A small idea: Scope of effect

9 May, 2008 at 5:54 pm (rpg design) (, )

This is rules design idea, untested.

Assume a game where characters have some mystic powers, like, say, ability to breath fire or cast a magic missile twice a day or such. All roleplaying games I can name out of hand that try to simulate the setting handle these very much on the personal scale: A mage can cast 3 first level spells a day, or such. This is because most such games are focused on the achievements, triumphs and defeats of a single person or few people.

The problem

This approach works fine until someone starts building a world and thinks about what the magic would do on large scale. The costs are often personal; D&D is a very bad offender due to making magic essentially a renewable resource.

This results in magic-as-technology settings, like Eberron, or ignoring and handwaving it all, like many settings that look like historical settings with few individuals who are mages or priests here and there. Personally, I find magic-rich settings to be aesthetically unpleasing (YMMV). The second option is unsatisfying in games that happen on larger scale.

The solution

(Other solutions: Magic with price, unpredictable magic, bizarre cultures that burn all mystic, …)

One way to deal with the problem is to realise that even if people have no problem, say, running a short distance quite fast, doing the same for long distance is much harder. Likewise: Even if a character may be able to make a field of grain grow at double the speed for a month, there may be reasons for this not working properly if the character is doing it for every field in riding distance.

The idea itself: Instead of hardcoding these limitations into the specific mystical tricks, which means something will be forgotten, create entirely separate rules for larger scale magics. The benefit is twofold: First, the large-scale effects of personal-level magic can be ignored. Second: People who are not interested on the large scale need not worry about arbitrary restrictions and rules bloat on the level that matters to them.

Example

There’s a bunch of miners trying to create a tunnel to a valley on the other side of the mountain. There’s a mage who can bolster, say, their strength, stamina and speed. How large an effect can the mage have? This is quite hard to judge. (Try judging it in D&D, where profession (miner) is a wisdom-based skill.)

Were I running or designing such a game I would instead create a spell that specifically makes miners more effective through physical enhancements; it would be a long and arduous ritual to cast, but would have duration to the effect of “until the mountain is breached”. And as a bonus the mage can fight random stone giants who awaken due to the loud mining with no concern of “how many times have a cast haste today”.

In other words: Make the ritual an adventure, if desired, then stop bothering about random details and get to the good stuff the play is about, be that politics or giant-slaying.

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It works!

9 May, 2008 at 9:19 am (actual play, game mastering) (, , , , )

In which I will gush about the actual play of the game I built in the previous post; first, a few words about In a wicked age, then the actual play.

In a wicked age

The game that inspired this one; if you want sword-and-sorcery, a light but important system and episodic play, I can really recommend the game, assuming it plays at all like my hack does. For more information on the game, see the rpg.net index (and linked review), this rpg.net thread (or the relevant seach results), or search the Forge for relevant actual play.

Actual play

Players present, in no particular order: Ari, Thalin, ksym. Players not present: Wgaztari. Hence, no victorian game. The random generator, which I tweaked a bit before play to provide slightly more explicit NPCs, generated the following:

A conjurer who needs blood to entice his uncouth spirits.
A troupe of musicians for hire, one of whom is a burglar and cutpurse.
A seerstone, one of only five, which rumours suppose to be close to the entrance into the underworld of lost souls.
The site of a pitched battle, ground churned and stinking, and the widows mourning there.

Thalin first claimed the burglar/cutpurse/musician, Ari fixated on playing the seerstone, while ksym after some pondering chose to play a one-armed veteran of the pitched battle. The game kinda drifted towards somewhat oriental flavour, so the final characters (at chargen) were:

  • Lông (bad musician 6, ninja training 3, liar 4) played by Thalin
  • Chen Pong (merchant 4, stone 5, fat 4) played by Ari
  • Kyo (ronin 6, one armed 3, fast 3) played by Arto
  • Martoh (summoner 5, fighter 4, spirit guardian 4), an NPC

Quick and shallow characters, much as they should be. I told it doesn’t matter and is in fact positive. Mister Chen Pong requires some further explanation (if Ari plays Chen again, the traits will probably be changed to reflect this). Chen’s one eye, usually covered, is (IIRC) an emerald. Chen does not know this and to him the eye does not feel extraordinary.

On that note, I just now notice that I managed to misread one of the entries: The seerstone is “supposed to be close”, not “supposed to close”, a gate to underworld. Well, no matter. Other things were ignored or altered slightly, too. The widows were totally ignored and the uncouth spirits somewhat turned into demons of Christian mythology. Not to mention “burglar and cutpurse” evidently meaning “ninja”.

Crafting the situation

It did not take long for me to draw connections between three of the random elements: Certainly the site of pitced battle is exactly what is necessary for a summoner to open a gate to the underworld (which was implied by the seerstone). I asked if any PC had connections to the summoner; it turned out that the Chen Pong the merchant has a deal regarding a barrel of gunbowder, for which a small opal was given as a payment before the deal and more were implied to be the reward for providing the barrel in a fairly discreet manner.

Where does this leave the others? Well, in the same tavern as the merchant, of course. Of Kyo’s background it is known that he was healed in a nearby monastery (which later turns out to be a Christian one) and tended by one sister Victoria residing therein. Lông and the related troupe of four musicians get some meager food and lodging in echange of performances.

The plot threads are created

The musicians play (Lông pretends to). Kyo is drinking. A young man or woman, shaven completely shaven of all (visible) bodily hair, including eyebrows and lashes, enters the tavern He or she is wearing robes that are somewhere between grey and black in colour. People first fall silent, then nervously start talking about anything but the hairless one, who walks straight to Chen Pong, handing him a sealed letter. The letter containts instructions on where to deliver the gunpowder and when (a burned building midway between the monastery and the only local mountain, at the this midnight).

Soon the hairless goes away, merchant Pong asks the tavern’s owner about the young one. He instructs not to ask more. Kyo sits nearby, yet reacts not. The troupe stops playing, Lông sits next to Chen the merchant, orders some milk (cue random jokes), steals a few gold coins from Chen and finally pays his milk with one. This is first time the rules as used; Thalin rolls 3d due to ninja training, Ari 2d due to merchant 4. Thalin is the victor and suggests the aforemention stealing, which Ari accepts. Tavern keeper is quite impressed with the gold coin and soon offers a meal.

Some interaction between Chen Pong and Kyo, Chen and Lông, happens. End result: Chen offers to provide Kyo with some fairly rare rice beverage from a certain village, further notices that some coins of his have been stolen, one troupe member called Jin is more-or-less framed by Lông, is chased away by Kyo who doesn’t catch him (but gets on the list due to failing the roll), after which all the player characters gather outside near where the musician got away (the vile rogue!). Ari adds trait “suspicious towards artists 1″ to Chen, ksym “suspicious towards vagabonds 2″ in imitation.

