Archive for the 'Design' Category

 

Warfare for D&D4

Feb 22, 2010 in D&D, Design

The game is called Dungeons & Dragons, not Dungeons and Dragons and Big, Fuck-off Armies, so I understand why we’ve never seen any robust system for handing a War from Wizards of the Coast. Probably they don’t see it as necessary and I don’t disagree with them. It’s certainly possible to play the game, as it stands now, every week for 10 years and never exhaust all the possibilities of story and mechanics. But I like Warfare in my D&D and to that end, I have designed my own system.

There was no system for D&D3, so I designed my own for Eden Studios. With the help of two other talented designers (Lizard, and my friend Doug Sun) we produced The Book of War which was a kind of snapshot of my feelings of both warfare and the design behind D&D. In other words, it was ridiculously complex and probably unsuited for anyone other than someone really dedicated to the idea of running a war. For that guy, though, I think it was pretty good.

But War has always been a part of my D&D campaigns, and I love almost everything about D&D4, and so wanted a new system that reflected the design of D&D4. It took me several attempts and I had to play a lot of D&D4 and get to the ideas behind the design. I experimented a lot on my players and listened to them and noted what they liked and what they didn’t, until eventually I hit upon this system, which I present here, for free, under the Creative Commons license.

I’m putting it up free because while I think there might be some money to be made in a full book, I have other things to do. It’s my hope that people will take the spreadsheet that builds units and create lots of units and post scenarios and whatnot. I ask only that people who post new content link back here and follow the license rules, attributing the original work and author. If some publisher wants me to flesh this out, I’m open to the idea. But I think there are enough good designers out there that you wouldn’t need me.

Navigation

1. Mustering

2. Events

3. Events in Play

4. Battle!

5. Units

6. Revisions

The Reference Sheet

The Unit Builder

Axioms

Here’s what I took for granted. The unquestioned assumptions of the system.

1. Resolving a Battle must happen as part of a normal Encounter. It cannot be something the players and the GM do outside of normal play. In other words, while the PCs fight Monsters, as normal, a Battle wages around them.

2. A player who’s not interested in a Battle should not be required to participate. Not everyone comes to the table because they want to be a part of The Battle of Five Armies, and it’s important for GMs to realize this. You may be enthusiastic about a big conflict, but it is fundamentally a paradigm shift, and one not all your players may want. I advise all GMs to be sensitive to this.

3. It cannot be its own game. The players are all already playing D&D, a very complex game. It must function, therefore, like an add-on. Not a completely separate game.

4. The Battle must affect the Encounter, and the Encounter must affect the Battle. They are not two unconnected things.

5. It must feel like D&D4. Simple, robust mechanics designed to support a lot of narrative flavor.

My group and I had our first real test of this system last week and I am sufficiently happy with the results that I’m posting the results here. I do not consider this final, I consider this…barely an Alpha. I believe this could easily be used in any tabletop game with a focus on combat.

The system is actually very simple. Most of the text below is just to give you, the reader, context, and help you use my example in your own game. Because this was the very first test of this system, I kept it deliberately simple. I believe you can do some amazing stuff with this framework, but this was just a simple battle.

Warfare is broken into two phases. Mustering and Battle.

Mustering ->

Popularity: unranked [?]

The Open World

Oct 28, 2009 in Design, Games

It’s been a while since I wrote anything here and there are two reasons for that. First, this blog was mostly an experiment to prove to myself I could attract an audience, and I proved that to my own satisfaction. The more time I spent on the site, the more readers I got, and I learned how to tailor posts and subject matter to my audience, and how to write to attract a larger audience. So to that extent, the experiment was a success.

I did not and do not intend to stop blogging, however.  Rather I’ve been sidetracked by two big projects, one of which is the second reason and very writing intensive.

I’ve written a fantasy novel. Fantasy, because like SF, it’s one of my genres. But it’s basically done now and in the last stages of revision before I start promoting it with its own website and seeking an editor or agent.

So that’s one reason no updates. Another is that a lot of my Geek Thinking has been aimed toward a kind of Grand Unified Theory of RPGs that follows up on my articles about Adventures in D&D. But I think I’d been giving my Video Game readers short shrift and so wanted to do some video game writing for a while. But I’ve been hesitant to write too much about video games, because it’s my chosen profession and you have to be careful what you say.

But screw that.

I rented the new Red Faction game on the recommendation of a friend and I found that, like him, it revitalized my interest in the Open World genre pioneered by GTA.I and a whole swath of really talented people worked on the Mercenaries series of Open World games. Many of those people are still there, but the experience left almost all of us with a bad taste in our mouths.

It’s easy, when you’ve had a really negative professional experience like that, to associate it with all many of factors that weren’t really to blame, and Red Faction showed me that it wasn’t the genre I was sick of, I really loved the Open World genre. I just hate the Mission Structure we seem stuck with.

