudes." I think I also however, want advancement to reward learning, sort of like World of Darkness' "what did you learn this session?" xp (or, the point you can get from saying something you learned something from when I played WoD. I don't actually know whether that's a thing in the system or a house rule from my old WoD ST).
What mechanics comprise characters?
I think the system should be reasonably light, because, let's be honest, there's not a lot of complexity to the thing the system is supposed to reflect. A character should probably be made from a Form (what kind of toy they are- Toddler Toys are big and sturdy, Action Figures have articulation and gimmicks, Fashion Toys tend to be tall and reasonably durable but not very articulated, that sort of stuff), an Archetype (what role the character fulfils in the fiction of the child's play stories, things like Hero, Bad Guy, Doctor, etc. Basically class.), and then selectable Gimmicks and Accessories. Honestly, I think everything except form and gimmick should probably be changeable between stories. Form and Gimmicks reflect the physical reality of the toy, but Archetype is more how they're used in a given story (the same T Rex toy might be the bad guy one day and the town doctor another, cuz.... kids.) and accessories by their nature are not physically connected to the toy.
This does mean that advancement is going to be weird, since you might be a completely different class from one story to the next. That said.... maybe instead of advancing specific skills, you have something like FATE's skill pyramid, and you're actually advancing your pyramid steps? And then, as an example, the Doctor archetype tells you how a set of skills gets ranked. Something like "Best- Medicine. Next- Analysis, Science" and so on.
Thinking about it some now, I'm thinking maybe you get a skill or two from Form, which are set and not changeable, three or four skills from Archetype, which change when you change your Archetype, and then another handful of skills that you can just choose.
EDIT: Maybe you choose two forms? So, instead of "Action Figure" you'd have, like, "Figure" and "Super." And if your character is a Batman, then they take the forms "Super" and "Figure," and if they're a Barbie, they take Fashion and Figure. Then you can also have, iunno, Play Skool car toys that are Tot Vehicles and toys from the educational section are Science Figures or Science Vehicles, or whatever.
So... system?
I haven't put a lot of thought into the exact system, yet. I'm still kind of wrapping my head around the premise. FATE could work quite well, but I'm not wedded to that system for this.
Anyway, any thoughts? Ideas? Rotten tomatoes flung at me from the crowd?