On Design and Gaming
Brendan Davis (BD): What is your design process? Where do you begin and what
sorts of questions do you ask yourself early in the project?
Monte Cook (MC): It depends greatly on the type of project; designing a
game, designing an adventure, or writing a short story, etc., are all very
different. I suppose, however, that I look at what I can do that's new and
different. I'm not interested in rehashing things that have already been done.
If I can't bring something new and original to the table, I don't want to work
on it. Even if it's a new take on something old, that's better than doing
"just another ____ ."
That, of course, requires that I become at least passingly
familiar with much of what's been done in that area or is being done. I've
always tried to keep my finger on various pulses. If I do it right, then I'm
not just giving readers/gamers what they want, but what they're going to want
later and perhaps don't even know they want yet. I don't want that to sound
condescending, but it's not their job to anticipate needs like that. It's mine.
BD: As you keep up-to-date with the RPG industry, are there
any trends that you notice and feel particularly excited about? Is there
anything new that you put your own twist on in Numenera?
MC: I like that's there's a trend toward innovation. I think
people are eager to see new and interesting stuff in both the mechanics and
setting. There are far fewer examples of "just another elf book" or
"yet another licensed game."
If Numenera twists a trend, it's on player empowerment. I
think a lot of games are putting more power in the players' hands, narratively
speaking. I think that's great, but personally, I think too often that
empowerment comes at the GM's expense. In other words, games are empowering
players by making them kind of "mini-GMs."
Numenera empowers players not by taking power from the GM
and giving it to players, but by taking power from the game and giving it to
players. In other words, players don't exert influence on the narrative by
changing or creating things outside their characters, but by having more power
over how their own character performs and what happens to him or her. In
Numenera, players can choose to prioritize tasks, to help ensure that they have
a much better chance to succeed at the ones they deem the most important.
BD: What is your approach to playtesting?
MC: I recently wrote at length about this, but to sum it up
quickly, it's like that old joke about voting: do it early and do it often.
I start playtesting the moment I've got enough of an idea to
play something just to see if it's worth pursuing. That's the alpha test. Then
I write up something that's vaguely playable and give it to others to test
without contact with me. That's the beta test. At the very end, I also like to
send a "ready to go to the printer" version off to some brand new
testers to see if I've missed anything.
BD: You got your big break in the industry doing work for
I.C.E. (makers of Rolemaster) and you went on to help develop one of the most
popular editions of Dungeons & Dragons. Rolemaster and D&D are two
strikingly different games. Did your experience with the more realistic
Rolemaster shape your contributions to 3E? How did the experience shape you as
a designer?
MC: I'm not 100% sure the two games are truly all that different,
but I see your point.
All of us that worked on 3E credit the games that we worked
on and played beforehand with playing a role in 3E. Jonathan, for example,
credits Runequest and Over The Edge. For Skip it was Top Secret and Gamma
World, I think. All humans are just the sum of their experiences, and so of
course lots of things influenced us. It's very difficult, however, to pull apart
a game like 3E and say, "this part comes from this game and that part
comes from that one." It just doesn't work that way. At no point did one
of us say, "I like the way skills work in this game, so let's do them just
like that." It's just a lot more complex and nuanced than that.
Of course, the biggest influences on 3rd Edition D&D
were all the prior versions of D&D. People forget about that a lot.
In general, though, I owe a lot to my days at Iron Crown for
showing me the basics of doing the job the right way: making deadlines, doing
quality work, paying attention to what gamers want, and so on. I worked with a
lot of great, creative people there.
BD: You designed Call of Cthulhu d20 with John Tynes. I
think a lot of people were surprised that the d20 version of Cthulhu was so
good (I know I was). From a design standpoint, what had to be done with d20 to
make it work for Cthulu?
MC: Thanks?
Less had to be done than you might think. Classic Call of
Cthulhu came out in the early days of RPGs, when every game was heavily
influenced by D&D. Stats on a basically 3-18 scale, hit points, making an
attack roll and then a damage roll, and so on all equate pretty naturally with
d20. Sure, the skill system is different, but skills are skills, and if you
understand probabilities you can make them work more or less the same.