A serving wench from the tavern addresses Lông, provides him with an iron key to his room for the night, should he wish to take it, then goes back to the tavern. Lông soon follows, enters his room, goes to rest. Chen Pong hires Kyo to work as a bodyguard and the two take Chen’s wagon and start their way towards the meeting point, though Kyo first wants to visit sister Victoria in the monastery.

Tying some threads together

Visiting sister victoria at night involves waiting and an illicit deal with a monk who greatly appreciated a soft pillow and traded it for a nice, hand-crafted prayer carpet.

Lông gets a visitor; the aforementioned tavern wench. They try to make each other drink the provided wine; end result is Lông taking 1 harm and the wench being drugged to sleep (after some hours that were promptly skipped when playing so that people may imagine whatever they will). Lông leaves through a window, immediately after which a trapdoor on the floor is opened and six robed, hairless young ones come in, pick up the drugged woman and lock the trapdoor behind them. Lông runs to catch the two other PCs, who do not expect him.

Aside: I so wanted to get Lông there. Who has ever heard of evil summoners using beautiful women as sacrifices? Well, the dice roll as they may and random serving wench is not a terribly powerful opponent, generally speaking.

The grand climax

Chen and Kyo are at the burned house. The stone walls are still standing, but roof has burned away. The doorway is covered by a curtain that serves as a temporary door. Chen’s eye feels a bit strange. There is someone playing a flute inside the ruins; Lông, now present, recognises it as Jin the alleged thief, who did not play quite that well before the occasion.

Kyo rolls the barrel next to the doorway, Chen enters first. Inside there are the following: A naked serving wench tied to an obsidian altar. A bonfire. Jin, not very attentive, playing the flute between these. A warrior, sword on his belt and a sacrificial dagger in his hand, waiting. Some initial hostile reactions avoided the trade is sealed: Six of the hairless kids carry a small chest, which containts a small fortune in opals and gold, to the merchant’s wagon; then they carry the barrel of gunpowder inside what remains of the burned house.

Every PC is ready to depart. Lông reveals his presence. First there’s some hesitation but then the PCs decide to go and rescue or kill whoever is in need of either. Chen Pong sees the doorway fluttering, as if in wind, but the others see no such effect. The action: Lông enters the building, Kyo is about the follow, Chen starts playing with fireworks aimed towards the doorway, which takes some time. As Lông brushes aside the makeshift door and steps in, the situation is as follows: The six young ones are holding vessels with gunpowder and are standing around the bonfire. The pace of the music has been ascending; the summoner is preparing to use the dagger. Oh, yeah, and the curtain-door dissolves into something of a living, axe-wielding shadow that attacks Kyo at the Summoner’s behest. (It is the summoner’s very own death spirit guardian shadow demon. Something to that effect, anyways.)

Kyo and the demon start dueling. Lông utilises the blowpipe hidden in his flute against the summoner (dice favour Thalin, whose suggestion I accept) who is hit, drops the dagger which cuts one hand of the (right now very drugged) woman free from the bounds, then staggers some steps backwards and (my small addition) draws out the spirit of poison, which starts fluttering around him.

Kyo and the shadow duel; Kyo is clearly better at it, even if his blows are not terribly effective. They do drive the spirit back to the building, where the energies involved in opening the gate fortify the spirit again (2 more dice due to summoning 5 of Martoh the BBEG). The dice favour me and my suggestion is that the shadow is, finally absorbed into the blade that Kyo uses; it is accepted. New trait: Demon sword 3. (Summoner consequently loses the relevant trait.)

Chen Pong fires one of the prepared fireworks. Dice get rolled (doorway has 2 dice; 2 seems to be a decent arbitrary number for random enviromental obstacles); the doorway wins and my suggestion that the projectile hits one of the young ones, who spills gunpowder around; particularly, upon the woman (and Jin the flute player). Such happens, the projectile then goes up and explodes pretty harmlessly there.

Kyo gets there and starts fighting the summoner, who is pretty overwhelming due to the demonic sword being the summoner’s pet. Pretty intense bit of fighting ensues, end result being that Kyo gets a small wound and two drops of his blood end up on the altar. Meanwhile Lông is busy saving random people, which involves jumping into the bonfire and slapping the flutist, and so forth.

Chen’s eye starts seeing things; there had been random ominous signs some time before, but now
there is an actual gate inside the bonfire; it is small, but grows slowly. Chen walks to the gate and the bonfire it is around gives way. The summoner approaches Chen, Kyo gets in the way, there’s dueling and finally Kyo defeats the summoner.

The gate is bound by an iron crossbar, but something big is striking at it from the inside. Chen knocks on it and a window appears. There’s negotiations with demons, which don’t seem to be going too well be fore Lông starts playing music; such bad music is something the demons can’t stand (and the three dice give some extra weight to the negotiation). The final deal: Demons get the summoner (who is in need of what they call training, having failed in opening the gate), some of the rice beverage and some fireworks, but don’t open the gate by themselves.

Everyone leaves the scene; Lông had saved all the hairless and evidently enchanted young ones and now grabs few opals from the chest before leaving. Kyo and Chen Pong leave with the drugged girl and the wagon.

Everyone lives happily ever after, or at least until the next game where they take part. Chen Pong gets trait “rich 3″, Lông gets “rich 2″ and  The current list with strikethrough indicating that the character is no longer on the list (at least in that position).

  • Chen Pong (Ari)
  • Kyo (ksym)
  • Lông (Thalin)
  • Kyo (ksym)
  • Martoh (Tommi)
  • Chen Pong (Ari)
  • Kyo (ksym)
  • Lông (Thalin)
  • Lông (Thalin)
  • Martoh (Tommi)

The setting

Here’s what is known about the setting: There are somewhat oriental lands, there are also mroe European-themed lands with Christianity dominating. There was a war between these two. There is a tavern with at least one room designed so that people sleeping there can be captured. There is a monastery of mixed genders (strictly separate). The monastery is very close to the war zone, but was not pillaged.

Running the game and theoretical blathering

There process of running the game is not mechanically complex; to use DNAPhil’s terms, the hard skills are not terribly complicated. The way dice work is complicated to explain in words, but very intuitive in play.

The process: First, use the oracle to generate random inspiration. Then guide players in character generation and explain how the game works. Once all the characters are somewhat done it is time to weave them together. Players are a great help here, especially those who sometimes GM. The trick is to have enough plot threads to make the situation interesting, but not too many so that it doesn’t explode all over the place. One session only to solve all of them. Either I have accidentally learned to do this or got lucky. (We did play past midnight, but that is not unheard of.)

