Saturday, December 3, 2011

The Middle Way of Design

I've been thinking a lot about game design lately, largely because we are retooling the Network system for ancient and medieval settings. There are numerous of theories of game design out there, and it is very easy to get lost, confused or misled. I am not suggesting that design theory is bad, but I think it is critical to understand your own gaming philosophy and not blindly embrace another person's way of looking at RPGs. Otherwise you risk using a set of tools you either don't understand or don't care for.

At the end of the day Bedrock Games is about making RPGs that we ourselves want to play. However we are guided by a simple philosophy that design goals should be held in balance with one another.

When we first started out, Bill and I settled on three core principles to reflect this approach: playability, plausibility and personality. In my case, I like games that hit all the right buttons. So three principles that broadly encompass what I expect from a game make sense. Anything beyond this would honestly confuse me as a designer.

First let's take plausibility. All plausibility means is keeping things believable. It doesn't mean our games have to simulate reality at a granular level, just that the rules should support plausible consistency. What is plausible of course will vary from game to game (since a fantasy setting has different expectations than a military setting), something we've tried to pay attention to with each release. In general it means we strive to create mechanics that don't strain suspension of disbelief. It is also about evading blind spots or oversights in design.

A simple rule of thumb is to ask "why ?" with any mechanical consideration (something Bill excels at). It is very easy to design with a broad brush and forget about the rare cases where a mechanic breaks down. A good example of this occurred during the design of Servants of Gaius. We wanted a simple mechanic to govern the inequality of women in the setting. So I proposed a -1d10 penalty when any character interacts with someone of the opposite gender. Since men control most positions of power, I assumed it would wash out and that the penalty was an elegant way to handle the issue. I was wrong.

I didn't want to be wrong. At this point I was in love with the mechanic. It seemed so simple, so easy to remember and so all-encompassing. Bill pointed out the problem by asking a simple question "What about when a woman tries to seduce a man?" At first I resisted, but he was right. There was no denying that my simple and elegant solution would produce situations that would strain credulity. The mechanic was disruptive and had to go. This is an example of playability coming into conflict with plausibility.

But sometimes plausibility comes into conflict with the second principle: playability. This isn't just about game balance (though it includes that). Playability also includes the smoothness of the mechanics and the excitement they produce. It is about numbers and mechanics, but also about how people perceive and experience those things. At times what is the most plausible isn't the most playable. So we try to balance the two out. Another approach would be to go completely in the direction of playability or of plausibility (and some believe this is the only true option). We adhere to the belief that balance between the two is not only possible, it is desirable. Done well, you end up with pleasant mechanics that don't disrupt the believability of the setting.

Sometimes when you strive for realism, you create problems if you don't keep playability in mind. It doesn't mean every single aspect of the game needs to be balanced out perfectly. But it means we need to be aware of the impact of realism on the mechanics and take ownership of that. A good example of plausibility conflicting with playability is how we designed the poisoning rules for Servants of Gaius.

Initially there wasn't much containing the poisoning rules. You could brew poisons all day until you have a stockpile. The concern was there was nothing stopping someone from brewing too much poison. The best solution for a playability issue is a plausible one, so we went with the following: anytime you brew poison, on a failure there is a small chance of accidentally ingesting a dose yourself (this chance decreases with skill level).

The final principle is personality. To be honest we picked this label so all of our principles would start with the letter 'P'. This is essentially about flavor. In Crime Network we wanted the game to feel like a mob movie, so the text , the setting and the mechanics were designed with that in mind. When we made Horror Show, our focus was on bringing Horror Cinema to life, so we created mechanics to emulate horror movies.

Flavor can also interact with plausibility or playability in funny ways. The important thing with Flavor is making sure it is reflected in the rules. For instance, when we made Servants of Gaius we wanted the gods of Rome to be real. That meant they needed real powers and we needed mechanics for appealing to the gods. Otherwise there would have been a serious gap between the personality of the game and the playability. With plausibility things are even more critical. The flavor has to be internally consistent. We can't say on page 10 of the rule book that Caligula likes dogs but contradict this statement on page 50. The flavor content has to not only be consistent but it has to make sense too.

