Archive for the ‘Game Design’ Category

Bad Game Mechanics: WHFRP 3rd Edition Tension Track

Wednesday, January 27th, 2010

I was really excited about Warhammer Fantasy 3rd Edition and interested to see what Fantasy Flight Games would do differently by integrating some board game elements into RPG’s. Overall, I think they did some very interesting things. I am looking forward to playing the game for the first time.

The designers created this very interesting mechanic called the Party Card. The party card represents the demeanor of the party. The players can elect to be “Intrepid Explorers” or “Swords for Hire”. Each of these party cards provides the players with some special abilities and advantages. Not a bad idea really. It sort of clues the GM into what the players want to do. On the other hand, every party card also has a tension track. The tension track is supposed to signify the tension that is created when divergent cultures (i.e. humans, elves, dwarves, etc.) come together. Any time players bicker in character like an elf and dwarf would in Warhammer Fantasy, the tension goes up. The GM is supposed to pay attention for when characters bicker and waste time, and in turn move the marker along the tension track. The tension track varies in length but all have two benchmarks where negative effects happen. When the tension track reaches the end, it loops back around to the beginning.

Do you see the problem here? Notice how I haven’t mentioned the positive effects of role-playing and moving the tension track forward. Well, there aren’t any. This is where the designers failed very badly. Effectively, this game mechanic punishes the players for playing the tensions that exist between the races of the world. It literally causes players to stop playing those fundamental conflicts, and specifically those conflicts which create drama. It punishes players for role-playing their characters. Effectively, the designers have put a mechanic in place which stifles role-playing rather than encouraging it.

Of course, its easy to look at a game mechanic and just say it doesn’t work. The tension track is an interesting idea, but it has to be reworked a bit. What is my solution? My solution is to encourage the players to increase the tension track. It is still a rough idea, but the concept is to provide an additional experience point for each benchmark on the track that they meet. As players push the party tension higher and higher, they do suffer some ill effects, but they also gain something out of it. Additionally, if a player does something to lower the party tension, then he gains a fortune point for the party’s fortune point pool. This encourages players to push their party to the breaking point, and then bring the tension back down. It obviously isn’t a tested solution, but I think it has potential.

Character Attributes in RPG’s

Tuesday, December 15th, 2009

Having begun a number of projects that never saw the light of day, and getting ready to begin two new projects, I often think about representing human attributes through role-playing games. One of the core things that I have come to realize, in multiple failed design endeavors, is the classic attributes chosen don’t always apply.

It is design reflex to start with what your attributes will be for characters. As a designer you try to quantify what makes a person. You try to come up with interesting names that set up apart from other mainstream games. I mean do you really want to have your attributes be Strength, Constitution, Dexterity, Wisdom, Intelligence, and Charisma? You want to be original. I look at what a lot of role-playing games have done, and try to learn from that.

For example, Heavy Gear has ten character attributes (not including the five secondary attributes): Agility, Perception, Creativity, Knowledge, Build, Fitness, Psyche, Influence, Willpower and Appearance. Each represents a very small aspect of the character and don’t always come into play. For example, Psyche has no skills associated with it and represents luck and love of life. It literally has no bearing on the game at all. It is effectively a role-playing attribute. The same goes for Appearance. Unlike games such as D&D or World of Darkness, attributes in Heavy Gear do not have equal weight. There are attributes that give you more bang for your “character point buck.”

It could be argued that Heavy Gear’s attributes are poorly designed. From a system design standpoint, they are on some level. The nature of the system encourages players to have consistent “dump stats” such as Appearance or Psyche. One of the key aspects of Heavy Gear’s design is to simulate reality and military combat. So, there is going to be weight put into those favored areas. The system succeeds, but not because of the attributes, instead the die system makes Heavy Gear shine.

Dungeons and Dragons 4th Edition, on the other hand, has made a concerted design effort to give each attribute equal weight. While only one skill is associated with Strength, that attribute plays an important role in combat hit success. Attributes such as Charisma govern more skills. This in turn makes each attribute useful and players have to make a choice where to put points. There isn’t a consistent “dump stat.” The “dump stat” is based on the build of the character. The attribute system is successful because of how it is designed, and that in turn makes the system successful.

What point am I trying to make? Well attributes need to be designed with the system in mind. Attributes will communicate theme and style to the player. If you are doing a game about teenage girls and their infighting, having Strength and Dexterity really has no bearing. It is pointless to have in that game, but having attributes such as Influence and Confidence would certainly be important.

The purpose of rules is to influence behavior. That is the core goal. As a designer I always make an effort to zero-in on that. How do I want people to play the game? Even something as simple as the attributes drives how players will use the tool set you have put in front of them. Design your attributes to fit the game. Also, don’t try to make universal systems. In my experience, both as a player and designer, universal systems tend to do nothing well. They can do everything okay, but rarely do they bring every game into their own.

