The Bookshelf
  • If on a winter's night a traveler
    If on a winter's night a traveler
    by Italo Calvino
  • The Lies of Locke Lamora
    The Lies of Locke Lamora
    by Scott Lynch
Links
What Dumb Thing Am I Thinking Right Now?

Behave
The Bookshelf
  • The Art of Game Design: A book of lenses
    The Art of Game Design: A book of lenses
    by Jesse Schell
  • If on a winter's night a traveler
    If on a winter's night a traveler
    by Italo Calvino
  • Boneshaker (Sci Fi Essential Books)
    Boneshaker (Sci Fi Essential Books)
    by Cherie Priest

Entries in d&d (10)

Saturday
13Feb2010

Leave It Out

I just wanted to play with the blocks! Now I feel like I'm not doing what I'm supposed to be doing if I don't make some use of everything.Don't.

I'm serious, don't.

Rare is the game to which the solution is "put more stuff in it."

Your game may need better design, you may need to spend more time on your designs, but you definitely don't need more stuff in your game (particularly if you need better design or more time spent on your designs...).

Scope is precious in games design. Indeed, most games — if not all, I'll go ahead and say it — should have reined in their scope before they went to press or shipped gold.

For most designers, this is antithetical thinking. Whether hubris, inexperience, or unmitigated love of the genre, they want to make one enormous game that is all things to everyone, with a feature set that keeps players coming back year after year, level after level, to plumb another facet of their grail-game, to master another aspect of their unending mine of entertainment.

It's no coincidence that the solitary resource that a game can demand of its audience — time — is a precious commodity for designers, too. All of your ideas simply won't fit into your design by your launch or print time. Those ideas may or may not even have any place in the greater game you're designing, so taking time away from the features that do fit is doing them a disservice. (Brenda Brathwaite has an article about the time constraints of design, while we're talking about it.)

A simpler feature is easier to understand and easier to use. The fewer restrictions you place on a function, the broader its application it is and the more creatively players will find a way to use it.

The Bejeweled minigame in Lineage II both breaks immersion and distracts players from each other.In video games, overdesign sometimes results in feature bloat. The extraneous feature feels tacked on, or it's hard to find a thematic fit for the feature in the game in question. The Bejeweled-type minigame in Lineage II, for example — what's it doing there? It's a time waster, sure, and a great casual game... but time I'm spending playing the minigame is time I'm not spending forming and exploring relationships with other people, which is the entire point of MMOs. TetraMaster, likewise, feels out of place in the Final Fantasy games, because it's something outside the world. It's a fine side game, and putting Final Fantasy flourishes on it adds a bit of recognition and fun, but the idea of killing monsters and having them drop cards of themselves is boggling.

In tabletop games, overdesign sometimes manifests as "supplement-itis." It's a bit more of a problem at the tabletop, too, because every user doesn't just patch his client to ensure version compatibility with the other players. If I'm playing D&D and I don't have the book that defines swift actions, I might not be playing with rules that work the same way yours do. If we're playing Vampire: The Requiem and I have the rules for a bloodline that you've never seen before, we're going to have a game experience that loses something in the disparity. The benefit of tabletop games is that they have a living, creatively thinking arbiter running things, but what if she doesn't have all the supplements herself? And of course, these are gross examples, and wholly subjective. As well, they're games published by publishing companies whose business is selling books, not making sure your game is consistent.

Ultimately, when you're making a game for play on a computer or around a tabletop, you need to ask yourself, "Does my game need this?" If your answer is no or, worse, you find yourself trying to convince yourself that, yes, your game does need this, it's best to leave it on the cutting room floor.

As a coda to the merit of leaving things out, remember the beauty of broad strokes. If you leave something out or undetailed, the thing that occupies that space in your players' imagination is always going to be richer and more evocative than what you ultimately show them. Remember the man behind the curtain in Oz? As well, something that's not predetermined can be used in a creative new way, meaning you'll have the joy of seeing emergent gameplay happen and seeing the way playing your game lets the players synthesize their experiences into something of their own communal creation.

Wednesday
23Dec2009

Presenting Information, Part II

So, to follow up from the last blog entry, I want a solution to the problem of not wanting to read text dumps that break me out of the immersive game experience. But first, some caveats:

  • Not everyone cares, as evidenced by some of the comments in the previous entry. Ethan, for example, doesn't mind the text method of communicating information.
  • Not every game needs to worry about this. Games that don't rely heavily on the world don't have to bend over backward to convey that minimal world, and would indeed be worse off of they did. You don't need a cutscene in Tetris.