Flavor is important, but so are the other elements and this is what keeps our products firmly in the realm of traditional role playing games. There is nothing wrong with hyper-focused design. But we want the focus of our game to balance out with the other principles. For us this creates a more enjoyable experience for everyone at the table.

Thursday, December 1, 2011

Fudging: Fighting frustration or fighting fun?

I see a lot of discussion online about fudging lately. Maybe I am just more attentive to the subject these days, but I don't think so. I believe it comes up because people (on both sides) are re-evaluating its utility.

Back when I started gaming in the late 80s, I fudged freely to help keep things moving smoothly. Sometimes I fudged to heighten the drama or pacing. Frankly I didn't think much of it until the late 90s or so. I began to feel that by fudging I was cheating my players in a way (and as a player I found myself resenting GMs who fudged). Most fudging was done for the players benefit but it still felt problematic. To be honest I wasn't really sure why it bothered me, after all no one likes it when their character dies from a stray arrow or random trap, right?

Part of the problem has to do with when I entered the hobby. Technically I picked up my first 20-sider in 1986 and continued to play (even during a brief parental ban) until the release of second edition AD&D. However, second edition is when I became a serious gamer and the assumptions in play during that time shaped how I approached the game.

AD&D 2nd edition (or 2E) has a bad rap in gaming circles these days. For a variety of reasons I think this is an unfair judgment of 2E, but I recognize there were problems at TSR during that era and they deeply impacted things like GM advice and adventure design. While I am sure much of this predates second edition, there seemed to be more emphasis on fudging in favor of drama. A rule of thumb I kept seeing (and still see to this day) was only kill a PC for doing something stupid or reckless. That is, fudge lethal die rolls to keep PCs alive unless they had it coming. I embraced this but overtime I found it diminished my enjoyment of the game both as a GM and as a player.

As a player I didn't feel like my accomplishments meant anything. We may have saved the world from the Orb of Korlax or Azlin's Doomsday Device but it was a foregone conclusion anyway. The GM was going to make sure we reached the end, and manage the pacing around the climax, to ensure the game was "fun and exciting". Yet there was no real risk and the more I realized this, the less fun and excitement I felt.

As a GM I felt like fudging was just another form of railroading. I wasn't giving my players the freedom to fail, the freedom to face real challenges. It was like playing the game with safety rails and training wheels.

So one day I instituted a "all dice in the open" policy and informed my players the game would be "let the dice fall where they may". I told them upfront I wasn't going to play favorites or protect them. Initially I was worried about taking heat for character deaths, and there was a measure of justification for this concern. In a few instances players did get upset when things didn't go their way but for the most part, because I rolled in the open and was willing to admit when I made a bad call, the players took unconsciousness and death well.

This approach isn't for everyone and Bedrock Games doesn't care whether you fudge or not. The Network system is all about playing the game how you want to play it. If fudging heightens the fun for your group then by all means fudge away. But in my case I discovered fudging was an obstacle to true excitement.

Back to my earlier question: no one likes it when their character fails, right? Sure, it can be frustrating when your character dies randomly or when he doesn't overcome the odds but I think in practice it is more complicated than removing any instance of the game that is "unfun". Sometimes what seems frustrating for one moment is actually critical for broader enjoyment of an activity. Think of sports. No one likes it when their team or player loses. But without the threat of loss, the excitement of the game goes way down. This is why the fun boxing matches or games of baseball are the ones where both sides challenge each other. It is also why we don't like fixed sporting events (even if our favored team wins).