There were a lot of things about Red Faction I liked. Even though the characters are modeled like the ‘roided-out thugs from Gears of War, they were human. They seemed more human in motivation than a lot of video game characters. Volition executes on the Reluctant Hero formula well. The main character actually has a sympathetic expression on his face. That had to be hard to achieve. He doesn’t walk around in the opening scenes with a “I’m a bad-ass” look on his face, he has a “Oh man what now? I just want to live in peace” look which is a lot more subtle and hard to do. At least in video games. Artists in other media don’t seem to have a problem in this department.

The destruction was great, and visceral. Games work best when they trick you into thinking you’re smarter than you actually are. When I’m Sam Fisher, I think I’m smart because I found a way to take down that guard without using my pistol. When in fact there was almost no way to fail regardless of what I tried. When I’m Gordon Freeman, I think I’m smart when I panic and run in a random direction that just happens to be where the Content lies. But in fact that was the ONLY way to go.

In Red Faction, I felt smart because I’d look at a building and guess at how it was constructed, where the best place to put a charge was. I could walk around inside the buildings and look to see which walls were supporting all the weight. I created my own challenge, my own minigame by seeing how few charges it took to blow up a building.

In fact, it was probably all illusory. It may not have mattered where I placed the charges.I loved the vehicle design in Red Faction, someone obviously had a lot of fun making sci-fi Tonka Toys for Mars. They were both futuristic and workmanlike. They seemed both fantastical and plausible. Reminded me a lot of Ron Cobb’s work.

The run-and-gun was solid, though not remarkable, and “solid” is still better than most of the GTA games. I still think Mercs1 has the best run-and-gun I’ve seen in an Open World game. Mercs2 suffered, I think, from the designers and gameplay programmers being far more segregated and specialized. The gameplay coders had a lot more influence on the design in M1 and it shows.

The problem I had with Red Faction, and it’s a problem with a lot of games like this, is the Mission Structure. Not its specific Mission Structure but the concept of mission structures in the abstract.

That there are mission goes without saying, doesn’t it? Players need clear objectives. They also need clear motivation. Mercs1 had the first, but lacked the second and as a result a common complaint was that players just followed the blip and often had no idea where they were going or why. In Mercs2, the story provided those answers but since the story boiled down in some critics eyes to “you get shot in the ass” I think a lot of players immediately tuned out. I do not blame them.

The problem with Missions is explaining them to the player. So far, the only solution people have found in these games is a massive infodump whereby you stand there and listen to someone speak in what is not actually English, but a highly specialized language only found in video games. Your character, typically, remains mute during this process, just like in real life. Failing a mission in Red Faction is a big deal because you have to go back to the mission giver and go through the whole process again.

I cannot stress this strongly enough. This is not fun. Sitting through a mission briefing even ONCE is not fun, and it’s not playing the game. I used to think we could trick the player by making it entertaining. Using movable typography and animated infographics to distract the player from the fact that he’s sitting through a PowerPoint Presentation.

Players want to play the game. Some of them may put up with other stuff, some of them may enjoy things like PowerPoint Presentations, but the only thing all players have in common is their desire to play. We, as developers, should consider it our mission to identify the play, and strip out everything that stands between it and the player. That’s not always possible, but I think we can do better.

I was really enjoying Red Faction until I failed a mission. I didn’t mind failing, I’d behaved foolishly and should have failed. But when I saw that I had to go all the way back to the mission giver AND sit through the briefing again, I turned the PS3 off and have not turned it on since. Writing this post has reminded me of why I liked it and I may pick it back up.

According to the info I saw from both Lucasarts and EA, the average gamer is in his mid 30′s. He has a job, he has disposable income and unlike the stereotypical teenaged gamer, he’s not a hostage to the game he buys because it was the only game he could afford this quarter. He has a lot of options. Not only the expensive, AAA titles like Red Faction, but also instant-gratification downloadable titles he can immediately begin playing with his friends.

Shadow Complex, one of the best games I’ve played this year, is burdened with completely unnecessary story and dialog, but it is otherwise extremely lean and as much fun as games three times the price. Hard for a game burdened with Red Faction’s mission structure to compete. At least with me.

So what’s the answer? Red Faction and Mercs and many other games use a Mission Structure where you must go to the mission hub, talk to someone, and sit through a PowerPoint Presentation.

Games like WoW use a Quest-based system that’s essentially a textual version of the Mission Structure. You talk to someone, read some text, and go on your mission. The difference being, often missions are exclusive. You can only be on one. Whereas you can accept many quests at once. And the quest system allows you to click on someone, immediately accept, and go back to playing. You trade context (“I have no idea what’s going on”) for minimal downtime outside the play experience.

