posted by
benlehman at 04:27pm on 06/01/2005
This is an RPG design post. It isn't a Forge post simply because it isn't focused enough to be. You have been warned.
As Vincent points out, we have the whole form of conflict resolution and resolution mechanics in general pretty much down. This is a monumental amount of work over a monumental amount of time, originating in the murky depths of the 80s and carrying through until the present day games of Dogs, HeroQuest, and Primetime Adventures. There is still a lot of work to be done, of course, but now we can classify it and really make it work.
But that doesn't mean that RPG design is done, or that it is all about refining conflict resolution mechanisms.
I want to talk about something else. I want to talk about non-conflict, non-task mechanism.
It is a sign of how hideously underdeveloped these mechanics and the theory surrounding them is that I cannot think of anything to say about these sorts of mechanics. RPG theorists (and here I am using a broad category) have, for a very long time, reducing RPG systems into their resolution systems (whether conflict or task resolution isn't really important to this point) and dismissed other aspects of RPG system as unnecessary cruft, or simply didn't recognize their existence entirely.
And I think it is time that we start to analyze them.
Here are some examples:
The chart in Polaris, and it's predecessor diagram in Sorcerer.
The Random Dungeon generation tables of AD&D1
The direct "use this game for this" instructions
Town generation in D&D3, and its predecessors in Spelljammer system generation charts and Thief's Handbook guild and city generation rules
Oriental Adventures (1st) random events charts
non-combat movement and maneuvering rules, including travel but also swimmingly, climbing and flight.
How can we categorize these things? How can we study them? How can we make them more graceful? How can we make them more fun?
Right now we are groping in the dark. We have no idea what these things mean. We throw them together, and see if they stick. Sometimes they are awesome, sometimes they aren't, but there is no understanding, yet. We are monkeys with typewriters.
Anyone want to start?
As Vincent points out, we have the whole form of conflict resolution and resolution mechanics in general pretty much down. This is a monumental amount of work over a monumental amount of time, originating in the murky depths of the 80s and carrying through until the present day games of Dogs, HeroQuest, and Primetime Adventures. There is still a lot of work to be done, of course, but now we can classify it and really make it work.
But that doesn't mean that RPG design is done, or that it is all about refining conflict resolution mechanisms.
I want to talk about something else. I want to talk about non-conflict, non-task mechanism.
It is a sign of how hideously underdeveloped these mechanics and the theory surrounding them is that I cannot think of anything to say about these sorts of mechanics. RPG theorists (and here I am using a broad category) have, for a very long time, reducing RPG systems into their resolution systems (whether conflict or task resolution isn't really important to this point) and dismissed other aspects of RPG system as unnecessary cruft, or simply didn't recognize their existence entirely.
And I think it is time that we start to analyze them.
Here are some examples:
The chart in Polaris, and it's predecessor diagram in Sorcerer.
The Random Dungeon generation tables of AD&D1
The direct "use this game for this" instructions
Town generation in D&D3, and its predecessors in Spelljammer system generation charts and Thief's Handbook guild and city generation rules
Oriental Adventures (1st) random events charts
non-combat movement and maneuvering rules, including travel but also swimmingly, climbing and flight.
How can we categorize these things? How can we study them? How can we make them more graceful? How can we make them more fun?
Right now we are groping in the dark. We have no idea what these things mean. We throw them together, and see if they stick. Sometimes they are awesome, sometimes they aren't, but there is no understanding, yet. We are monkeys with typewriters.
Anyone want to start?
(no subject)
Correct?
( as an aside - I don't know if movement really needs a *system*, per se, as usually it's either a) common sense or b) you're actually talking about movement in some other context - either combat or experience-gain. q.v. Rolemaster's Movement& Maneuver charts and their Travel Experience charts )
(no subject)
In Amber, the character quiz is exactly this sort of mechanic.
When I talk about the movement abilities, well...
The ability to fly has a certain value in terms of conflicts (combat or otherwise). But it also has a basic non-combat value. If you can fly, you can do things which you couldn't otherwise, no contest (conflict resolution rules are not invoked). In a point based system, it should be worth more points because of this.
There are other abilities like this. Not just movement. The same way that being blind is a worse flaw than how much it penalizes your resolution effectiveness, because it takes away basic functionality.