Look at that beautiful, subdued color palette. Why are you fighting the colossi? You never learn whether your actions are "white" or "black" — your motivation is similarly murky.With those two points in mind, how do you convey a world without a wall of text assaulting the player for 9999 damage? Before we get into specific techniques or game devices, let's talk about what we're trying to accomplish in a game. The enjoyment of a game is an emotional response. Specifically, in a "dense" game environment like an RPG, we're probably talking about having fun with other people (in a tabletop RPG or MMO environment) or triumph over adversity (in a single-player CRPG as well as tabletop and MMO RPGs). That is, the goal is the feel of playing the game, not the volume of information conveyed. (You can find more information on this particular theory of fun at XEODesign.)

With that in mind, two of my favorite adages become useful. Oh, hello, my darling soapboxes.

Work In Broad Strokes

Detail is the enemy. "Presenting information" doesn't have to mean "presenting a shitload of information." Building a world intended to provoke an emotional response is more like impressionism than classicism. We don't need every detail to let us feel — we only need to understand what you as a designer want us to feel. "The armor and architecture of this region allude to a rising trend toward empire" is enough to go on, provided you support us with cool art and evocative content. You don't need to break into an aside with 750 words about the accomplishments of the past four imperialistic kings whose actions have no bearing on the events of the game. Unless the goal of your game is completist world creation — which isn't eminently playable, so maybe a game isn't the best vehicle for such an undertaking — the aside runs the risk of pulling the player away.

The details exist to communicate the game experience, not usurp it.

Paragons of the broad-strokes method include Ico, Shadow of the Colossus, and Bioshock. D&D 4e rediscovered the joys of broad-strokes content, too. Sure, they have a ton of written support, but all of that support is very granular. I remember working on 3e projects that jumped through hoops to pack in masses of content, and 4e's efforts to fit core ideas on, at most, a two-page spread is refreshing. It gives me the room to create the emotional response I want without having to contradict something written somewhere that has thus created a certain player expectation.

Let the Player Do It

An amazingly powerful playable history sequence that epitomized the key moral story in Final Fantasy VII's world.In a game, I want to be playing. I don't necessarily have to save the world or have my character be a unique snowflake, but I do want my experience to be the core of the game. That is, all your world-built background information is meaningless if it doesn't have any relevance to what I'm doing and then let me do it. Games exist to be played, and the choices made in their context are the heart of the medium. So if history is important, let me play through a flashback sequence or pull me into a instance that lets me be a part of that history. Even if the end is a foregone conclusion, I will have at least played the history, as opposed to have been historied at. The player is an active participant, not a passive consumer.

Some of Dragon Age's content does this very well. The DLC that includes the recapture of Soldier's Peak has ghosts of the past replaying their doomed last stand, which communicates the world's history while allowing the player to participate in game activity. The flashbacks in Final Fantasy VII did this as well. For Vampire, the Transylvania Chronicles allow players to be present at key Kindred events, but the implementation was a bit heavy-handed and railroaded the players, so beware the pitfalls of having the players do it. Players need to be able to make meaningful decisions, which should have been emphasized more in the Transylvania Chronicles, for example.

Next time: Specific techniques.

Monday
07Dec2009

Not Drowning, Waving

I never get enough chances to game. Between work and daddy duty at night, I have precious little time to get together around the table with friends to roll dice, tell stories, and make memories. So it was with great enthusiasm that I anticipated Google Wave, the real-time communication platform that allowed remote collaboration for groups. It seemed like a great virtual game table that did what I needed it to: overcome geography and permit bite-sized portions of convenience gaming. I have about two hours on any given night that I can spend on entertainment. Until then, I'm chasing a little monster around the house, cooking, doing the dishes, or folding laundry. (Pretty domestic for a rock-star game designer, don't you know, but having a kid really changes your priorities.)

I don't know what they're playing, but that guy is way more animated than I am at my computer when gaming via Google Wave.Some of the gaming crew and I put together a Wave game, and let me tell you, you just can't overcome some of the realistic inhibitors to gaming. Schedule for one -- we've played perhaps three sessions in six weeks, owing largely to people's schedules and that two-hour time frame I'm available to run it.

Technically, Wave is a little unstable. That's understandable, given that it's a beta, but an exploding wave can derail a game's pacing. Especially once the wave comes to a certain size, it feels like things are a little more prone to collapsing. To be fair, it's pretty stable, it just stinks when the occasional glitches bring things to a halt.