In actual play try to win all rolls and suggest interesting stuff. The players are good enough to beat you every now and then, but there is little reason to play soft with the resolution. You can’t accidentally kill anyone off or otherwise screw their characters, because they get to shrug off unwanted consequences by taking harm. Essentially, the players have total control over their character concept, but if they are blocking everything, the character will be harmed enough to drop from play.

Note to self: Thalin is a powergamer and good at it. This particularly means that I have the responsibility to hold him in check by throwing some nasty consequences at him. There’s always harm as an alternative. So, next session will involve stress-testing the system when real pressure is applied to at least one player.

Resolving conflicts

There’s the traditional way: Player tells what he tries, rolls dice, GM tells the success or failure and describes it (or lets the player to describe it). There’s the hardcore Forgish way: What happens upon success and failure are negotiated before the dice are as much as touched. (I usually live between those two, though closer to the Forgish extreme.)

This game used a third way: First roll the dice, then negotiate. This has the good aspects of stake-setting, in that everyone must know why the dice are on table, but this is faster, as the margin of success kind of implies how significant the suggested results can be and only one outcomes needs to be negotiated. Further, the way traits are gradually brought into play creates narration during the conflict, which often implies certain consequences and hence guides the process.

It is interesting how this resolution feels extended while actually being mathematically equivalent to just rolling all the dice at once and being done with it. I guess it is the extra narration and the fact that the dice can shift who the conflict favours mid-conflict, even a few times.

Fictional content

I relied heavily on stereotypes (and so did the players). It may not be necessary with a group that has enough common history, or if the session can take a long time. One should not think too hard about such things as a cohesive setting or sensible villain actions, if there is a villain.

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Hacking together a game

6 May, 2008 at 11:51 pm (game element, rpg design) (, , , , )

Vincent Baker a.k.a. Lumpley has published a game called In a Wicked Age. Being the cheap bastard I am, I won’t buy it (unless Arkkikivi/Arkenstone stocks it, at least), but will rather hack together something vaguely similar and play it.

What makes the process fun is that I have neither played nor read IAWA.

Components

The parts are, in no particular order, the List, the mechanics, the way resolution is used, and the random generator. Their implementation is explained after first explaining the components on more general level. And, as before, there’ll be one GM as a default assumption.

The list

This is stolen more-or-less directly from IAWA. Whenever a certain condition is met, the relevant character is added to the bottom of the list. Character can be crossed off the list by the player of that character to get a bonus. Whenever a game is played and the list is not empty, a number of characters from the top of the list are automatically in the game and their names are crossed off.

A (short) list might look like the following, with the character name first and player name in parenthesis after it. One entry has been crossed over. (Usually, there would be a huge swarm of entries crossed over in the beginning, but that is not very illustrative.)

  • Kisfal (Gastogh)
  • Ceosinnax (Tommi)
  • Kisfal (Gastogh)
  • Mori (Thalin)
  • Animagynth (Gastogh)

The random generator

The idea behind having a random generator is that at the start of every session/scenario/story/game (choose whichever is appropriate) a number of entries is generated and those are used to build the starting situation. I personally use Abulafia, but other generators can fit the bill. If one wishes to be independent of computers writing down or printing out a suitable list is advised. Number it, use dice or playing cards or whatever.

IAWA was what sold me to the concept of using random generators like this. (Actually, a random thread or two about IAWA, but the point remains unchanged.)

The mechanics

Characters are composed of a (finite) number of freeform traits. At least one should be an archetype or profession or something similar. Each trait has a numerical value, which directly determines how many dice it is worth in conflicts where it is directly and unambiguously applicable. Halve the number for somewhat applicable traits. (The idea of freeform traits is originally from Over the Edge; the numeric value corresponding to number of dice is from somewhere.)

When two characters are in conflict they get dice as above. Not all of the dice need to be claimed at once; it is possible and recommended to first roll whatever is most relevant and then add more dice from other traits if necessary. This bit stolen from Thalin’s current victorian game, where it is not really doing anything due to there being too few traits per character. Any flaws give dice to the opposing side. If side 1 has no applicable traits, other sides have their pools doubled and side 1 gets a single die. Good luck.

Once dice are rolled and both sides as satisfied, or have run out of traits they intend to use, the dice are compared as per a method I have used before: First remove opposing and equal dice, then the side with highest remaining die is the winner, margin of success equals the number of dice that are higher than all the dice of the opposing side.

This didn’t really work in the previous incarnation, largely because there were too few dice on the table and I used too few dice for the opposition. The lack of a sufficient number of interesting traits also made it stale. Hopefully this attempt will work out better.

One should note that the resolution is very chaotic; it is possible for a single die to turn a minor defeat into a major victory. This is very much intended, so that one who is just about to win a conflict will be tempted to use all traits, even the ones that are of a somewhat questionable nature.

The resolution

After dice have been rolled (as above), the winning participant (player or GM) suggests what happens; the losing side either accepts that suggestion or takes harm equal to the margin of failure in the conflict. This, again, is from IAWA. The idea is that the winning participant needs to suggest something the losing participant finds interesting (or be content dealing harm, which won’t actually solve anything).

The resolution generalises to several participants: Whoever wins has a total margin of success that can be divided among the opposing sides. Every side with successes above the opposition can do this. All the dice can be targeted at single opponent or they can be divided in arbitrary way among the opposition that was beaten.

This we will play(test)

This is an explanation or example of play, which reveals details not included above. Assume everything written above still applies.

In the beginning

I mixed several appropriate generators on Abulafia to create the fantasy oracle compilation I’ll be using in this game. The oracle seems to generate too few actual characters; I’ll have to see if that is an actual problem. An example of output:

Ore which seems to whisper with incoherent voices.

The guardian spirit of a foolhardy, naive, reckless and impressionable young person.

A genius of flame, imprisoned within a brass mirror. (Might be a typo; maybe should be a genie.)

Forest of Eternal Peril

What is relevant is that there are explicit and implied characters generated. There’s the piece of ore or whatever resides inside it, if anything. There’s the guardian spirit and the foolhardy youngling. There’s the fire genie. And there’s whatever, if anything, that resides in the forest of eternal peril, whatever that is.

Part of the list may be ignored; namely, if a player is not present, all entries keyed to that player are simply ignored. If the list is empty (of relevant entries), every player selects something implicitly or explicitly generated by the oracle. If there is something relevant on the list, take half the number of participants, rounds down. This many different characters, counting from the top, are included in this session. The other players take characters implied by the oracle.