I think we can do better. I’d like to see a Scenario-based system whereby you explore the world and discover something is happening in this location. Verbing. There’s something to see. If you watch, you will probably get an idea of what it is. Two factions fighting, someone trying to sneak in somewhere, someone hiding from someone, someone being brutalized or arrested.

That’s interesting because it’s something happening and something you can immediately interact with. If you talk to someone involved, you get a short…short…tête-à-tête with the NPC involved in what happens, and a quest in your log.

“What the hell’s going on?”

“I dunno man, someone went crazy inside the hospital and just started shooting.”

*bing* New Quest added to your log. Investigate the crazy dude in the hospital.

Look at that. Short, to the point, elegant, and plausible. No one talked like they knew they were in a video game and the player got what he needed without a slide show.

There may be games that do this, and I just don’t know it or didn’t notice it because I wasn’t paying attention at the time. I think games work best when you don’t even see the design choices. But I first remember seeing this idea pitched by my colleague Rob Lo when we were both working on Mercs. I don’t think I really understood what Rob was proposing from a ground-level “what is the player’s experience” or “how do we implement this” perspective, but I remember it being confusing to a lot of people. I think this is because we’ve taken the existing frameworks for granted for a long time.But I think this is the ideal content structure for the Open World. The Open World is all about going anywhere and dealing with what you find there. The whole concept of briefing rooms or mission hubs is completely antithetical to this.

I think we’ve yet to see some of the best work done in the genre, because everyone’s still reacting to GTA. I think Crackdown tried something like this, but it was nascent. I remember driving through several areas very quickly pursued by the bad guys and randomly accumulating missions I didn’t understand because I’d just passed some invisible barrier that presumed I was on foot and therefore had the time to figure out what was going on.

It was confusing, but at least it wasn’t a PowerPoint Presentation.

Popularity: unranked [?]

The Inevitable Future of Tabletop Gaming

Jul 10, 2009 in D&D, Design, Development, Games

This will be the last thing I write about traditional tabletop gaming for a while, I want the topic to lie fallow and give my non-tabletop gamer readership something to come to the site for, for a little while. Probably a review of Bruno come Sunday night!

If you were in high school when D&D came out, you’re 52 now. The overwhelming statistical likelihood is, if you played in High School or College, you don’t play anymore. Because of the time and commitment it takes to participate in this hobby, it’s fundamentally a game for teens and 20-somethings. Getting 5 people together on a regular basis who all have careers and families, to play a game that requires at least one of them spend a few hours preparing outside the game, is tough no matter how you slice it. So a moment’s thought will reveal why it’s easier to get everyone together when you’re kids, or in college or your mid 20s, than when you’re in your 40s. (more…)

Popularity: unranked [?]

Et In Arcadia Ego

Jun 14, 2009 in Culture, Design, Development, Games, Story, Video Games

Gentile or Jew
O ye who turn the wheel and look to windward,
Consider Phlebas, who was once handsome and tall as you.

http://upload.wikimedia.org/wikipedia/commons/f/fd/Nicolas_Poussin_052.jpg

(more…)

Popularity: 6% [?]

D&D: The Lost Art of Adventure Writing & The Death of the Hobby

May 28, 2009 in D&D, Design

Movies, as I’ve written about here and as you’ve probably read elsewhere, are a crap shoot. Even with bankable talent and a proven IP the odds are slim you’ll provide a substantive return for your investors.

I say video games are different. Unlike movies, there’s a known formula. If you want to make a great game, put together a great team (this includes management). If you want a hit, market the shit out of it. EA proved that you could market even a crappy game and people would buy it. Put the two together and you’re going to get a great game that makes a lot of money.

I think tabletop RPGs are the same way. The secret to success in RPGs, however, is Organized Play. If you support your game at tournament and conventions, if you give players a reward they can’t get anywhere else, you’ll build a very successful property.

The problem with this, as you have guessed, is that few companies have the wherewithal to support a game with the big network of volunteers necessary for Organized Play. I’d hoped Upper Deck would give it a shot, they dropped the ball. I’d hoped Decipher would give a shot, they dropped the ball. Yadda hoped Games Workshop yadda ball. Companies don’t try and fail at this, they just don’t try.

In the absence of good Organized Play (and I have no idea if the RPGA counts, they seem to be half-assing it) we need Adventures. (more…)

Popularity: 48% [?]

Running D&D4: Giving Players Good Data

May 11, 2009 in D&D, Design

The reality is; sometimes the PCs should turn tail and run. It’s not heroic, but it can be dramatic and let’s face it; overwhelmingly the PCs will triumph in every encounter. Our job as GM is to make the players feel like John McClane; gets his ass kicked at every turn, and wins all the way through. But retreat can be not only tactically critical, but narratively rich. There is maybe no better way to set up a recurring villain.