So really what it is is the addition and removal of "basic" functions. Whatever they may be.
yrs--
--Ben
(no subject)
What perhaps we should focus on is that system is holistic even if we don't intend for it to be. The presented system of resolution mechanics (of all sorts) interacts with the game world, and more importantly the unfolding of events in the SIS, at every level. There are certain assumptions which are made but rarely announced about how that will be taken into account. For instance, if you play an orc in a traditional D&D setting, your character will generally suffer some social stigma. It is generally assumed that the player who makes the choice to play such a character A: knows what they're getting into and B: wants it that way. As such, there is a perception that it's not worth points because it's strictly a 'roleplaying restriction' and otherwise. This may be a reaction to things like the absurd characters one sometimes ends up with in GURPS, who have too many social restrictions to shake a stick at but get enormous amounts of points for them.
The problem is that often those assumptions are different on different peoples' parts - what may seem like a painful restriction to one person may be an actual boon to another's experience. 7th Sea did a pretty good job of working around that. They explicitly stated that the game was supposed to be about heroic characters and thus, if you wanted a flaw, you could take them but you would only get a benefit from taking a flaw which was in theme (many of which were laid out in the book).
One of the things I like best about HeroQuest is that it takes this into account somewhat - the basic assumption is that if you care about a particular aspect of your character, or their interaction with the world, you'll put it on your character sheet. The corrolary is that the GM is responsible for putting _everything_ that will potentially affect your character specifically into the system somewhere, either on your character sheet or the sheets of the entities you're interacting with. Everything becomes integrated into the system.
(no subject)
It's so much better than the GURPS system (which I loved for so long, and still love provisionally) at creating characters with built-in hooks that I've bailed on GURPS completely.
(no subject)
Start by asking what they provide for the game experience.
The issue, I think, is that what you are looking at is non-conflict resolution mechanisms of all sorts. However, you never need system unless there is a conflict. If there's no conflict, at least among the players, then you're all in agreement and you can just narrate. I see here that you have listed:
- Guidelines for 'use the game for this', which seems mostly useful as a mechanism for goal creation among the players (this is what you should be striving for if you are using this system, etc.) As such, I think it should be well-written and thorough, but apart from that I don't think it needs to be further examined.
- Mechanisms for resolving what happens in the SIS when you don't care what happens next.
- Assumed descriptions of a particular setting or group of settings.
Both of the previous _look_ like the same mechanic: world-creation charts, and at first I think they look like a method for randomly generating a setting. However, you're going to use them in only a few situations. Situation 1 is to verify setting authenticity of some sort - the chart says that there's a 10% chance of there being a village in this map hex, etc. so the world these rules are designed for includes a village in 1 of 10 hexes of this type... Situation 2 is to determine randomly what happens when no one can think of or cares what happens next. This is when you actually roll on the charts above, and I think it happens more rarely.
What do people get out of these things? A feeling of authenticity and a shared perspective on the SIS, at the expense of freer creativity (not necessarily a bad thing). They're setting information, no more, no less, provided in a convenient format.
There's work to be done integrating these things into a story, but that part of the system is rarely written down. Which is a shame, 'cause I'd love to see it, but it's much like writing down the process of coming up with a novel, for which as yet I've never seen the Single Right Way to do it, or even quantify it.
(no subject)
Holy crap did you just open a can of beans.
If car manufacturers thought like this, they would never have invented airbags or locking doors or GPS. This is the kind of design thinking that keeps us in the Dark Ages.
So, I've gone through my designs, thinking, "Where is the stuff that Ben is talking about?" and what I have found is all really interesting stuff. Begin lengthy ramble.
So I guess what I am saying here is that it's pretty much bizarre to say that roleplaying games don't need anything but resolution rules. I mean, they're games for crying out loud. They don't really need much of anything! I want to make some analogy here about the German school of boardgame design, but I don't think that that's really very applicable...German boardgames seem to just recombine previously disparate elements into freshly harmonious wholes, rather than introducing new elements. For instance, Carcassonne is just dominoes played in a couple of dimensions at once, with resource-allocation controlling scoring. Crap! Digression over! Very seriously, all roleplaying games have, informally, a lot of rules that don't have anything to do with resolution, and I think the idea was to locate and formalize these.