Assuming three players and one GM, the cast of player characters might be as follows, with traits and their values listed in parenthesis. Starting limitations: Up to three traits, up to six dice per trait. Scaling: 1 and 2 are minor, 3 and 4 significant, 5 quite powerful, 6 a bit too powerful to be used very often.

  • An efreet (genie 5, essence of flame 4, entrapped 3)
  • A kid (street kid 4, naive 3,  “The stone guides me.” 2)
  • A guardian spirit (unseen 5, protect the kid 6, mute 4)

The starting situation could be: The kid, following the whispers of the stone she carries have taken the kid to the forest of eternal peril, where she discovered a beautiful brass mirror lying on the bottom of a pond. Her guardian spirit could only watch as she scrubbed it clean…

The next task is to determine something for the characters or the players to strive for. This can be formal (a trait) or informal, but the characters should bump into each other frequently.

The play

Characters done and the starting situation established it is time to play. Feel free to skip the next paragraph; it is mostly dry mechanics.

There’s the normal narration and roleplay and so forth until a clear conflict emerges; at least two entities, named or not, are in conflict more severe than mere discussion (arguments, intimidation, swindling, … are not mere discussion). For example, the efreet wants the kid to free it. Efreets are good at bargaining (that’s their purpose), so the efreet starts with 5 dice. The kid starts with 3 dice for the entrapment, the power of which makes it harder for the efreet to be released. Efreet: {6, 4, 3, 3, 2}, kid {3, 2, 1}. After putting the matching dice aside, one is left with {6, 4, 3} for the efreet and {1} for the kid, with {3, 2} aside from the efreet and the kid. The guardian spirit protects the kid from the vile efreet’s influence: 6 dice for protecting the kid. Dice show {4, 3, 3, 2, 2, 1}. Since the kid and the guardian are allied and not the same entity, one 3 and one 2 the spirit rolled is set aside, as the kid and the efreet also lost one of both. Then another 3 and 4 are cancelled from both the efreet and the spirit. This means that the relevant sets are efreet {6}, spirit {2, 1}, kid {1}, aside several (which I won’t write down; this is a lot easier when there are actual dice on an actual table and they are moved and grouped). To make matters worse, the kid is naieve, which the efreet’s player can draw upon, giving extra three dice, which show {5, 4, 2}. Other traits are not claimed, so the final result is efreet {6, 5, 4}, guardian spirit {1}, kid {1}. The efreet has 3 successes over both opponents, the others have none. The dice are biased tonight.

So, the efreeti has total 3 successes over the kid and the kid’s guardian spirit. Efreet’s player offers that the efreet is released from the mirror, owes the kid three wishes, but the kid does not know that with mere 1 die to back it up. To the other involved player the efreet’s player suggest that the efreet can see and interact with the guardian and does not seem an immediate threat, backed with the remaining 2 dice. Both suggestions are cordially accepted. Efreet’s player changes the trait “entrapped 3″ to be “Those who imprisoned me shall burn! 3″, which seems appropriate, so the GM and other participants accept. There would naturally be some roleplay involved in describing these events.

What if one of the players had not accepted the suggestions? Their characters would have taken 1 or 2 harm (kid and spirit, respectively). The meaning of harm: One can only use traits with value exceeding the total harm suffered. That is: Harm 4 and only traits with 5 or more dice can be used. This does not affect opponents using weaknesses, but does affect the harmed character exploiting the weaknessses of others. Harm is recovered only when the session/story ends, and is then recovered completely. Harm equaling or exceeding the character’s highest trait (or all traits, same thing) implies that the character is unable to do anything meaningful; maybe dead, maybe imprisoned, maybe searching for more peaceful lands elsewhere. Such characters, if they are on the list, can be encountered later.

The list, right. Current idea is that any character losing a conflict gets on the list. This condition may be too lenient, but only play(testing) will tell. More restrictive conditions in the same spirit: Only when when actually suffering consequences for losing a conflict (marginally more restrictive), only when losing a conflict and accepting the interesting consequences suggested by the other participant (as opposed to taking harm; if people take harm too often, I’ll implement this), only when taking harm (feels too limited and encourages taking harm, which I assume will not be that interesting). Crossing the name of the character you are currently playing has the following effect: If the name is on top of the list (of the characters whose players are present), get 3 extra dice. This is typically a very significant lucky incident or divine favour. If crossing the name on the bottom of the list, get 1 die. For any other location on the list, get 2 dice. This can be done exactly once per conflict per character. These dice are not restricted by harm. Alternatively, the player can choose to cross over all places where the character is on the list. This gives single die per name, and hence should not be used unless there are at least three names of that particular character present. Note that this has a significant chance of permanently removing the character from play. Take care, use wisely.

In the example, the guardian spirit and the kid get on the list. I think their order will be first the spirit and then the kid; this because the spirit risked 2 harm. If this is not sufficient to determine the order, remaining draws are handled by the GM by pure fiat (which may include asking the players if they have preferences).

A character can get on the list if and only if the character is named.

Character change

When participant feels a character has changed in some significant way, he ought to tell that to the other players and any relevant change in traits should happen immediately. Training is suitable. Saying the character has practiced something during his or her downtime is likewise suitable.

One of the more interesting possibilities is trait change due to losing conflicts: The winning participant may suggest changing, adding or removing a trait. For example, an assassination attempt could lead to traits like “crippled”, “wounded”, “They all are out to get me!” or “nervous”.

The end

Game master gathers character sheets and the list. They are persistent from session to session. Any detail generated about the game world should likewise be recorded somewhere, because emergent fantasy setting are fun and useful.

A note on design

This is very much bricolage-style design; that is, building from old parts, mixing them together and hoping they interact in good ways. The purpose is to create a game that I can play with, well, anyone, even if the groups of people change, there is irregular attendance, or otherwise separate groups are brought together in, say, Ropecon. Episodic gaming, pretty much.

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Now playing

30 April, 2008 at 2:37 pm (actual play) (, , )

I’m playing in two games right now; Thulen’s victorian game (he hasn’t written down any actual play yet; I hope he will) a Nobilis game set in Star Wars universe, GM’d by Ukkostaja.

Good and poor play

I’ll be judging my own play and that of the others; by “good” play, I mean creating and grabbing story opportunities, doing things, being entertaining an so forth. By “poor” play, I mean being a wallflower, turtling, not interacting with other participants, and so forth.

Victoriana

Cast of players: Me, wgaztari, ksym, Ari (with no web presence that I am aware of). Ari is new to the group, but has roleplayed before. His integration was quick and painless.