Classes had to be ditched (more or less), but I kept levels
not so much to show progression but to enable GMs to peg different games or
campaigns in different ways. Want the classic CoC feel? Use low levels. Want a
pulpy, action-oriented game where you don't run from the deep ones, you mow
them down with a machine gun? Use mid-levels. Want a Titus Crow style campaign
(a la Brian Lumley), play high level. People play Call of Cthulhu in very
different ways, and I wanted to use d20 to make that even easier to pull off.
BD: I phrased that question somewhat poorly, and it came off
as a backhanded compliment. What I meant to say is people were surprised to see
a new version of a game for a different system rival the original in quality (a
bit like the Godfather II equaling or exceeding The Godfather).
From beginning to finish it is an excellent book, but for me
the Gamemaster and Stories chapters really stand out. Normally sections like
this in an RPG book don’t make much of an impression, they tend to be a bunch
of advice we’ve already heard. What do you think you did differently here that
worked so well?
MC: Get great thinkers like John Tynes, Ken Hite, Dennis
Detwiller, Adam Scott Glancy, and others to contribute. Seriously.
(And for what it's worth, if our positions were reversed, in
retrospect I probably wouldn't have expected a d20 Call of Cthulhu to be any
good either).
BD: You have mentioned the importance of keeping failure as
a risk in games (specifically on the topic of eliminating anything deemed
“un-fun” in an RPG system). When it comes to mystery adventures this is a
recurring issue because so much hinges on the acquisition and analysis of
clues. What are your thoughts on this subject in regards to investigative
modules? Is there a place for adventures in which the players might fail?
MC: I think the key is to give multiple avenues for success.
If the PCs have to find the secret compartment in the study or the adventure is
over, that's probably a poorly written adventure.
This is true of any kind of scenario, though. If the PCs
can't sometimes sneak or talk their way past the monster, and must fight,
that's just a different kind of railroad. I'm reminded of when Return to the
Temple of Elemental Evil came out, some people complained that it was too much
of a slog with battle after battle. I was initially surprised, because in the playtests,
the characters bypassed the vast majority of that through subterfuge,
deception, and diplomacy. What Gygax probably would have called
"intelligent play."
The problem was that 3E was this new, very tactical system
that practically begged you to put miniatures on a battlemat. As soon as you do
that, for many players, that means "fight." In that way, I think 3E
unintentionally changed the expected way the game was played. In many ways, at
least for some people, it was the game system itself that railroaded the way
adventures went. And then 3.5 and 4.0 embraced that tendency rather than
eschewed it, and the modules all intentionally became just fight after fight
(interesting fights, to be sure, but still combat was clearly the only focus).
But I digress.I do think that you can design an adventure
that players might not finish. I've done so.
The Labyrinth of Madness was a 2E style adventure a la the
Tomb of Horrors that was designed with the idea in mind that very few people
would actually get to the end. This was not because the fights are so hard, but
because the mystery/puzzle of the whole thing is so difficult. What I did wrong
(and what Gary did right with Tomb of Horrors) was that I didn't build in a lot
of places where it was easy for a group to just say, "Okay, we're done
here." If I was going to do an adventure like that again, that's what I'd
do.
BD: What elements of design are most important to you?
MC: Creativity and fun. What those often translate into is,
"give the players an experience that they haven't had before" and
"do the GM's work for him or her."
If I design an adventure that's just another orc lair that
anyone could have come up with, that fulfills the second goal but not the
first. If I design something that's a jumble of cool ideas, and that's it, then
I've fulfilled the first goal but not the second. If I have to err on one side
or the other, however, I'd go with the jumble of cool ideas rather than just
another orc lair.
BD: Not everyone is sold on modules, and it seems there was
a period of time when they were not as valued as they once were. Personally I
really think they add to a game line, but people often point to the shortcomings
of the module format (which can pose challenges when in use at the table). In
your opinion, what do modules contribute to the hobby?
MC: I'm a huge proponent of pre-made adventures. For one
thing, it just shows you via example the kinds of things players can (should?)
do in a game.
I also think that just reading adventures written by other
people makes us better GMs. You wouldn't, for example, want to read a book
written by someone who never reads books, right? GMs (and designers) fall into
ruts quite easily, often without knowing it. There's a lot of inspiration to be
found in reading modules—and I can't stress this enough—even if you're not
going to run them, or run them as written. If even just one encounter, one plot
thread, or one NPC inspires you to create some cool adventure of your own that
you never would have imagined before you read it, you're better off. I know that's
worth my money right there.