As well, using a dice bot has its own troubles. These little gadgets are written and hosted externally, so using a third-party tool like dice bot can leave you stranded for a die roll or delayed uncomfortably. Sometimes a result just never happens, so users have to try again or use the honor system for a tabletop die roll at a player's desk. I can only imagine this becomes more frustrating when using a more technical widget like Fighty, or one in which the GM is using some sort of graphics program to update maps or artifacts on the fly.

The game I'm running is pretty narrative, and we're using 3.5 D&D for simplicity and ubiquity's sake. As it turns out, system hasn't been very intrusive. I'm reluctant to call Wave good for "system-agnostic" gaming, but with my preferred playstyle, it works well even with a ruleset designed to be fairly ruley. The game we're playing is an exploration campaign, which allows most non-combat rolls to determine what sort of information I reveal and how much. Most skill rolls translate really to Gather (Some Kind of) Information.

That's where it starts to come apart, actually. Pacing has been a problem. On the one hand, it's a narrative heavy game, and the players get to have as much exposition and conversation as they want. On the other hand, as GM, it's my job to move the action along, and I feel a bit guilty for hustling players into an encounter when they're obviously having fun with the table chat. But then, if all we get done for the night is a conversation with town elders at the alehouse, well that's not much exploration, now, is it? But I'm likewise certain that players don't want to spend any more time being typed at than I already do.

Tabletop gaming already has a sense of downtime between meaningful actions, and this remains present in Wave.That's the thing. The game I'm running is like narrative gameplay around a conventional tabletop, but it takes a lot longer to resolve the same sorts of encounters that would conclude in 15-30 minutes around the table. Two hours accomplishes some exposition and a single conflict resolution.

None of that makes me disappointed in Wave. Far from it. It remains a very powerful collaborative tool, but it feels like it works better in short, enthusiastic bursts. I think it'd be better to design a game in Wave than it is to play games via Wave.

I'm going to stick with the game for a while, hoping to iron out the pacing kinks and hopefully achieve a regular schedule. I just can't shake the feeling that this feels like Gaming Lite, and I want fare a little more substantial. Again, that's not a fault of the medium. I have high hopes for collaborative design projects using Wave, it just hasn't proven to be the gaming panacea I desired.

Interested in seeing how the sessions shaped up? I''ll add you to the waves if you send me your Wave account address. I don't want to make the waves entirely public, so I can keep out the spam and the unwelcome bots.

 

Wednesday
28Oct2009

Revisiting the Origins of the Experience

I ran the pink box about two weeks ago, good ol' Moldvay basic. For those around the table who didn't have access to the plundered artifacts of my pernicious youth, Goblinoid Games' excellent Labyrinth Lord suited their character creation and reference needs perfectly. In fact, I'd say the two are almost identical, with the exception of a few spells and monsters and the prices of equipment.

How did it go? Fifty percent party kill.

You know what first-level characters don't look like? This.I had taken one of Christopher B's excellent one-page maps and thrown a few cursory details at it, taking several of the pink box's suggestions to heart: A variety of critters occupied this dungeon. That is, I didn't construct the thing laboriously with a careful plot and a monomonstrous tenant. This wasn't "the goblin cave," nor was it "lair of the lizard men." In my brief setting sketch, it was a mountain-bound dwarfhold that had recently been infested from below by all sorts of nefarious critters. It was a nice enough scenario, feeling enough like a story to lend the delve purpose more than just bashing away at whatever came the party's way.

Four players participated, using first-level characters. I would have liked more, but as busy as we are these days, someone always has a lunch meeting. The intrepid adventurers didn't bother with hirelings or retainers, either. To be honest, I think it skipped their minds. At least half of them weren't alive when these rules were first published, and the other half play current games or incarnations of D&D, so the fact that you all but need dragon fodder at low levels slipped their mind.

We played for only an hour, but it was certainly enough to see the rules in operation. I enforced encumbrance, the recommended time-elapse increments, and light source bookkeeping. The exploration didn't happen quite as I'd have liked it to, but I always have this problem during dungeon crawls: I draw a little more or a little less on the map than what the players would probably see in that time increment. In fact, this was a core divergence from the pink box as written -- we used minis to represent movement and location, and we used them with an assumed scale equal to that of 3.x and 4e D&D. As written, the basic rules assume a much more painterly experience, with the DM describing what the players see and the woestricken mapper interpreting the DM's narrative onto graph paper. I ran it the opposite, adding rooms and hallways as the party progressed. No harm, no foul, really, but it did feel more tactical than the quasi-fairy tale feel that I remember my old RPG sessions having when I was but a rusty scuppernong.