There’s been two sessions of actual play and one of character generation and prelude-thingies. I am slowly getting used to the game. Next session will probably be genuinely enjoyable; the end of the previous was good, but beginning meh; the first one was indifferent. This no fault of anyone else; wgaztari played exceedingly well in the first session and okay during the second; Ari is overall a good player, and ksym has been doing well, though his character is quite different from the others; he knows magic and uses it, and is the only one who does.

I seem to always play pretty poorly for the first session or two. Maybe it is anxiety with the group, maybe with the playing style, maybe with something else.

There’s been robberies, a smidge of intrigue, meeting worthy opponents, but not yet truly engaging them. Oh, and the end of the last session was when ksym’s character threw my char with a sword. Hit or miss; not determined yet.

SW Nobilis edition

Cast of players: Me, Thulen, possibly pickaboo, and even opusinsania paid a visit (I made a guest appearance as a crazyish NPC in his game just the other week; didn’t go very well, but was enlightening). Estimated play time remaining: Session to three.

For some background: Nobilis is a roleplaying game in which players are Nobles, something like gods or demigods. It is diceless, but has a definitive economy with miracle points used to power all sorts of things. Like Amber diceless, but more structured and characters are more exotic. Mine is a Noble of light, with a special ability called elemental form: Can turn into light at will. Convenient.

Thunderer’s game mastering style seems to be that there is a definitive plot that will happen, more-or-less as planned, but the way it happens is up to players. (Also, if we build a mess ourselves, that’s a bonus.) Basically: I don’t try to get any enjoyment from story-crafting; using the rather formidable powers that nobles have is the point of the game, as far as I am concerned. The story happening around that is a perk/hindrance, depending if it adds new stuff to play with or involves boring puzzle solving or following clues to wherever. (Actually, I just suck at puzzle solving and following clues, and hence find them boring, and hence suck at them, …)

Thunderer (Ukkostaja; direct translation) also built a cheat sheet for the price of using miracles, given the miracle level and character’s relevant attribute: PDF.

Interesting is the fact/impression that I got used to Ukkostaja’s game more quickly than to Thulen’s, despite knowing the latter better. It may be the smaller group of players. I also think that having formed a clear picture about the way Ukkostaja runs the game helps a lot. This picture might or might not be accurate, but it is clear. I am not yet quite sure what I should actually be doing and enjoying in Thalin’s game.

In other news

Eric has an idea for something like a custom roleplaying search thingy. Maybe something like Mahalo. I’ll be helping along in whatever ways I can, since the idea seems interesting enough.

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Summer

22 April, 2008 at 3:08 pm (meta)

Within a month the following shall happen:

  • I will take on a summer job that involves cleaning factories with heavy machinery.
  • I will not study in university before autumn.
  • I will live in Hämeenkyrö (with mother, stepfather, sister and dog) or Tampere (with father), neither of which is exactly close to Jyväskylä.
  • I will not roleplay as much, if at all. Maybe this shall be the time to try some more roleplay via the internet, either with friends or in Roleplaygateway.
  • I may play board games or card games, especially if there is no or too little roleplay.
  • I will not spend as much time on the internet. Particularly I will probably not read forums or use stumbleupon. Also, I will blog less if at all. This all is quite probable (P({this all}) = 7/10), but not certain, where “this all” means this bullet point.
  • I will read more. Interesting material: Fantasy (preferably not direct D&D derivative and preferably not Eddings), philosophy (ontology, philosophy of mind, epistemology, whatever else is interesting), logic, mathematics (particularly game theory is of interest), mythology and old poetry, rpg books.
  • Take a dog, walk somewhere, anywhere. Good fun. Run once a while to keep it interesting. Great for thinking and designing rpg settings and calming the mind. Grab a friend if one is nearby. Remember to take water.

The more exact date of my departure is between three and four weeks from today.

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Mathematical proofs

21 April, 2008 at 7:44 pm (mathematics) (, , , , )

In which I shall relate a few ways of building mathematical proofs. Should be useful for several kinds of problem solving.

Basic structure

The basic structure of mathematical problem solving is simple: There are certain assumptions (or axioms or definitions) and a certain desired outcome. The assumptions are used to get the desired outcome.

For example (disregard if not interested; this is a toy example, and the substance continues after it), Bolzano’s theorem states that if there is a continuous function f such that f(a) < 0 and f(b) > 0 (f is a mapping from real line to real line, a < b), then there exists c between a and b such that f(c) = 0.

So, assume that one has a continuous function, such as g(x) = x^2, that has g(0) = 0 and g(2) = 4. Can Blozano’s theorem be used to prove that there exists z between 0 and 2 such that g(z) = 1? As Bolzano’s theorem only says that if the function gets positive and negative values, it also gets zero, it can’t be directly applied. The trick is to define h(x) = g(x) -1. Now h(0) = -1, h (2) = 3, and hence the there is z between 0 and 2 such that h(z) = 0, and hence g(z) = 1. Tacitly I assumed that continuous function minus a constant is still continuous, which would also have to be proven.

Indirect proof a.k.a. proof by contradiction

Also known as reductio ad absurdum, the idea of an indirect proof is that one assumes that what is being proven is actually false and from that follows a contradiction. The point of indirect proofs is that they give a free assumption to play with, essentially. That is: If one assumes A and B and must prove C, an indirect proof would mean assuming A, B, and “not C”, and find any contradiction.

It is easy to make a mistake in formulating the antithesis (”not C”): Take the definition of a continuous function, which says that for all x, for all positive e there exists a positive d so that if the absolute value of z-x is less than d, then absolute value of f(z)-f(x) is less than e. If something is not continuous, it means that there exists and x for which there exists a positive e such that for all positive d |z-x| < d and |f(z)-f(x)| is at least as large as e. This is a fairly simple concept (continuous function on the real line), which just happens to look scary.

An indirect proof can use any other tool in the box; it gives a free assumption and is never actually harmful, though often useless.

Constructive proof

A proof can be said to be constructive when there is an item that must be shown to exist and this is done by actually constructing the item in question. Constructive proofs are often cumbersome (if rigorous) and longer than uncontructive ones. The reason for appreciating constructive proofs is that they are concrete: Something is actually built. It makes understanding the proof a lot easier.

For example, a function is (Riemann-)integrable if one can put rectangles below and above it such that as leaner rectangles are used, the approximations grow arbitrarily accurate. The problem is that if the function is not a very simple one, building the rectangles is difficult. Hence people instead learn a bunch of rules and tables so that they don’t need to and can instead do easy calculus. Or, in case of people who study physics, handwave it all away with an infinite number of infinitesimals. (One can treat them rigorously, but…)

One can also name unconstructive proofs, if one wants to. For example, everything that uses the axiom of choice is unconstructive (I know of no exceptions and have hard time figuring out how to create one, but someone will hopefully come and tell me I am wrong). Some hardcore mathematicians only accept constructive proofs; they are consequently known as constructivists, and are a rare breed. The scope of what they can prove is greatly limited.