BD: What kinds of RPGs do you personally prefer? If some
other designer out there were to make a game specifically for Monte Cook, what
ingredients would it need to have?
MC: Nowadays, I like games that are streamlined and elegant,
with rules that focus on how the game is actually played—in other words, making
sure the table's needs are being met. I roll my eyes at mechanics that are new
just to be new, but I adore mechanics that are new because someone's figured
out how to do something a better way. Ultimately, that's what good RPG design
is about today. Not about always doing something new, it's about doing
something we've been doing for 30 years in a better way.
The elements it would need to have would be something really
imaginative and cool. Orcs and elves have been done. And yes, I'm certain that
there are still new and better ways to do them, but you said that someone was
going to design a game specifically for me, and in that case, it's going to be
something other than Tolkien fantasy, Lovecraftian horror, or Star Wars space
opera.
This is not because I don't love those things (I absolutely
ADORE them!), but because I already have them. You can buy me the best green
sweater in the world for Christmas but if I already have a closet full of
fantastic green sweaters, just how excited am I going to be?
BD: You launched the A+ campaign (a one-month commitment to
stay positive) back in July. In an interview around that time, you also
mentioned the problem of some gamers not accepting the tastes of others as
valid.
I can certainly remember gamers being passionate since I
started playing in the 80s, but it does seem like gamer’s opinions are a lot
more intense and hostile lately. How do we, as a gaming community, preserve
constructive debate and discussion as we tone down the rhetoric? Where is the
line between constructive and destructive criticism?
MC: Here's my rather harsh viewpoint on this. There has
always been a lot of thoughtful discussion about RPGs. It's just that now, with
the Internet, that discussion is being done in public rather than in small,
self-selective groups. In the 80s and early 90s, these discussions were located
in APAs, in game stores, in game company meeting rooms, or around game tables.
Those older, closed, venues were self-selective, so people who didn't gel with
the others weren't welcomed back in.
In the open arena, for every one person interested in
thoughtful discussion, there seems to be at least one person interested simply
in putting forth an agenda. In other words, many people just don't understand
the difference between examining something critically and tearing it apart.
They don't understand the difference between analysis and advocacy.
"Discussing rpgs" becomes "proving that the RPG I enjoy is the
best."
When I started playing RPGs, and even for the first 10 years
of my professional career, sure, there were discussions about whether Traveller
was better than MegaTraveller, or whether the Hero System was better than
GURPS. There wasn't the idea, though, that if you played one game, people who
played other games were playing RPGs wrong.
That kind of strange, defensive way of looking at the hobby
is relatively new. Frighteningly, it creates the kind of self-destructive
toxicity that may one day destroy tabletop RPGs. If that happens, people will
say that computer games finally killed tabletop games, but you, I, and a few
others will know that's not true. Tabletop RPGs weren't murdered. They
committed suicide.
But it doesn't have to be that way.
This toxic atmosphere among gamers started about 15 years
ago, and it's escalated since then. It worsened even more a few years ago, when
some professionals in the industry believed that they should get involved in
those kinds of discussions. They used this
kind of "you're playing games wrong" sort of approach to try to sell
their games (or the new edition of their existing game).
I don't know how to push us back from this brink, but I know
that a lot of people quietly want to see it happen. They've all but dropped out
of the endless edition wars and old school versus storygame labeling nonsense,
so you rarely hear from them, but I think there's an eager part of the RPG
audience that just wants to get back to having fun the way they want to have
fun without worrying about what someone else has to say about their game or
play style.
I think that smart publishers will start catering to them
more and more. If they don't, those level-headed gamers will eventually get
tired and fade away. All we'll be left with are the argumentative assholes, and
I don't want to design games for assholes.
World Building
BD: Can you talk a bit about the microscope approach?
