Showing posts with label mechanics. Show all posts
Showing posts with label mechanics. Show all posts

Tuesday, May 2, 2017

The Lingua Franca for RPGs

“Therefore is the name of it called Babel; because the Lord did there confound the language of all the earth: and from thence did the Lord scatter them abroad upon the face of all the earth.”
– Genesis 11:9


Gamers are a contentious lot, reflecting an overall human tendency of unfriendliness, or at least indifference, toward those outside our chosen tribes. We have been “confounded” by a plethora of different games catering to different genre tastes, mechanics, and play styles. Some folks can sit back, acknowledge the existence of games for which we don’t care much, and let others go about their business playing games that bring them the most enjoyment. Others like arguing about which edition or game is best and disparage those who play different games. Differences set us apart – they can help define who we are and what we enjoy – but can also reinforce tribal tendencies within adherents of particular games and can cause friction with other factions. In most cases this wouldn’t pose a problem; but for adventure gaming, and roleplaying games in particular, it’s often a barrier to bringing new people into the hobby or more actively pursuing our own involvement with new player groups. For better or worse, Dungeons & Dragons has, since its beginnings, served as a common frame of reference, a lingua franca, so to speak, for the diverse and sometimes divisive roleplaying game hobby.


Tuesday, January 17, 2017

Evaluating Player Choice

Every game offers players different choices. Some, particularly kids games like Candyland and Snakes and Ladders, offer no choices amid their extremely structured play experiences (and one might argue whether they’re tecnically “games”). Others like roleplaying games revel in the concept that “anything can be attempted” by providing an environment with seemingly infinite choices. Analyzing the degree of player choice in individual games can help us evaluate their suitability for different audiences or even our own gaming interest.

While contemplating the issue of player choice I’m reminded of two graphics in Damon Knight’s Creating Short Fiction, my handy go-to reference when I need inspiration in that field. In the section on “Using Constraints” Knight provides two illustrations to demonstrate how restricting story elements can limit characters. One looks like a well in which the character crouches beneath a stone cave-in, the other look like the symbol of chaos with a character and question mark in the middle. This also represents the restraints of player choice in games. In the former the character/player has few or no choices, hence limiting the story/game experience; in the latter the character/player has infinite choices with little guidance where to proceed. In most instances games should avoid offering no or too few choices. In some cases, particularly roleplaying games, players enjoy having too many choices; they’re often narrowed by in-game situations or character race or class limitations. New players might prefer games with a handful of choices each turn. Experienced gamers might prefer having numerous options open. This may explain the renewed popularity of Euro-style board games and the esoteric reputation roleplaying games retain among the general, non-gaming public. The more choices available to players the more daunting games seem to newcomers; yet that wealth of choice also attracts game enthusiasts to more complex game experiences like wargames and roleplaying games.


Tuesday, February 23, 2016

Basic RPG Game Engines

In my gradual shift from huge roleplaying game tomes to short-and-sweet mechanics I’ve come across a few very basic systems that appeal to me. They might not have the depth of complexity many other games offer – both simple and comprehensive – but they provide a core task resolution system with potential for expansion and an ease of adapting to various settings.

Since the dawn of roleplaying games in the 1970s gamers have tended to take existing systems and modify them to reflect their personal play style and expectations from the mechanics. Initially this came from deficiencies gamers found in the earliest versions of Dungeons & Dragons, classes, monsters, and other rules they felt the original rulebooks lacked (as Jon Peterson documents in Playing at the World). Wargamers had already been “modding” rules for years, creating new scenarios and variants for their favorite titles. The trend continued throughout roleplaying games’ further development. Some variations remained “house rules” among small groups, while others found momentum and support to become original games for publication. While I enjoy playing and house-ruling games to reflect my own expectations for established games, I find intuitive, basic core mechanics engage my urges toward more simplified systems to adapt to appealing settings.

Although the game systems that caught my eye recently have their merits (as outlined below), this trend toward basic mechanics with further adaptability isn’t new. S. John Ross accomplished this in Risus: The Anything RPG way back in the 1990s with its system of die pools assigned to broad (and often humorous) clichés; it remains one of the most elegantly intuitive roleplaying game systems with the potential to expand the core mechanic and ability to adapt to any setting. The system works well in both group and solitaire play, with the free solo adventure Ring of Thieves masterfully demonstrating the solo potential. The basic Fighting Fantasy system from the eponymous solitaire game books also provided a basic framework with its Skill, Stamina, and Luck stats, each working in their own way to determine attacks, absorb damage, and modify rolls. (The Sorcery! series also factored in a basic, memorization-based spell system). The mechanics worked well for the solitaire adventures, though the self-regulated combat often devolved into back-and-forth die-rolling contests between the hero and monsters. An ambitious gamer could easily adapt either system from its original form and modify it for a deeper complexity and specific setting (though Risus remains solid on its own without much system modification and encourages adaptability to any genre).