Proof by exhaustion

Proof by exhaustion means dealing with every special case in order, one-by-one. Proof by exhaustion is often long, ponderous, boring, and avoided at all costs by most mathematicians. The most famous example if the four colour theorem, which essentially says that given any map, one can colour the nations that share borders using different colours and only use four colours in the process (this means that they must actually have a small bit of common border; single point is not sufficient). It was proven by a computer that essentially went through all the interesting situations. Five- and six-colour theorems can be proven in the conventional way with relative ease.

Mathematical induction

Normal induction works as follows: The sun has risen every morning that I remember. Hence, it will probably rise tomorrow morning, too. Pretty sensible, though it often goes wrong in nasty ways (every black-skinned person I have met thus far…).

Mathematical induction is used to prove things that apply to all natural numbers (1, 2, 3, …; 0 may or may not be included), or to anything that can be numbered by them, such as the propositions of propositional logic.

For example, the sum 1 + 2 + 3 + … + n = (n+1)*n/2. (E.g. 1 + 2+ 3 + 4 +5 = 6*5/2 = 3*5 = 15).

The first step is to check that the equation works when n = 1. This is often trivial. Particularly: 1 = 2*1/2 is indeed true.

The second step is to assume that the equation works for some natural number k, which is not specified. That is: 1+ 2 + … + k = k*(k+1)/2. This step is not particularly strenous. That is: Assume the equation holds for n = k.

The third step, which is the actual substance of the proof, is to see that the equation now holds for n = k+1. In this specific example, it must be shown that 1 + 2 + … + k + (k+1) =  (k+1)*(k+2)/2. The assumption made in step two will be useful here. (k+1)(k+2)/2 = (k+1)*k/2  +  (k+1)*2/2. By the assumption in the second step the first term equals  1 + 2 + … + k; that is, the formula looks like 1 + 2 + 3 + … + k + (k+1)*2/2, where the last term is simply k+1. Hence, 1 + … + k + k+1 = (k+2)*(k+1)/2.

The first step established that the equation holds for n = 1. The second and third established that if it works for n = k, it also holds for n = k+1. That is: Because it works in the first case, it must also work in the second case, and hence also in the third case, and so forth. Hence it works for all n, as it well should.

Proof by handwaving

The most powerful tool wielded in a seminar of lecture, proof by handwaving involves drawing pretty pictures, writing down some equations, and appealing to the common sense of whoever is subjected to the explanation and the vigorous hand movements. Phrases such as “Clearly”, “One can easily show that”, “It can be proven that”, “Gauss has proven that”, “this is left as an exercise for the reader/student” are often used to great effect. Proof by handwaving can even be used to prove false statements, which makes it the strongest method catalogued herein, even if not the most rigorous.

For real life examples, see such achievements in accurate film-craft as everything by Michael Moore and the “documentaries” titled “The great global warming swindle” and “Expelled! No intelligence allowed” (or something to that effect). Even if they are correct in some parts, such facts are established by vigorous handwaving and propaganda, and hence can’t really by trusted. (Disclaimer: I have seen part of the global warming propaganda and a film or two by Moore.)

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Between blocking and resolving

18 April, 2008 at 10:09 pm (game mastering, rpg theory) (, , , )

This post will be about techniques for accepting and influencing the inputs of other participants when roleplaying. Inspirations: Improvisation for roleplayers by Graham and an rpg.net thread by R00kie. Observant readers can see why I use exactly six different categories. I am sure they can be merged and more can be added if such are searched for.

Context

Say, I am running a random dungeoncrawl. A player character has discovered a secret passage to what seems to be a room full of treasure and wants to and grab some. The secret passage is quite crambed.

How can I react, as a GM? The process of picking which way I actually react may be a matter of rules (e.g. failed roll, no treasure; successful spell digs a tunnel), predetermined facts (the character is fat, no treasure; the character can pass through stone, easy entrance), on-the-fly setting creation (there’s a forcefield between you and the treasure; a minor earthquake opens up the passage), or by other means. That’s not the main focus here (not that I’ll keep quiet about it).

Blocking

“You can’t get through.” Blocking means that the input of the other participant is, for whatever reason, by whatever means, mande insignificant. As a general heuristic, one should avoid blocking. It slows everything down and disrupts flow of the game. Blocking is the way into boring failures when dice are not favouring the players.

here are some expections: The first is an idea that is totally out of synch with the rest of the game. A gritty and serious dungeoncrawl and someone is yelling Superman to widen up the entrance a bit. (Another common reaction is treating it as in-game sillyness. I’m not seeing the benefits of that, but won’t start yelling badwrongfun, either.)

The second situation that may merit blocking is when something has been established as futile, yet someone keeps trying. You really, really can’t get past that forcefield by hitting it with a club. Really. No, not even when raging. This is usually a case of communication failing between the participants and should be handled as such.

Shifting

“No, you don’t get inside the chamber, and further the dragon hears you.” The idea with what I’ll name shifting is that the previous outcome is not achieved and something else surpasses it in importance. This is what I used a lot in the Burning Wheel game (in context of someone failing a test). Basically, shifting is one interesting way to handle severe failures and setbacks. Not only does the attempted action or contribution to the fiction work, but also something else comes and grabs the attention.

Shift is something one might do when the game is running too slowly and some character screws something up, or other suitable situation occurs. More generally: Use a shift to change the pacing or other aspects of the game significantly. Like, “The orcs overwhelm you. You are standing there with a spear to your throat. The demon who leads the orcs walks through their ranks to face you.”, where an encounter with orcs does not lead to (immediate) character death and a potential BBEG (big bad evil guy) is introduced. Hectic combat is replaced with some probably hectic in-character dialogue and potential deals with demons. (Now I want to run that game. Damn.)

Opening

“You can’t get through, but there is this jar you just could tip over to make some noise (presuming that there is another entrance to the treasure trove and guardians in the place).” Opening still prevents the original intent from happening, but offers some other viable action or cause of play. Note the “offers”. Shift forces one instead of opening up new possibilities. Openings tend to slow down the game a bit, as people like to evaluate different options they have.

If running a game where the characters are not sticking together, open up opportunities for one player and move on to the next one. I wish I had figured this out and explicitly written down way before this. Using shifts in the same way may work as (mini-)cliffhangers, but killing the momentum is at least as likely.