I don’t believe in the No Win Scenario. I think any encounter designed to force a retreat or a surrender is Bad Design. Rather retreat/surrender should be looked upon as an unexpected opportunity. Hey! I get a chance to set up a Recurring Villain! Awesome! Therefore the following rules serve two purposes; to arm the players with data to enable good decision-making, and handle edge cases like battles that are too long, or too tough.

Earlier editions of D&D were not as resource-focused. Fighting types could perform almost any action available to them from the beginning of the battle through to the end, just as effective at 1 hp as they were at 100. Expendable resources were mostly potions and scrolls. But now every encounter for every player is a steady whittling down of options. And there’s no good signal to let the players know which kind of encounter they’re in. But I think that making good decisions, like stay and fight, or run, requires good data.

Therefore I propose breaking the encounter into three Acts. Furthermore, I think we need a way to communicate these acts to the players to make it clear what their situation is. Many encounters don’t need any structure. But some encounters are dangerous and I think 4E makes it harder for PCs to judge how something is going to go. (more…)

Popularity: 28% [?]

Running D&D4: Monitoring the Party

May 05, 2009 in D&D, Design

I think we are under-served as gamers by the lack of any substantive coverage of the new edition of D&D and how it plays. I think its the best-designed system so far, heavily optimized for fun during play. I don’t think it’s perfect, I think the Magic Item and Skill Challenge design need revision, but overall I consider it successful. Not only is it a lot of fun to play, its really fun to run. In fact, running the game is so much fun I think it’s dangerous. The monsters have so many neat abilities and they dovetail together so amazingly that your enthusiasm may put your party in danger.

I’ve been running or playing the game weekly since it came out and I’ve learned some things about the new system. None of this is generic advice for GMs, if this is indeed going to be a series, it’ll all be stuff unique for 4E. First up, monitoring the party. (more…)

Popularity: 25% [?]

The Third Annual Dune Tournament

Jan 31, 2009 in Design, Games

http://images.boardgamegeek.com/images/pic279251_md.jpg

Ah, February. When a young man’s fancy turns lightly to thoughts of…spice! The spice must flow!

http://www.sorvan.com/games/dune/SpiceDeck/SpiceBack.gifIf you’re reading this, then you’re invited to come OrcCon at the LAX Radisson on Saturday, February 14th. There to plot and scheme to control the universe’s sole source of the geriatric awareness-spectrum narcotic, melange. The spice extends life. The spice expands consciousness. He who controls the spice…you know the rest. What better way to celebrate Valentine’s Day?!

We do this every year. I run the tournament, I also play (I may win, but that hasn’t happened yet), and I award a prize at the end. Often, though the tournament is over and everyone’s been playing Dune for several hours, people want to keep playing and so just start a new game.

The Dune Boardgame, published in 1979 by Avalon Hill, is my favorite boardgame. It is my favorite boardgame, based on my favorite book, of which they made one of my favorite movies. It’s hard to describe why I love this game, without getting bogged down in descriptions of rules, which no one wants to read and which I do not want to write. So, in general terms; (more…)

Popularity: 73% [?]

Why It’s Fun: Blood Bowl

Jan 29, 2009 in Design, Games

I played the classic GW game Blood Bowl for the first time today, after watching two experienced players play. These are my first impressions. At some point I’ll be an experienced player and my attitude will change, much of this post will be obsolete, but it can be fun to look back at how you felt after the first time you played a game. As I’ve said before, I don’t mind looking foolish. I think part of being a good designer is entertaining otherwise foolish notions and seeing where they lead. So there’s a lot of absurd, ex cathedra statements in here, but that’s my style. Who dares, wins.

Blood Bowl is a cross between a board game and a miniature wargame. (more…)

Popularity: 75% [?]

Are Dungeons The Problem With D&D4?

Jan 16, 2009 in D&D, Design

This, of course, presumes there’s a problem with D&D4 in the first place, and I’m not convinced there is. I post this only to prompt discussion. This is the beginning of a thought process, not the end.

The fourth major revision of the revolutionary independent game Dungeons & Dragons came out last year. My group has been playing D&D nearly every week for in some cases 26 years. In one combination or another, my group has played literally every incarnation of the game.

We looked forward to 4th edition. We were, in many ways, the target audience. We liked 3rd edition in principle. And in execution for many years. We got several years of enjoyment out of it, so this is in no way a condemnation of 3rd edition. A lot of the edition discussion stupidly frames the issue as a “you’re either with us or against us” when nothing could be farther from the truth. We all played 3rd Edition, we liked it a lot.

But as we played, frustration built. (more…)

Popularity: 92% [?]