MC: You can look at any kind of setting material at
different magnifications of your "microscope." I can write up an
entire kingdom in three paragraphs, mentioning the ruler, the largest cities,
maybe some geography or political information, and that's it. That's low
magnification. Or I can crank it up, and write about the same kingdom in 3
pages, and in those pages you might learn the previous info, plus the king's
sons' names and personalities, lots of history, the main exports, details about
the haunted woods in the middle of the kingdom, and so on. Or I can increase
the magnification to its highest and write a whole book on that kingdom. You
might get all the above and also learn about the king's eldest son's dog, get
maps of all the largest cities, and get entire adventures set there.
The level of magnification isn't related to the size of the
location. I can write three paragraphs about a kingdom, and then three pages
about a tiny village in that kingdom. The point is that different areas need
different levels of magnification based on how they will be used. Some GMs
don't want a lot of detail, and they want to run with their own stuff just
based off a few general ideas. Some want or need a lot more detail due to
ability or time. Sometimes, you present certain things with greater
magnification because those details are needed. I might design the product in
question so that the players aren't expected to get involved with kingdom
politics but will start the campaign and spend a lot of game time in that
village. Thus, the village gets three pages and the kingdom gets three
paragraphs.
The only reason this is important is that it doesn't seem
logical at first. Logic might suggest that every location of a particular type
or size should get the same treatment, and that larger areas should get more
verbiage. This leads us, however, to game products where all the kings and
epic-level wizards are statted up, but we get no detail on the stuff that
characters (particularly starting characters) spend most of their time dealing
with.
BD: Do you have any other world design principles you
incorporate into your work?
MC: If it's not necessary to what goes on at the table, it's
probably not worth putting in the book. And if it's worth putting it in the
book, it needs to be really interesting both at the table AND to read.
Oh, and one more principle: in a world of fiction, it's okay
to have one "thing" that needs doing: one dark lord to overcome, one
evil artifact to destroy, or whatever. But in an RPG setting, you need many
things that need doing, because PCs need to do a lot of different things, and
they need the freedom to choose which things to do.
BD: What areas of knowledge are important to world building?
MC: All of them.
Okay, that's kind of a flippant answer, but it's also kinda
true. World building is one of those things that kind of forces you to know a
little about a lot, or at least where to get the information.
I think, however, that one area is often overlooked: what do
the normal people do in a particular place? For traditional fantasy games, that
means not only knowing about Medieval-style warfare, politics, etc, but also
about daily life. This is so important because a large number of the people
that the GM will end up portraying are "common folk."
Even the players need to know what the alternative is to the
adventuring life. They need to understand (at least a tiny bit) what the real
world is like if for no other reason than to contrast it to a life of monster
slaying and dungeon delving.
BD: This seems to be the biggest challenge for many GMs and
designers (finding the daily life details). It can be a challenge to research
this sort of information and it can be so easy to invent stuff that doesn’t
feel grounded in something real. Do you have any tricks or techniques for
finding that believable street level view of a setting?
MC: The trick, I think, is to somehow get the point across
that your average Joe or Jane in the fantasy world's daily life is pretty
different from the players', without making it so different that it's
un-relatable. Is it important for someone playing D&D to truly understand
feudalism? Is that going to enhance their game experience? Probably not. Is it
important for the players to realize that the huge bags of coins they are carrying
are likely more than most people will see in a year, or perhaps even their
lifetime? Yeah, I think so. That actually gives useful perspective.
The other issue is immersion. I think understanding what
life is like in between the dungeon exploration (or the shadow missions for the
megacorp, or hunting deep ones, or whatever) helps with immersion, and that's
something that a lot of players feel is really rewarding.
There's a great book called Life in a Medieval Village by
Francis and Joseph Gies that I really like. They also did Life in a Medieval
City and Life in a Medieval Castle. I recommend them to anyone running a
traditional fantasy game.
BD: A lot of GMs draw on history, particularly for fantasy
settings, but even for science fiction you can see traces of real world
history. Are there historical periods or types of history that you find
particularly inspiring as a designer?
MC: I have a degree in Ancient History and find Egypt and
Greece to be two favorites. I'm also fascinated by Sumeria.
BD: Where does most of your inspiration come from?
MC: I started to type "fiction," and then deleted
it, then I started to type "real life" and deleted it. I'm now
tempted to say "gaming." I guess I'm influenced by the creations of
others, the real world, and by things that come up spontaneously in games. I
don't know which one provides the "most" Inspiration.