Complicating

“You get through the passage, but a several guardian skeletons rise from the thrones they were sitting in.” Complication means that whatever was attempted actually worked, but so did something unanticipated and usually unwanted. Complication, like shift, changes the nature of the conflict, but tends to keep the goal fairly intact, which shift is likely to not do.

Complications are easy to introduce when some action is almost a success (or partial success or whatever), or when some minor mistake is done is some way. Complications often slow down the overall speed of events, but their effect on tension varies; use them as a pacing tool when something important is happening too fast to be enjoyable. “Your finger of death kills the BBEG, who barely manages to snap a wand in two. Red haze fills the room.” The action of the player is still relevant, but the climatic battle is just about to start.

Building

“You get to the treasure vault and of all the treasure a particular golden ring catches your attention.” Building means that whatever the other participant wanted to add to the game is now part of the fiction, and something that enhances the effect also happens. Interesting successes are situations where something is built. Building means that the goal, if any, is achieved, and yet something interesting happens. Run from the bandits and discover a hermit living the woods.

It is usually possible to ignore the new hooks that entered play, but it is considered bad form in some groups. It is essentially a way of blocking: “No, I don’t even touch or look at the ring.” In other groups the same behaviour might be called smart play.

Resolving

Where block is a clear No, resolution is a clear Yes. It is a closure, an end. A time to move towards other points of interest, or to end the game entirely. The trick is using resolution if and only if it is appropriate: Too rarely and the game bloats with new options, making it a huge mess full of unsolved events (I do this.); too often and the game will look episodical with only tenous connections between the different sessions or other instances of play. (If you enjoy episodic play, reduce the duration of the episodes until you are no longer interested, like so that every encounter is very much a discreet unit of play with little connection to anything resembling a setting or story.)

Larger scale

Assume that a given instance of play can be divided into scenes, each of which is fairly continuous with regards to characters, location and time. Ignore the scenes that are not interesting (for your particular definition of interesting), if any such exist.

The question is: How are the scenes linked together? This all is after-the-play reflection or even analysis, though may work as a preparation strategy, too. Particularly: How do scenes end and how do they start? My gut reaction is that if a lot of scenes end in resolution, the need for contrived plot hooks and the like is increased to keep the character engaged. Compare: Kill Kranach the raider lord, gather reward from the sheriff, enjoy the reward, spot a plot hook, grab it, go rescue a puppy from a cave. Alternatively: Kill Kranach and rescue the tiny girl at the same time. The girl asks you to go find her dog, which got lost in the nearby dark cave.

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Rules as toys

15 April, 2008 at 7:28 pm (roleplaying, roleplaying-games) ()

Levi Kornelsen wrote a post about using rpg rules as a toy when playing. I find the idea intriguing, having done something similar as a gamemaster of several homebrew games.

The idea is that playing with the rules (as opposed to by the rules) is part of the fun: Assume a game does not have mass combat system. A large combat occurs with a player character leading one side. How to handle it? Or maybe the game doesn’t have good rules for climbing on a dragon and stabbing it to death while riding it. Or whatever.

My gut reaction is that d20 would be particularly suited for this kind of play, because it has many moving parts. Climbing on a dragon and then scewering it could mean bypassing natural armour, getting automatic critical threats (for a particularly weak spot), doing it extra con damage, having it treated as flat-footed against your char, or a myriad of other possibilities.

Combine this idea with Ryan Stoughton’s little pdf named Raising the Stakes (direct link), which is a free download on the E6-wiki. The relevant part of the PDF is that players can suggest extra effects for their rolls, but they also have to suggest the heightened negative consequences for failing the roll. GM can accept or decline the suggestion. Like: “I raise the dragon being flat-footed against me falling prone right next to it”, in context of aforementioned climbing. GM accepts or declines.

This will not work when some participants are not familiar enough with the rules. Further, a common standard for the kind of fiction to create is necessary: If some players are going for extremely gritty style and others high-action anime combats, there will be some disagreements ahead (this is true in general, but even more so in case where this variant is used).

It would be possible to even build a little d20 variant around this. Say, generic classes that get one ability/feat/whatever per level. Stunts would work as per raising stakes above, the feats/class abilities would be essentially stunts the character has mastered (and can use at will without explicit GM permission).

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Fluxx and Uno; system and memory

12 April, 2008 at 9:14 pm (game element, rpg design) (, , , )

My sister and a friend of hers visited my humble apartment. We played more than a bit of Fluxx. Here’s some reflection on that and on the numerous Uno games I have played along my short life.

Accessibility

Uno is extremely easy for even young people. Fluxx requires fair amount of skill with English (even my father had problems, surprisingly). I think they both are casual games. There’s a few factors that affect this.

Unpredictability

Fluxx is the epitome of a chaotic game. This chaos is amplified when there are several people. With two or three people, your play actually has a visible effect on your next turn; with six, it does not have too much of an effect. There’s some, but not enough to count on.

Uno has few variants that are played among the circles where I have played it: First is to draw one or two cards when you can’t play any, second is to draw up to three cards until you can play one (and immediately play that). The third is to draw cards until you can play at least one of them and then play that. The first are least unpredictable, the third most. Also, the number of players has a large effect: Usually it is possible to meaningfully affect the next player or maybe two, again depending on the rules used (stacking “draw”-cards either affect only the next player or each player gets one effect until all cards are used). As in Fluxx, the state of game can vary significantly between the turns of an individual player. This is almost the norm when there are many players.

Why do I think unpredictability is good? First, it reduces stress; you can always blame the luck and will often be correct. In addition, both games can take new players in midplay and not make a significant splash. Further, one can take a pause from the game when the others are doing their turns and often not a lot has been missed.

No death spiral

Fluxx tends towards equality among the players due to the numerous hand limits and keeper limits, as well as rules reset. Further, winning the game is always possible by shifting the goal, stealing or scrambling keepers (and the changing the goal), or just picking the correct keepers and playing them. If you’ve got no keepers, hope someone will put a limit on them. Fluxx doesn’t so much balance itself as it screws everyone equally and always keeps victory a possiblity.

Uno self-balancing in a very elegant way: The more cards one has, the faster one can get rid of them by playing many at the same time. Also, as one gets more cards, the chance of drawing cards that match them in symbol only increases. (People rarely forgetting to say Uno is also something of a balancing mechanism, though very weak one).

The lack of death spiral means that skilled players don’t seem to dominate, because they could be toppled at any moment.

General observations

Take any system where participants have turns, take some action during a turn, then wait for the next one (examples: Heroes of might and magic n, most rpg combats, ADOM, roleplay with a split party). How much does a single turn matter?