That isn't to say this is an unbending rule on my part. I don't think any GM philosophy or approach should be viewed as a universal panacea. Great ideas can become bad ideas in edge cases so you always want to be flexible just in case. Since I instituted this policy, however, I haven't felt the need to fudge at all. In a way, when you don't fudge you can GM with a clean conscience because you aren't deciding who lives or dies, the dice are.

Tuesday, November 29, 2011

Servants of Gaius


Behold the new logo for Servants of Gaius, our alternate history setting. It was designed by Richard Iorio and marks a big step for us in terms of presentation.

Servants of Gaius promises players mystery and intrigue in the court of Caligula. But it isn't just a new setting with the standard Network material. We introduced major changes and innovations to our underlying mechanics to fit the ancient setting and feel.

I am really looking forward to this release. We hope to have it out in PDF by March and print shortly after.

Brendan

Sunday, November 27, 2011

The Perils and Joys of Losing Online Debates

Gamers like to argue about their games. This is something that has been pretty constant in my experience since I started playing D&D back in the late 80s. Whether it was an argument over individual mechanics or even entire systems, the debates usually began prior to or following play and could last an hour or more (I even had arguments that went on for the entire evening). These days many of the disputes I see are online and over deeper issues like the purpose of RPGs in general, the appropriate way to construct an adventure or run a game, etc. The divisions widen as the stakes and passions rise.

I am not sure that the level of internal hostility this generates is a good thing, it certainly seems the gaming community is more fractured than ever before (when I was younger we were all gamers and we all gamed together, but it feels like that isn't the case anymore). Now gamers are grouped into different camps around specific editions or specific styles of play. Before we grouped people by type (rules lawyer, role player, min/maxer, etc). Sure there was always some division around system (those who played GURPS vs. those who played D&D or Vampire), it just never quite felt as intense and divisive as it does today. The idea of demonizing a person because they happen to like 4th edition D&D, sandbox style play or rules light games has little appeal to me. I consider myself more of a traditional role player, but I don't think it is fun to heap anger on people for perceived "badwrongfun".

And there are real pitfalls to being persuaded by your fellow gamers. How many have gone from knowing exactly what they like and how they like it, to second guessing themselves because they were exposed to some grand RPG theory? I've certainly seen this. Great GMs ruined because they wanted to please some anonymous posters in a gaming forum. They either adopted a strange new method for constructing/running adventures or escaped into an existential crisis over the meaning of gaming itself. To me that makes no sense. Whatever you are doing at the table should come naturally and be a joy, never a struggle. I play RPGs because they are fun and stress-relieving.

Still I like a good debate about gaming and I am no stranger to things like online edition wars. It is fun to argue about the games we love . I find it helps clarify things for me as well. Sometimes it even forces me to change my position (or at least re-evaluate it).

I think what I like most about debates is they expose what you don't know about the subject. You may walk into a thread on character optimization in 3E thinking you know everything there is to know about builds or 3rd edition buff spells, only to have your ignorance exposed by a poster on the opposite side of the fence (and often the revelation is handed down with a heavy dose of sarcasm or flamebait). It can be infuriating when this occurs, however it can also make you a better gamer. Of course sometimes posters are just blowing smoke so you need to check the RAW for yourself when you've been corrected by someone. In my opinion losing an argument is one of the best things that can happen for a gamer, because it forces him to see things he may have ignored before. It is easy to carry around misconceptions about a game mechanic, and I am sure we all do it (I know I have). As long as you don't get to worked up, it never hurts to be corrected by someone.

The secret is to be polite and realize that just because someone has a superior argument to yours, that doesn't automatically mean they are right (jus t that they made a better argument). It is also good to know when you've been beaten (even if you haven't changed your position). There is nothing worse than a poster who insists on having the last word after being trounced again and again. We are all human. At some point everyone loses their temper and posts something regrettable. But if you are cordial most of the time, even to people you disagree with strongly, it will make your online debates fun and productive.

Sunday, November 20, 2011

Horror Show Interview

This week we talked with the guys at Atomic Array about Horror Show:

ATOMIC ARRAY