benlehman: (Default)
benlehman ([personal profile] benlehman) wrote2005-01-06 04:27 pm

(no subject)

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?

[identity profile] benlehman.livejournal.com 2005-02-07 07:47 pm (UTC)(link)
Yup. I really want to talk about those mechanics sometime.

yrs--
--Ben

P.S. (Modules in T&T and D&D)