Showing posts with label How To Design RPGs the Robin Laws Way. Show all posts
Showing posts with label How To Design RPGs the Robin Laws Way. Show all posts

May 14, 2012

I Have Combat Advantage, Therefore I Am

Earlier I argued that an RPG resolution system can—and should—help convey the game’s emotional message.

This raises a question: can we look at existing systems and ascribe an emotional message to their various interactions of arithmetic and die rolls?

We have no reason to believe that Dave Arneson and Gary Gygax were thinking about this stuff when they codified the “to hit” rolls. Nor was it an issue when designers of later editions expanded it into D&D’s unified core resolution mechanic. But what does a d20 roll do, emotionally?

A d20 is very swingy, offering the biggest range of results possible in the standard polyhedral toolkit. Its raw result introduces a high degree of randomness. You use the rules, in which a +2 bonus is consider mathematically significant, to try to shape its fundamental unpredictability. Stacking up bonuses from magic, items, feats, skills and situational modifiers, you try to move the needle from succeeding about half the time to instead about a 66% chance of success.

In other words, you are incrementally assembling small advantages into one big advantage, in an attempt to impose order on chaos. Through a kitbag of step-by-step accumulation you strive to dampen life’s fundamental arbitrariness. Roll well, and rationality prevails. Roll poorly, and you are reminded that disorder can never be conquered, only forestalled.

Years ago I argued that D&D is a celebration of naked capitalism, red in tooth and glaive-guisarme. Can it at the same time be our foremost existentialist roleplaying game?

May 08, 2012

Core Resolution and Emotional Dynamics

How To Design Games the Robin Laws Way

(Part Six of Several; see part one for introduction and disclaimer)

With the core book outlined, it’s time to tackle the question of the game’s core resolution system.

(The reality isn’t so linear; thoughts about the book’s structure generally arise in parallel to ideas about the resolution system.)

If you’re designing a new game based on an existing core rules set, the choice is simple—let’s use that one. It might be dictated to you by the publisher, or a decision that you make as a designer. In the latter case, you'll obviously be constrained to the core rules sets available to you. Most likely, you’re working with a rules set by the same publisher. Or you might be using one available through a license, open or limited. We’ve already talked about the process of fitting a new game to an existing rules set; you’re presumably doing the Game X take on Y genre/setting.

If, however, I’m working from scratch, I want to design a core resolution system that creates the emotional dynamic implied by the core goal. Dying Earth, with its rolls and rerolls, evokes the comical back-and-forth of the source material. DramaSystem emulates the basic construction of dramatic scenes and otherwise gets out of the way. HeroQuest zooms out to a broader emulation of story construction, including the pass/fail cycle I later refined in Hamlet's Hit Points. GUMSHOE asks why it feels cool when heroes gather information in a mystery story, and brings that to the gaming table.

I never start out with a novel or abstractly intriguing mechanical idea and then try to build a game around that chassis. It starts with feeling. The mathematical construct is secondary; what the players are feeling when they use it is everything.

Recently I had the experience of switching from one core system owned by my publisher to the other. Before digging into the research for The Gaean Reach, I figured it would be Skulduggery-based, with bits of GUMSHOE sorted in. After reacquainting myself with Jack Vance’s delightful source material, I saw how the structure of its stories differed from the superficially similar Dying Earth tales the core rules were originally designed for. The SF novels played were more about investigation with the occasional setback than the constant picaresque reversals undergone by the likes of Cugel and Rhialto. So I shifted gears, to a GUMSHOE core with appropriate Skulduggery elements grafted on. Again this was a matter of creating the right feel, whether or not the crossover between the two systems introduces brand confusion.

March 26, 2012

Carts and Horses

Apropos of a previous post, Josh W asks: How often do you find yourself budding systems off and turning them into other distinct games? If it happens often enough, how do you deduce the design through-line that subsystem fits?

