Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Wednesday, October 9, 2013

Why Have Rules At All?

While explaining the appeal of rules-light games to a friend who generally prefers a crunchier game, my friend asked me "then why have rules at all?"

I think the answer basically comes down to this:

A game is made more fun than just imagining through the limited introduction of rule. We use rules when we want to resolve things that are ambiguous, or when we want to abstract something, or when it is more fun to have a rule or constraint of some kind.

Ambiguity:

Some things are just ambiguous and dice mechanics are useful for those situations. Are you strong enough to knock the door down? It is hard to know, the player could say: "well I hit the door really hard." And we could try to work with that, but fundamentally this is an ambiguous situation and it is better to abstract it using a die roll.

Abstractions:

While in most cases in a rules-light roleplaying game descriptive exploration and activity is encouraged, there are areas where description is either too ambiguous (as above) or otherwise finicky or difficult adjudicate so we abstract that decision with a die roll. Combat, saving throws, and thief skills all fall into this category.

Rules are fun:

Rules ARE fun. They are fun to think about, they are fun to experiment with. Constraints can create challenge. Niche protection and spell memorization rules create interesting constraints. The many tables for spells, criticals, and fumbles in Dungeon Crawl Classics are a good example of rules being fun. They certainly slow the game a bit compared to what the game would play like in their absence. However, they provide a lot of fun without creating many constraints on what is possible in the game. What is problematic is that in many RPGs is that there are many rules because it seems to be that the "rules are fun" reason has been taken to extremes. Because we like rules for a few things or because a few rules are useful it doesn't mean rules are good or necessary when created to cover all situations.

A key to an excellent game is making sure that the rules are serving a specific purpose. The rules covering every eventuality is not useful to a good game. Common sense can serve a lot of the need that rules purport to. The referee was introduced into wargaming as a way to obviate the need for encyclopedic rules and to make it possible for anything to be attempted (see Playing at the World). Referees can still do this job without a lot of policing! That is because the referee is not the players' opponent.

Sunday, September 15, 2013

on the modern game player

Holy crap, it's been over 7 months since I posted anything. I haven't been posting because I've been busy with work, life, and gaming! So I am content with that.

I've been running a lot of games in that 7 months including a nice sustained Swords & Wizardry game that lasted a pretty good while. Since then though the group has fallen apart and attempts to begin new games have been failures.


Last night I sat down with two key players and hashed around about why things weren't working and what we wanted to do about it.


Key points from the discussion: I find Pathfinder and most rulesy games obnoxious (for reasons I have posted about ad nauseum); Player A doesn't like OSR games because he finds character death upsetting and discouraging; Player B wants to play fantasy and doesn't want to get bogged down in rules adjudication.


We decided that I would run a series of one-shots with them and a few new prospect players to A) try get a group  and time established; B) try out some systems and settings and see what people like.


Then this morning I finally understood the modern game player in my group (Player A above) and I sent A & B this email:


After a good night's sleep I think I have an insight coming out of last night's discussion.


RPGs can be divided broadly into two categories: story games and traditional games. Story games have mechanics that can effect the narrative, in traditional games the narrative is totally the purview of the GM.

Within traditional there are modern and OSR (old-school) games. Modern games tend to be rulesy and tend not to include character death as a large part of play. Whereas OSR games tend to be rules-light and embrace character death. Until last night I was focused on the rulesyness as the main dividing line not thinking about the implications of the latter division.

The big difference I think is that in a modern game we are telling The Characters' Story, in an OSR game we are telling The Story - in which the characters are participants. That is why for me (and others who enjoy OSR games) character death is (while sometimes disappointing or frustrating) fundamentally not a big deal, because the larger story in which we are participating continues, and we get to continue participating through a new character. This can even be exciting.

Neither of these approaches is badwrongfun, but I think our discussion finally gave me insight in to the modern game player's preference.  Having permadeath on the table adds to tension, excitement, and ultimately the satisfaction in victory for the OSR player - because the OSR player is focused on the overarching game experience. For the modern player it is merely loss, because the focus is on the character in its individuality.

So for RP oriented players the rules heaviness may not be the important distinction at all.

I may run something other than Other Dust for the 1st one-shot game. It is most definitely an OSR game. So while it has awesome systems and lots of opportunity for sandboxing and RP there are mutants in the waste that want to (and can) eat your face.