(no subject)
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I think we may as well agree to disagree.
(no subject)
When I talk about non-conflict mechanics, I'm really talking about non-conflict mechanics.
yrs--
--Ben
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(no subject)
However, what Ben nailed here is that telling good stories or emulating genres or creating fun instances of play is about much more than creating and resolving conflicts in an interesting way, since there's a lot of play that doesn't directly involve conflicts.
Character creation is a great example. Town creation in Dogs is a great example. Setting and color is also HUGELY important. What would Nobilis be without all the laws, including both the in-game law of "Thou Shalt Not Love" and the meta-game Monarda Law that encourages you to say "yes" to player requests? These things form the boundaries within which stories are told. They're about limiting the possibile choices so that the decisions players make seem to have a consistent feel.
(no subject)
I'm trying to say that there is unexplored territory out there. I'm not try to say that everything we've explored is shit.
yrs--
--Ben
(no subject)
It isn't a "towns are like this" (or, it could be, but it isn't all that.) That's just setting. It isn't mechanical at all.
A town generation mechanic says "This town is like this. That town is like that."
Do you see the difference?
If you want to see everything in terms of conflict, you could look at this set of mechanical things as tools for creating conflict, rather than resolving it.
yrs--
--Ben
(no subject)
(no subject)
In general, people have figured out how to apply setting in a good focal manner, usually in conjunction with Character and Color(Whitewolf's various splats and politics in their games). The particulars you are talking about apply to Situation and Setting, but are still worth developing further.
(no subject)
Hi! Didn't know you had a livejournal.
yrs--
--Ben
P.S. I have this idea for an L5R character now... still don't know if I'll be in town.
(no subject)
Exactly. I find the elements extremely helpful to analyze mechanics & play, though a single mechanic, of course, can affect/interact with more than one (or all 5!) at the same time.
There's some talk about what's a conflict resolution mechanic and what's not. If we step back a bit, we can see that all mechanics are tools used by a group to help them determine what they want to establish into the shared imaginary space/stuff that makes up the in-game world & events. Mechanics and source materials are processes that assist groups in creative collaboration.
Rules may resolve a conflict (social--between two players) or they may head off a conflict. For example, the choice of setting in a particular game helps cut down on long, drawn out discussions and potential conflicts about what the background & setting should consist of. That's just one way, of course. The people could just talk it out, or there could be a mechanical procedure by which everyone's input is incorporated and concensus it built. Mechanics and rules can also coordinate players's inputs such that tension and drama is built (eg kickers, Dogs in the Vineyard conflict resolution). But what all of them are doing is giving people cues and processes that help them create things together.
(no subject)
Its primary purpose isn't to resolve conflicts between the players about what is in the SIS. It's supposed to force a certain structure onto the sequence of in-game events.
This is a major new category of mechanic. Spotlight in Primetime Adventures. Endgame in My Life with Master. Escalation in Dogs in the Vineyard.
(no subject)
yrs--
--Ben
P.S. (Modules in T&T and D&D)
Examples & loose categories
FLOWCHART NARRATION
Some rules structure the narration of a specific process, and can create encounters and mini-adventures of their own. These rules mould specific parts of the game, often to emulate genre, or to make very abstract situations easily manageable. Examples are:
- The flowchart for investigating unknown high-tech artifacts in Gamma World
- Lifepaths in character generation systems (if players can interact with what goes on at different stages)
- The car chase flowchart in Indiana Jones
GAMES WITHIN GAMES
Some rules provide competitive mini-games to be used within a role-playing context, mostly just to add flavor, as these games don't necessarily have an effect on the story. Examples are:
- The car-racing game in Ghostbusters' "Hot Rods of the Gods"
BATTLE EXTENSIONS
Several games have rules for larger-scale battles. They change the scale of events in the game, and usually have very different resolution systems. Examples are:
- Ship combat in "Privateers & Gentlemen"
- D&D "Battlesystem Supplement"
REWARD SYSTEMS
Ranging from experience points to tables for loot generation. Systems that determine how much game-effective currency characters get, and when.
There must be heaps of other systems out there, I think.
- Matthijs Holter
(no subject)
-Jasper Polane