For reasons implicit in your second question, this happens to me exactly never. I’ve certainly created sub-systems only to realize that they don’t fit the design through-line. Usually they interpret the design goals too literally, or are disappear down a rabbit-hole of unnecessary simulation. Because of this, they are also usually flawed in and of themselves and thus go to the great discard pile in the sky.

Never have I accidentally created a rules subset that would work fine, if only I were working on a different game. In my view, building a game and its core activity around a nifty rules idea is a recipe for disaster. Start with the activity you think will make for engaging play, then facilitate that with rules that enable it in as simple and elegant a manner as possible.

Sometimes I do encounter games that feel like they sparked first from a system idea, with the core activity yoked in to serve it. If it even has a clear core activity. When you ask a designer to describe his game and he starts with a game mechanic, that’s a warning sign of a game designed from an abstract rules concept outwards. (Or maybe he’s just lousy at pitching.) For a few categories, like abstract games, design from sub-system out may be desirable. Often, though, you'll get the feeling during play that you are working for the rules rather than having them work for you.

February 27, 2012

Core Book Structure

Or, How To Design RPGs the Robin Laws Way (Part Five of Several; see part one for introduction and disclaimer)

Having determined the core activity and design throughline, I outline, and thus structure, the book. I ask myself first of all if either of the fundamental elements call for a nonstandard structure. If not, I start with a chapter order arising from the idea of a core activity. A roleplaying game is about the characters and what they do. Ergo, the book should start with character generation. Often this entails the provision of enough context about the setting to make decisions about the characters players are designing. So I likely kick off with a quick overview of the world, universe or what have you. The rest of the first section of the book follows the step-by-step of character generation. Into this process I try to build mirrors of the design throughline: the listed decisions, and the order in which you make them, arises from the core subject matter and emotional experience of the game. HeroQuest wants you think of your characters as part of a narrative and so (among alternate choices) asks you to start with a 100-word prose description of your character. DramaSystem focuses on drama and so asks you to first establish your role in relationship to other characters and the two opposing poles that will drive your actions. GUMSHOE privileges investigation over other activities and so presents the investigative abilities before the general ones.

Subsets of character generation then appear, from most to least important, from universal to those germane to only certain character types. Almost every designer does this, whether they articulate it this way or in some other manner they find intuitive.

After this come the core rules, which enable you to understand the stuff you've just written on your character sheet. For complex resolution systems an introductory precis may appear up top, with more detail later on, so that players understand enough to make good decisions.

After this I usually cover the setting material, because it's more fun to read, and perhaps more specific to the game, than explanatory material like GM support and play style advice. The further into a book I get, the less I expect players, rather than the GM, to grapple with its contents.

Then, if the game uses them, comes the sample adventure. Given the choice I try for as complete an example as possible. I look on the sample scenario as an extended play style example and setter of expectations. My feeling is that a truncated or perfunctory scenario that merely tries to teach you the rules is a missed opportunity at best and actively misleading at worst.

Last come the appendices, reference sheets, and other bits of useful support material that aren't part of the body of the book per se.

Whether you order things like I do or not, the careful thought you pour into this question may not matter. A certain percentage of people jump around in roleplaying games to find the bits that most interest them, and then fill in the gaps. But even as they do so, they likely notice the structure and, subliminally if nothing else, learn what you're telling them from your placement order.

February 13, 2012

Why A Core Activity Is Not a Straightjacket

How To Design Games the Robin Laws Way

(Part Four of Several; see part one for introduction and disclaimer)

In the last installment of How To Design Games the Robin Laws way, I mentioned off-handedly that D&D is a game about killing monsters and taking their stuff, and that this determines the way it approaches certain sub-systems, like Perception. Another game, which has a different core activity or design throughline, might do these things differently—as GUMSHOE does.

The idea that D&D is a game about killing monsters and taking their stuff provoked some consternation. Gamers who are used to having their tastes slagged because they like D&D may be used to thinking of this as a slam*. Perish the thought! Without this clear, simple, escapist core activity, and D&D’s focus on it, we wouldn’t have a roleplaying hobby today. Nor would we have a huge swath of the video games that exist now. The phenomenal success of Warcraft, Skyrim and the like testify to the ongoing popularity of this core activity.