Number of actions

Obviously, the number of actions one can take are very important. If one can somehow get more actions or deprive opponents of theirs, such abilities often are extremely valuable. For example: Haste in D&D 3rd, reflexes in Burning Wheel. If the number of actions or action points that are used when doing anything can be altered, one would do well to start with a fair number of them. If everyone starts with single action, getting another is worth very much. If everyone has 10 action points, getting 1 extra is very nice, but won’t as easily break things. Getting 5 or more does break things.

Whiff chance

There may be a chance that the actions one takes simply have no effect. High whiff chance is undesirable, because it tends to be frustrating (I want to hear a counter-example for this one). Further: With a significant whiff chance, the system becomes more chaotic; a given amount of play may give no results or be hugely effective, depending on luck. Obviously low number of actions and high whiff are a bad combination.

Power

One has actions and does not whiff. What happens? In all examples I can recall right now the power of different actions (choices) is different. This may be balanced by different costs (in actions or other resources), different whiff chances (magic missile always hits), or other factors.

Memory

Memory may not be quite as obvious a factor as the others. In a system with long memory the effects of the choices one makes linger for long. They may change or weaken but one can easily see that a particular effect is there due to a particular choice made. System with short memory obfuscates these relations: The status of the system changes rabidly or radically. Or maybe there is a large number of choices made, so that the effects of single one are effectively buried. Or maybe there is a strong attractor the system tends towards, so choices tend to be lost as the attractor is approached again.

In roleplaying context: Traditionally, system has long memory with regards to character generation. Choices there count for a lot (hence the flames around point-buy vs. rolling and the tendency to let people do minor changes after actually playing a little). Character death is another event that games tend to remember for long.

Gamers try to avoid effects that are harmful and have long memory: D&D examples are level drains and ability drain/damage (prior to plentiful restorative magics). In the Mountain Witch the wounds that have duration for “rest of the game” tend to be nasty (this one is from experience), even if that duration is rarely more than three sessions. Generally speaking, permanently disfiguring a character is something that many gamers really dislike (exceptions abound). In some games, losing items is more harmful than character being wounded, because healing is fast and wounds matter little in the long run.

An interesting rules element

Whenever a player loses a conflict/roll (as suits the game and situation in play) any participant can suggest a permanent consequence, or at least one with long memory. If the player does not want that, damage time, for whatever values of damage the system recognises.

Example the first: A troll subdued the would-be trollslayer. Options: Take the harm (given the circumstances, may very well be death unless there is help coming) or take a semi-permanent nasty effect, such as a trollslayer cast into the river from which he is rescued with only his clothes on (or so the villagers insist), or the troll consuming the slayer’s right hand and leaving the slayer to die, not liking the taste.

Example the second: Negotiations with the high king. A failed diplomacy check. Options: Beaten up and thrown away from the castle, a humble apology (and charisma damage due to the humilation and loss of confidence), the ire and later assassins of the high king, losing some allies from the local nobility, being branded an outlaw, …

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Game design =/= rpg design

8 April, 2008 at 6:37 pm (definition, rpg design) (, , , )

During brief discussion with Phil I verbalised the idea of good game design not being the same things as good rpg design. This is obvious when discussing, say, Chess. I argue that it is also true when discussing roleplaying games, given the way I define good game design.

The definitions have my bias clearly articulated; they are there for all to see. If you have different base assumptions or definitions, your conclusions may also be different.

Definitions

Game design is building a (semi-formal) system where players can make mechanical choices that have mechanical consequences. Good game design makes this process of decision-making interesting: There are few null choices that have no effect and the best choice is often enough very hard or impossible to see, if it even exists and is unique.

Rpg design is building a fiction and a system that describes how the choices the players make affect the fiction. Good rpg design makes the process of play interesting: There are actual choices to be made, they are about something the player cares about, and there are several roughly as lucrative alternative ways of making many choices (in this paragraph several can be arbitrarily large, but not too small).

Good rpg/game design does not imply that the game itself is good, because there are numerous other factories related to that. As such, if one is only interested in how much enjoyment can be derived from a (roleplaying) game, fixating too much on the quality of the (rp)g is not advised. There is correlation: On average, well-designed stuff is more enjoyable.

Do note that the other kinds of design are immensely important (and not part of the above definitions): Designing the game so that it has a suitable social footprint (the time, effort and commitment gaming takes), building the game so that it encourages the creation of certain kinds of fiction, building functional character sheets, elegance and other usability issues, and doubtless other factors. I may someday extend this post to explicitly include some or all of those things. This is not that day.

The thesis

My thesis is that good game design and good rpg design, as defined above, are not very tightly linked. One can have an rpg that is well-designed game but not very interesting fiction-wise; likewise, a well-designed rpg need not have interesting mechanical elements.

What I am not saying is that the two design issues are orthogonal; they certainly affect each other. I am also not saying that they are independent; the quality of one factor tends to influence the other for the positive, because it is common to link certain fictional and system-level effects together.

Examples in the abstract

Assume a game with very complicated (and intense and fun) combat system. Assume the output of the system is the amount of hit points the participants have at the end of the combat. All other variables that change only affect the single combat encounter and any used resources are recovered with a moment of rest or such. This combat system is (one can assume) good an instance of game design, because it has many (mechanical) choices that are interesting. It is not good rpg design, because none of those juicy choices are persistent; all that remains is the number of hit points one is left with. To be honest, there are other potential choices one can make: Which opponent to kill, how much of one’s abilities to reveal, for example, but they are pretty minor and would work with almost all combat systems.

A game where each (player) character has a number of memories (some of which are utilitarian, some have emotional value, some both) and the character can sacrifice them to demons in order to get wishes or other benefits could be well-designed, rpg-design-wise; if the character sacrifices too much, that character can no longer enjoy from the achieved victories; if too little, something bad will happen. OTOH, sacrificing the utilitarian memories (where was the artifact hidden again?) can have much the same effect as sacrificing nothing: Failure at preventing the bad things. Game-design would only make this interesting if the memories with emotional value gave some sort of benefit; otherwise they are like spell points.

On D&D 4th

From what I have read, 4e is focused on encounters and the designer are doing game design. What about rpg design? No idea. Experience for achieving certain story points could do that, but I am more than slightly doubtful. This does not mean that “there will be no roleplay in D&D 4th”. The system just will probably not do all that much to promote the kind of roleplay I am looking for.

Bonus: Proof by antithesis

Assume that all good rpg design is always good game design. See the two example above. They are non-trivial counter-examples to the antithesis and hence the antithesis is wrong, from which it follows that the thesis is true. QED.

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