-JD

Thursday, May 3, 2012

On unknowable threats

Discussion with Brendan has started me thinking more about fairness issues. -C has covered the issue brilliantly with regard to traps. To put it simply: clues to traps should be given in description, players who listen carefully will be rewarded by not dying. But what about monsters? The threat level of a monster can be difficult to gauge - particularly if the DM uses a lot of unknown monsters. Also, I want to reward players who think - not necessarily those who know the game best. I think particularly in systems that heavily incentivize combat (e.g. Pathfinder) this is a serious problem. We want players to be wary of combat - but they have no other way to advance their characters (unless you dabble in the modern D&D devilry of a magic item commerce - a topic for another day). Therefore the players are inevitably going to take risks and fight unknown monsters. If we just let them die willy-nilly we will end up damaging fun. It may be fun at first to hurl characters at unknowable enemies, but its frustrating after many sessions of either starting new characters or not gaining experience.

Possible solutions:

CR: Ick. The WotC way is crappy and is not the game we wish to play.


Knowledge skills: the Pathfinder sort of fix. Roll and learn the monster's capabilities! Not only is this  a horrendous example of a skill tax ("let's see, I'd better take knowledge-planes because no one has that yet") but it destroys the sense of exploring the unknown.

"So what if they are frustrated? They should learn to play better.": Not exactly swimming in grognards here. Plus, shouldn't the game be fun?

Scouting: My awesome solution. We need to provide clues and opportunities for the players to learn the capabilities of nasty monsters before they decide whether or not to fight them. The rust monster does not leave much intact metal around, ghouls leave a lot of gnawed on body parts around, you might be able to sneak up on the ogre encampment to determine their numbers, etc. As great as surprise is, players making intelligent decisions is better. If we can start them thinking in a scouting mode, then we can include real baddies, and start littering the dungeon floor with corpses of the foolish.

Sunday, April 29, 2012

Experience for Monsters Slain is badwrongfun

There. I said it. I'm an edition warrior. Getting experience for killing monsters is intrinsically bad.

Hyperbole? Sure. Right? Absolutely.

Here is what I have been noticing: as player's increase in skill (which in 3+ D&D largely means character optimization and ability on the battle mat, although my players are starting to pick up on my traditional D&D tricks a bit too) it becomes increasingly difficult to pose appropriate challenges to them. It seems that most fights wind up being one said pummeling the other.

Okay, you say, but why does that matter? I thought we OSR folks hate the idea of the "appropriate challenge?"

True! But therein lies the problem. In 3+ killing monsters is the only way to gain experience. That means that to progress players must figure out ways to kill the baddies. If I am doing my job as a DM they have to use their brains to kill them, but kill them they must. This means that player's have a big incentive to try to make their characters as combat worthy as possible. So if I place a monster that is truly too difficult for them I am basically cheating them. It would be like placing a dungeon with zero treasure inside in traditional D&D. In fact it is slightly worse, because I am not only wasting their time but I am going to retard their progress. An unkillable monster is much worse than a normal red herring because it slaughters the PCs as well.

Actually after writing that I a have come up with a better analogy for traditional D&D: imagine a huge chest brimming with gold and jewels. The chest is surrounded by horrific traps that you, the DM, know the PCs have basically zero chance to pass through alive, no matter what they do. We also know that the players will spend enormous amounts of time trying to get that gold. They will spend hours of real time and more than a few characters trying to get it. This is an unfair situation. Figuring out how to get that gold is exactly what we have told them they should be doing, and in fact it is heavily incentivized. They will be frustrated and confused if there is truly no way for them to get it.

Likewise, in 3+ they see a big fat monster, dripping with CR. We have told them that the purpose of this game is to kill as many monsters as they can, so of course they try to kill it. They can try to kill in a smart way or a dumb way. It might be a tough fight, it might consume many of their irreplaceable resources. It might even kill a few characters. However, if the fight is fundamentally unwinnable for some reason (monster is simply too tough/has too big damage output, damage resistance, nasty magical abilities, etc.) then we have cheated the players.

When x is the objective of the game, we should not create situations where going for x makes you lose. Sure it can be hard, there can be tricks, traps, and pitfalls. But the goal of the DM should be to create fun for everyone. Frustrating the very objective of the game for players is not fun.

That being said CR sucks. I am not going to spend a lot of time beating that dead horse, but suffice it to say that the idea of adventurers going out and encountering a series of fights carefully tailored to their ability levels is just dumb. Also Conan runs away a lot.

So awarding experience for monsters slain makes CR matter.

CR is badwrongfun because it is stupid. 

Therefore, experience for killing monsters is badwrongfun.