Sunday, May 19, 2024

W.D. Musing on game design

The following is an ongoing thought experiment to help me understand the parts that go into making an RPG. These are abstractions pulled out of games ranging from OSR system, Fate, Savage Worlds, Call of Cthulhu, and many other games I have encountered over the years. 

If I missed something, or there is another game system you think would add new insights to this list please drop me a comment below.

If you are someone who tinkers with games like I do (It has been years I have run more than a few sessions of anything without pulling out my tool box and getting under the hood) maybe this will be helpful for you. Otherwise, maybe it is just food for thought 

W.D.

Thoughts glean from games.


In any scene there are five possible outcomes.

  • Empty Room/Nothing happens 

    • In this situation there maybe objects but there is no action

      • Empty dungeon room

      • Small talk at a party

      • A safe drive across town

  • Monster/Animated interaction

    • This is any number of possibilities from conversation through combat

      • Encountering a monster/NPC in a room or hallway

      • Having a having a persuasive discussion with a contact, that could go well or badly

    • Could be present with other factors as well. 

      • A room with a monster and a trap.

      • A room with a feature, such as a blazing fire, and a prisoner to rescue suspended above it.

  • Trap/obstacle

    • This is an inanimate or static situation you have to deal with or avoid to proceed in the current situation. 

      • A traffic jam while you desperately need to get across town

      • A magically sealed door

      • Hidden animal traps in a wilderness adventure

    • There is most frequently an element of malice, potential loss, or danger in this situation

  • Trick/Oddity 

    • This is an interesting feature that could be bypassed but also can be interacted with. 

      • A magic mouth spell with a pre-recorded message

      • A red herring in an investigation

      • A freak show at a carnival

    • It is possible to have meaningful interaction with this object/scenario, but it is also within the realm of possibility it is very cool scene dressing or a distraction

      • Being flirted with at a bar while trying to tail a suspect

      • A magical riddle that will open a secret treasure chamber (note that if it is failed there is no loss to what you already have)

      • A broken machine of unknown function

    • It could be beneficial, dangerous, or just strange

      • The broken machine when fixed could restore hit points, but if badly done could blow up. 

    • If dangerous it is not a trap, because it doesn’t block the way of progress inherently.

      • You could walk past the machine into the next room

    • if beneficial it is not a treasure, because it can’t be carried off as loot (most of the time).

      • The machine grants hit points but is to big to carry

  • Treasure/Advantage

    • There is something like wealth, valuable information, or a boon in this area. 

      • A box of jewels; the favor of an important npc; a deed; a title; a magic item; or a temporary boon (like a bless spell)

    • Probably guarded by a person or trap or hidden in a trick.

      • A orc watching the door to a treasure vault

      • A poison needle trap

      • A security program that must be hacked to get at the data

  • All of the above possibilities should be matched to the adventure context. 




There are 4 character actions that cover most situations, though they come in nearly infinite variation.

  • Attack/Defend

    • Be it physical (like a weapon and a dodge), mental (like a stare down), or social (like a courtroom encounter)

    • Attacking and defending may require skill and/or equipment

      • Equipment could mean a sword or a piece of damning evidence, depending on the species of aggressive action.

      • Defense could come from equipment like armor, or a reaction like dodging; enduring a stare down from a stronger opponent; or a knowledge of when to object in a courtroom or debate.

    • The unit of time in an Attack/Defend action is based on the activity taking place.

      • A few seconds to shoot a gun or minutes to see if a torpedo strikes, or months to play chess in the mail. 

    • As long as the aggression and defense are against active participants (rather than say a door) it is an attack. Should one be inactive it is an overcome.

  • Create an advantage.

    • Change the current circumstances so that your path forward is eased. 

      • Examples could include: gaining the high ground, goading someone in an argument, or presenting surprise evidence in a trial. 

    • Creating advantages takes some unit of time, elements of the scene, and or use of talents and equipment. In other words they have some cost.

    • Advantages tend to be fleeting and need to be used quickly.

    • Could be useful in either Overcome or Attack/Defend actions or both.

  • Do nothing

    • Wait and let events progress

  • Overcome an obstacle

    • Usually this means overcoming an inanimate challenge, such as a bureaucratic red tape or scaling a wall. 

    • You will probably have to use skill/time, and/or equipment to overcome an obstacle, thus there is a cost to the action.

    • As long as the obstacle is not active it is an overcome, otherwise it is and attack/defend action




When a character acts there are 5 possible results

  • Full Failure. 

    • At the end of the action, be it extended or immediate, the character has made no progress and further progress at this action (attack round or extended task) is not possible

  • Partial Failure

    • At the end of the action, be it extended or immediate, the character has mostly failed, but maybe has gleaned a small gain, such as a piece of information, or hasn’t suffered the worst possibilities of defeat.

  • Made no progress or loss/Tie

    • During an extended action the character neither advances or retreats, neither gains or loses or both sides have a minor gain or loss. As long as at the end the current status quo is kept. 

  • Partial success

    • At the end of the action, be it extended or immediate, the character has made some gains but is lacking a complete success. This gain is always an advantage, but may well be temporary depending on the circumstance

  • Full Success

    • At the end of the action, be it extended or immediate, the character has a full success. The objective, whatever it was, is fully successful, or if it is an extended action you are closer to the goal. This could be as simple as one success in a combat round or as complex as having completed a segment of conducting a ritual. The scale depends on the circumstance and the game. 




Rewards

  • Experience or improvement points

  • Equipment

  • Advanced equipment

  • Money or valuable goods

  • Improved reputation with some group or faction

  • Clues to one or more of the above or about an upcoming opportunity or danger


Losses

  • Injury. The character may have expended some physical or mental buffer or have a loss of some defining feature such as an ability score.

  • Misinformation. The character finds a false clue or gets a bad rumor.

  • Loss. The character may lose a piece of special or mundane equipment or even wealth

  • Damaged Reputation. The character may lose some or all support from a faction.

  • Reduction of competence . Due to injury, curse, or atrophy the character may lose a skill or ability. 

    • This could be recovered either by some extraordinary means (magic or hyper tech) or be recovered by retraining at the full or a discounted cost, or perhaps cannot be recovered at all.



Types of Actions

  • Movement

    • Running, Swimming, climbing, tumbling, etc.

    • Fighting

      • Melee 

      • ranged attacks

  • Bodily Resistance

    • Absorbing damage from attacks

    • Absorbing damage from environments

    • Resisting fatigue

  • Know

    • Recall various sorts of knowledge

    • Perform mentally challenging actions rooted in a knowledge base

  • Interact

    • Positive and negative social pressures

      • Persuade

      • Fast talk

      • Threaten

    • Performances

      • Music

      • Oratory 

  • Glean

    • Observation based actions

      • Methodical

      • At a glance

  • Exert Will

    • Resist mind effecting attack

    • Retain sense of self identity under social upheaval

    • Keep a sense of self after a dramatic transformation

    • Stare downs in all their variations

    • Success through sheer determination

  • Create

    • Art (of the non performance variety)

    • Craft

Note Most actions would require a combination of these facets. To perform a magical ritual would certainly require knowledge, will power, perhaps creating the ritual space, and performing chants and acts.

With that said this list may not be very useful, but it is food for thought.



W.D.

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