Nor does this mean that D&D can only be played as a game about killing monsters and taking their stuff. Because it is a roleplaying game—in some sectors, still the default roleplaying game—you can completely set aside that core activity, so that your D&D becomes a game about meeting people and learning their secrets. Or building your own power bloc as you whittle down those of your adversaries. Or of mapping dungeons and running away from monsters.

But it’s much easier to establish your alternate core activity if the one provided as a baseline is readily apparent and strongly realized. If told that they can do anything in a game, players get stumped. If told they can do X, they may do X, or they may decide to do Y instead. The presentation of a choice, even if that choice is rejected, orients players and allows them to test their desires against the expectations the game presents.

Because so many people know it and are comfortable with its assumptions, D&D is more likely than later games to be used in service of an alternate core activity. One of 4e’s strengths, its coherence and focus, became a stumbling block when some player constituencies found it hard to reconfigure to an alternate core activity. From this you might conclude that the platonic ideal D&D gets people playing with its entertaining and straightforward hook, but also remains elastic enough so that groups can decide to abandon that hook in favor of something else.

Newer games don’t face the burden of having to serve as default RPG and can afford to err in the direction of too much focus on the core activity. But, like D&D, they can’t do without one.

 


*Others raised semantic objections to the term killing. Because we all know there are tons of games out there in which the hardbitten adventurers mostly tickle the monsters and take their stuff.

January 25, 2012

The Design Throughline, and How To Implement It

Or, How To Design RPGs the Robin Laws Way (Part Three of Several; see part one for introduction and disclaimer)

After a longer-than-planned hiatus, let’s jump back in. Last time I discussed the design throughline, the central concept underlying game play, as one of two fundamental elements I want to determine as the very first step of creating an RPG.

During the design process, the design throughline becomes a benchmark against which I test new rules. It's easy to get sidetracked when designing a subsystem and lose track of the entire rules set's ultimate purpose. To do this it often becomes necessary to articulate additional principles that flow from the design throughline. GUMSHOE's design throughline concerns the facilitation of investigative play. For this reason it seeks to emulate mystery-based fictional sources rather than simulate reality using a physics engine. It aims to be simple, to allow players to focus their brainpower on the overarching meaning of the clues they assemble. In turn, for both of those reasons, it strives to make its rules player-facing. For example, rather than have adversaries roll to see if they detect you when you're hiding, players roll to beat a Difficulty, expressed in the adversary's stats, to see if they've successfully hidden.

D&D doesn't do that, which makes sense, because Dungeons and Dragons is a game about killing monsters and taking their stuff. Having the stats for monsters operate independently of, while interlocking with, the stats for the characters, fits that game's implicit design throughline.

Sometimes I find myself falling back on the core assumptions of previous games. They're familiar and understandable to current players. Compromises with the design throughline may sometimes be justified for this reason: people can absorb only so much new stuff in one go.

As I revise a rules set—either during original design or over time in follow-up products—I often find myself altering material to bring it line with the throughline. Sometimes it takes a while for the implications of the throughline to become clear. We've implemented the player-facing principle more consistently over GUMSHOE's various iterations, as it has become clearer to us.

When a rule causes trouble, or starts feeling wrong, I ask myself if it has taken on a logic of its own at odds with the design throughline. The first iteration of GUMSHOE space combat got away from me because I fell into a level of detail that, while not exactly simulative, set aside the simplicity and abstraction found in the rest of the system. The new version succeeds by back to the design throughline and its implications and restoring those qualities.

December 15, 2011

Core Activity and the Generic RPG

Or, How To Design RPGs the Robin Laws Way (Part 2 of several; see part one for introduction and disclaimer)

Professor Coldheart asks how the core activity comes into play in the case of a generic rules set:

How does the above mesh with designing a setting-free or generic RPG? I'm thinking of the last iteration of Heroquest, which was divorced from the Glorantha setting. Also, I presume DramaSystem might see a standalone book at some point after Hillfolk is released. It would appear that these don't have a "core activity" as you define it - or do they?

