# Game of Games/Game Sheet

This is the Social Contract of what the shared experience should be like

## Players, Roles and Conduct

Participants :
| | | | | Creative Agenda | Creative Agenda | Creative Agenda | Creative Agenda | Creative Agenda | Creative Agenda |
| | | | | Narrative | Narrative | Mechanics | Mechanics | Focus | Focus |
| Player | Player Sheet | Roles | Veils | Story | Immersion | Simulation | Gaming | Character | Setting |
| Player 1 | | | | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 |
| Player 1 | | | | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 |
| Player 1 | | | | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 | 1-5 |

### Rules of Conduct

* Communication Rules
** in Person
** email
** text
* Rules Used

## Creative Agenda

| Element | Focus | Aspects | | 5 |
| Narrative | Story Telling | Narrative | Shared World Arc | |
| Narrative | Story Telling | Narrative | Shared Story Arc | |
| Narrative | Story Telling | Narrative | Individual Character Arc | |
| Narrative | Story Telling | Theme | Conflict/War | |
| Narrative | Story Telling | Theme | Relationships/Romance | |
| Narrative | Story Telling | Theme | Exploration/Discovery | |
| Narrative | Story Telling | Theme | Growth/Loss/Recovery | |
| Narrative | Story Telling | Theme | Creation/Development (Detail) | |
| Narrative | Story Telling | Veils | Violence | |
| Narrative | Story Telling | Veils | Religion | |
| Narrative | Story Telling | Veils | Sexuality | |
| Narrative | Story Telling | Mood | Drama | |
| Narrative | Story Telling | Mood | Comedy | |
| Narrative | Story Telling | Mood | Horror | |
| Narrative | Story Telling | Setting | Cultures, Geography | |
| Narrative | Story Telling | Immersion | | Complete Immersion Never break Character |
| Perspective Focus (Remove?) | Character | | | |
| Mechanics | Simulation | | Combat, Conflict | |
| Mechanics | Simulation | Conflict Resolution, Social Interaction of Players | Social Interaction, Cooperation, Influence | |
| Mechanics | Simulation | | Technical | |
| Mechanics | Gaming | Balance | Authority | |
| Mechanics | Gaming | Balance | Agency | |
| Mechanics | Gaming | Balance | Power | |
| Mechanics | Gaming | Player Interaction | Competitive | |
| Mechanics | Gaming | Player Interaction | Mixed (Group goals, Collaborate and Competitive) | |
| Mechanics | Gaming | Player Interaction | Collaborative, Reincorporation, Facts | |
| Mechanics | Gaming | Management | Resource | |
| Mechanics | Gaming | Management | Risk, Reward (Chance) | |
| Mechanics | Gaming | Player Abilities | Knowledge | |
| Mechanics | Gaming | Player Abilities | Skill (Psychology, Perception, ..) | |
| Mechanics | Gaming | Chance / Strategy | Chance | |
| Mechanics | Gaming | Chance / Strategy | Strategy, Tactics (Long/Short), Balance | |
| Agenda | Aspects | Aspects |
| Focus | World/Setting | Character |
| Narrative | Story/Drama | Immersion |
| Mechanics | Gaming | Simulation |
Note: Somewhat but not necessarily opposing, "Story/Drama" and "World/Setting" are related as are
| Game | Game | Narrative | Narrative | Mechanics | Mechanics | Focus | Focus |
| Example | Category | Story | Immersion | Simulation | Gaming | Character | Setting |
| Dungeons & Dragons | Role-Playing | Low | Medium | | High | | Medium |
| Universalis | Role-Playing | High | Low | | Low | Low | High |
| RoleMaster | Role-Playing | Low | | High | High | | |
| Fiasco | Role-Playing | High | High | | | | |
| Chivalry & Sorcery | Role-Playing | | | | | | High |
| HarnMaster | Role-Playing | | | High | | | |
| Riddle of Steel | Role-Playing | Medium | | High | | Medium | |
| Ars Magica | Role-Playing | Medium | | | | | |
| Dogs in the Vinyard | Role-Playing | | | | | | |
| Chess/Go | Strategy Game | | | | | | |
| Game of Life | Board Game | Medium | Medium | Medium | Medium | Medium | Low |
| Cluedo | | | | | | | |
| Diplomacy | Board Game | | | | | | |

### Setting

* Location and Time
* Laws of Nature
* Technology
* Cultures
Examples :
| Category | Sub-Categories | Magic |
| Science Fiction | Hard/ Soft, Cyberpunk | |
| Fantasy | High, Sword and Sorcery, | |
| Historical | Ancient, Medieval, Renaissance, Modern | None |

## Mechanics

Depending on the Focus of the Game the mechanics of the will be more or less complex:

### Game Mechanics

* Character (Gauges, ...)
** Attributes Used (Granularity)
** Attribute Values (Granularity)
** Attribute Value Distribution (Best/Worst of)
Can be different for different Characters/Players types
* Conflict Resolution (Physical, Mental, ....)
* Skill Checks

### Story Mechanics

* Scene Setup

### Facts/World Mechanics

* Laws of Nature
* Cultures
* History
* Technology
* Geography