BD: Ptolus is very large. It is one of the most ambitious
world building efforts out there. What did you learn working on Ptolus?
Anything you would do differently if you did it again?
MC: Ptolus is where the microscope approach that we
discussed comes from. It also really crystalized the kinds of things a GM needs
as opposed to the kind of thing that game designers want to write about. You
know how the players will often say, "we find someone on the street to
tell us what's going on." Ptolus needed sections on "random people in
the street" for GMs. It needed something to tell the GM how long it takes
to get from Oldtown to Midtown on foot as opposed to in a carriage. It needed a
layout that allowed GMs to find out more about a particular name mentioned in
one location without flipping through 100 pages of other info. In other words,
it needed information that really came up at the table. Ultimately, a game
designer is there to fill the needs of the GM and players. I guess I keep
coming back to that.
BD: It seems like you relish the research aspect of world
design, can you talk about your approach to research?
MC: I am an avid reader, and love having a good excuse for
learning new things. I don't know that I do anything different in that regard
than anyone else.
BD: There is a lot of advice out there on world building.
What advice, if any, do you think people should ignore? What do you find the
most useful?
MC: I think it depends on what you're doing it for. If it's
just for yourself and/or your home RPG campaign, do whatever you wish. Go nuts.
Creation is fun. Sometimes, making stuff up for your homebrew world is an end
unto itself. It's a part of the game that the GM can play by himself or
herself, and there's nothing wrong with that.
If it's for a work of fiction, you can still have that fun,
but make sure that what you put *on the page* is only what the reader
absolutely needs. I don't need to know the political history of every village
that the main character travels past.
If it's for an RPG, you need to fall somewhere in between.
The GM needs to know more than the fiction reader, and truthfully, more than is
ever going to likely show up at the game table. However, if it might actually
come up at the table, give him or her the information. Different GMs will need
different information as their campaigns progress. Arm them both either with
the information, or at least with enough of an idea so that they can make it up
themselves.
BD: How important is it for the flavor of a setting and the
mechanics to support each other?
MC: I think it's vital. That doesn't mean that one set of
mechanics can't apply to multiple settings or vice versa. But the designer or
the GM has to give a lot of thought to how the two speak to each other.
The example I always pull out is this: in 3E D&D,
invisibility is only a 2nd level spell. It's not that rare. The people who live
in a world dictated by those rules aren't going to be shocked if a character
can be invisible. They're going to have at least heard of such a thing.
Conversely, if I'm running a game set in Middle Earth, I shouldn't see a bunch
of clerics running around. It's not true to the setting. Those are both
obvious, but they illustrate the point that setting and mechanics need to speak
to each other and inform each other.
BD: How has your work on Numenera’s Ninth World been
different from your previous world building efforts?
MC: Two things come to mind. First, I've never spent so much
time trying to really define what is true to a setting and what isn't. It's
always been clear in my mind, but trying to convey "that's too
fantasy" or "that's too sci-fi" to artists, editors, and readers
has been a challenge. But I like a challenge.
Second, it's weird to have a setting that has so little grounding
in its own history. That is to say, there is so MUCH history in the Ninth World
—a billion years— that the individual details of history have little meaning.
The history of the world is strange, mysterious, and unknown in the Ninth World
(it's part of the setting's conceit), so it's not like we say, "this ruin
is from the time of Emperor Blahblahblah who fought the great wars of
Such-n-Such 10,000 years ago." In the Ninth World, it's an ancient ruin
filled with mysteries, wonders, and oddities. The historical context carries no
import—the weirdness and wonder are what is important.
I guess another way to put it is, in the Ninth World, even
though it is filled with mysteries of the lost aeons, it is the present that
matters, not the past.
Pretty amazing and genuine responses
ReplyDeleteThanks for weighing in Mike. I thought his answers were refreshingly honest.
ReplyDeleteGreat read Brendan, from one of my favorite, No, Actually my favorite game designer. Monte Cook. Sorry its not you, although you are in the top (pick a number) designers.
ReplyDeleteThoughtful and honest answers. Incisive and interesting questions. 9/10, would read again.
ReplyDeleteThanks for this info.
ReplyDeletegame designing courses
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