With a single notable exception, generic rules sets appear as follow-up products to existing games. Hero grew out of Champions. D20 Modern was an alternate D&D build designed in part to show the system’s flexibility. Like Chaosium’s Basic Roleplaying, they may serve as reference documents for GMs who will use them as a basis for their own games. They are a chassis on which the game is built; it remains incomplete until someone creates the core activity for it.

HeroQuest might be described as a hybrid of both models. It serves as a reference document showing you how to build your series, effectively enlisting the GM a collaborator in a simple game design process. At the same time, it’s as much a supplement to previous iterations as a new and improved version of the rules. And with its Glorantha chapter, which arose from the realization that most people buying the game would be using it in its established world, it backgrounds but still expresses the classic Hero Wars/HeroQuest 1 core activity: you play heroes fighting to shape the turning of an age in a world where myth takes on fantastic reality.

Skulduggery likewise grows out of The Dying Earth Roleplaying Game and exists as a reference document (preserving that game’s system at a time when it seemed like Pelgrane would not continue the license) and a blueprint for making your own Skulduggery mini-games. Although it has done rather better than Simon expected, it was never expected to become a flagship game the way DERPG once was, or Trail of Cthulhu has become.

Implicit in this approach is the argument that generic games are a hard sell, both to customers and to players. That’s why the first DramaSystem game will be called Hillfolk and not DramaSystem, and will present itself on the basis of the core activity. Even if we wind up including additional settings in an extended appendix. Otherwise we’re trying to get you to adopt a game that communicates on an intellectual level but lacks an emotional hook. Even the issue of visual presentation depends on a core activity, from which the graphic designer and illustrators can tweak the imagination and weave an arresting look. The rules are so short and simple that they can reappear in follow-up products without raising buyer ire.

The aforementioned exception is, of course, GURPS. It essentially marketed itself on the strength of its design throughline. It was the one game where the core activity legitimately could be “You can do anything!” Again the supplements become the games that elaborate the rules chassis into a playable experience. This was possible at the time because it addressed a gap both in the market and in the state of the art. No one had done a ground-up design meant to be generic from the jump, as opposed to the usual serial iterations of a core rules system. Having filled that gap, it removed the necessity for anyone else to attempt the same. Thus the return to the iterative model.

This has gone long, and there are still some more questions to cover. Let me know if you’d prefer that I steam ahead, or stop along the way to answer queries like this one.

December 08, 2011

The Two Fundamental Elements of RPG Design

Or, How To Design RPGs the Robin Laws Way (Part One of Several)

I've been asked to describe my process of RPG design, so let's kick off what will surely be a series of posts illuminated by your further questions. Should this need be said, this is my process and not a commandment for others to do likewise. If it sometimes seems like I'm making Olympian pronouncements it's because qualifiers are boring and I will have no truck with them.

Sometimes I pitch a game to a publisher (Feng Shui, Mutant City Blues, Ashen Stars); other times I am presented with a brief and asked to develop an approach (The Esoterrorists, Rune, HeroQuest.) The distinction between these two starting points is not always clear-cut.

The first step is to refine the initial brief, by identifying the design throughline and the core activity. Without the second, resulting game will be hard to pitch to gamers and to play. Without the first, it has little reason to exist in the first place.

The core activity I've talked about before. It tells you who the characters are and what they're doing. You're heroes fighting to shape the turning of an age in a world where myth takes on fantastic reality. You play troubleshooters for hire on a war-ravaged fringe of an interstellar empire. You lead an isolated tribe of raiders at the dawn of the iron age.

The design throughline is the central concept underlying game play, and your reason for creating a new rules set (to the extent that you are.) The game evokes the spirit of Jack Vance's stories of the Dying Earth. Or streamlines investigative play, so that the solution to mysteries depends not on finding clues but putting them together. Or provides a simple framework for the building of dramatic storylines.