I don't know what a rusty scuppernong is, either.

This is what gaming art looked like in 1981, and I really wanted to recapture some of that nostalgia and wonder.Anyway, I also used the morale rules as written, and two rooms worth of goblins panicked and ran before any member of the party took a single point of damage. One goblin ran into a room that harbored a double-handful of skeletons -- and that's where two members of the party met their unfortunate ends. Of course, the party had no cleric and the magic-user had already used his solitary magic missile on a goblin earlier, so nine skeletons were bound to give them estimable trouble.

Some highlights of the experience:

  • In practice, the magic-user mirthfully waded into combat after using his sole offensive spell, which I was glad to see. It ended up killing him, of course, but the point is that he was participating.
  • The comparative simplicity of the combat rules made running the conflicts a breeze. Tactical movement was just a question which monster to which players stood adjacent -- movement had no impediments or circuitous routes concocted to avoid opportunity attacks. People just moved where they wanted and tossed dice, and it was fun.
  • In preparation, I liked reading all that vintage advice that showed the roots of the hobby, and evinced how the designers wanted the game to be played. Treasure, for example. The designers recommend that some monsters have no treasure, and that large troves of treasure exists in other places. Effectively what this does is encourage the PC party to choose their fights. They don't have to kill every monster in the joint, because treasure also gives experience, and because if they do fight every monster in the joint, one of those monsters will have a lucky attack and murder at least one of them. The morale rules help them almost as much as combat, ensuring that some of those monsters will run away and thus spare them precious hit points. It becomes much more of a resource management game than I'm used to thinking about, and the suggested narrative is actually more dramatic than the old gray pink box usually gets credit for, in that you're supposed to go into the lair and slay Grendel and his mother, not every goddamn rat in the cave and Grendel and his mother and the poor crazy Dane down the well. It's actually noteworthy how closely CRPGs emulate this, in retrospect.
  • Random treasure was fun. I can see it getting frustrating over the long-term if you somehow end up as "that guy" and always dice the least possible treasure rewards, but it was fun to laugh about in this short, controlled session.

Some lowlights:

  • Mapping and movement. My fault.
  • Not enough distinguished the PCs from one another. The magic-user was effectively a fighter after using his trick. The dwarf was a fighter. In fact, given the old-school way in which we rolled characters, the players were statistically most likely to roll fighters, because they might be unable to qualify for anything else.
  • The monsters felt too similar to one another. Obviously, this changes past first level, but the only things really distinguishing goblins from skeletons were a single hit point and no morale.
  • Playing purely randomly was fun, but didn't really scratch that campaign or "amateur thespian" itch. Again, this all occurred in a very short window, but I wanted to feel more like an actual story was taking place and not just a loose paragraph of justification tossed in at the opening of the action. Character progression, NPCs, meeting a "named" antagonist, etc., all would have contributed to this, but such a short session, while evocative of the overall gaming experience, didn't really have enough of a chance to blossom in my imagination as greatly as I would have enjoyed. This isn't a failing of the game, necessarily, but it does indicate that this isn't an endeavor to be casually undertaken. You have to invest in the fun and let the feeling flourish.

Friday
16Oct2009

Bottleneckery

So much happening. It's affecting how frequently I'm posing new stuff here.

I owe readers the fourth installment of Hell Harbor. The voting concluded and the choice is clear, I just haven't had a chance to finish the new segment yet.

Likewise, I'm supposed to get chapter four of Demimonde put up. That's just a question of cutting and pasting and formatting. Maybe it's just a problem with the fourth chapter of things around here.

You know what else is still languishing? The final portion of the Kanban technique for GMing. Al I have are notes. That's not a post. That won't fly.

Since I received my invitation to Google Wave, I've been raring -- raring! -- to see how it hosts tabletop play across geographical boundaries. I have these three ideas I want to dig into: Pink-box exploration of a homebrew setting, the Wilderlands of High Fantasy powered by Arcana Evolved, and the Great Pendragon Campaign. I especially want to see if Wave will work because with my wife working most nights, I'm home with Madeleine, and after she goes to bed, I'm rampant. Are you on Wave? Drop me a line and yell at me to get off my duff and commence to running a game.

On the video game front, I'm playing through Aion for work. After seeing this, I'm looking forward to Dragon Age. And I also have this weird itch to bust out Guild Wars, largely driven by the awesome art for Guild Wars 2.