Now let’s actually talk about attribute design with a practical example from one of my recent projects. One of my current projects is a super hero game. I have always been frustrated with super hero games because they try to define too much about the superhero. For example, Spiderman doesn’t have one of his listed powers as “Blinding Webs.” His powers are “Web Slinging” and he uses that power to create that effect. Most super hero games would require the former rather than the latter. It discourages players from thinking heroically and brings them down to playing a tactical game. Not a bad thing, but not the game I want to create.

So, I started to address the attributes like any game designer might, because that is what makes up the raw, untrained, normal person. I started with the standards of Strength, Agility, Endurance, etc., and started to realize that it felt wrong to me. One of my core concepts was players could create powers on the fly, and that was the primary way the player manipulated the system. This was all done through a die pool that provided resources for actions. The last thing I want to do is define the strength of player’s Incredible Hulk knock-off. He’s the Hulk because that is his power theme, and he does Hulk things like smash things and throw heavy things at people. That is what we need to know; he’s the Hulk, except blue and an alien. We want to be original here.

So with this realization, I stripped out traditional attributes completely. They just don’t exist in this game. Instead I focused on skills. The skills are the core for every action in the game, from fighting to invention. The player can then use their powers to define, and improve the way they are doing it. So the player doesn’t need put points into his super-intelligent mutant’s Intelligence attribute because we know he is a super-intelligent mutant from his power description, but we do need to know how good he is at doing something scientific. We know he is even better at it because he is a super intelligent mutant.

So, while designers will often focus on the raw attributes of characters, the thought process above shows that we don’t really have to go the traditional route. It is easy to fall back to that, because it is familiar. The problem arises when the familiar method doesn’t encourage the kind of game play you want drive players towards. Be willing to take risks with your design, and step away from the standard and comfortable design methods. There is nothing wrong with failing at your design, just makes sure you realize what it doesn’t work.

Role-Playing Points (aka Skinner Points)

Monday, November 23rd, 2009

Dungeon and Dragons 4th Edition is all about cool, cinematic action. For me as a GM, I can’t always come up with the cool description, partially because it is hard to do it over and over again, and I am managing a ton of stuff. That is where the players come in.

A technique I have developed is to have a stack of red poker chips on the table. If a player provides a cool description, adds something interesting to the setting, or generally enhances the game, I toss the player a chip. It is a reward for enhancing the game.

The reason for this is two fold. The first, it takes some of the description off of me and makes my job easier. Secondly, it allows the player some control over the results of their acti0n, and I even allow players to even narrate their failures. The primary thought process on narrating failures is nothing has every frustrated me more than to have a GM narrate a failure that makes my character seem foolish, stupid, or ineffective. My character may fail, but the character has a certain style to it. When my master swordsman hits himself in the groin with the hilt of his blade, it ruins the style of my character. That should only happen if I want it too. Players get to narrate how their character performs based on the roll, which allows them to communicate their character’s personality and style to the other players.  In turn, the game is more exciting and action packed for the players.

These chips are a technique to reinforce behavior; hence the nickname “Skinner Points” proudly bestowed by one of the players. The players should be aware they are awarded for things you want them to do. These points are rewards to players for maintaining the theme and style of the game. For my current game, the color of the chip was even specifically chosen to maintain theme. I am currently running a very gruesome, sword and sorcery style D&D game. There is nothing nice about what happens when swords are pulled. The world is brutal, and the players are thugs and thieves. I provide chips for players who provide very “Conan-esque” descriptions. When blood flows, the red chips flow even more freely. I encourage this theme through player rewards.

So, now that players have all these wonderful red chips; what can they do with them? The players are able to turn those chips into experience points. Each chip is worth 10 XP at the end of the session. The more participatory players are at adding description and making the game better. They earn more chips, and their character advances faster.

This is still being playtested, and 10 XP is a good value at Heroic tier in D&D 4th Ed. If a player earns five or ten of these in a session, it adds up quickly. The experience point value may need to be adjusted proportionally as characters advance in level to take into account the increased advancement cost. The characters in my game are still 1st level, and 10 XP is a nice bonus. I expect when they get to around 5th – 10th level, I will increase the XP bonus to 25. Around 10th level, I could see the bonus increasing to 50 XP. We will see when the players advance to higher levels if this is necessary.

Circle the Cat

Friday, October 2nd, 2009

My mother in law, who is the epitome of the on-line game demographics, send me this neat little game today.
Circle the Cat

It is a neat little game. I found it rather easy to win after a few tries. My mother-in-law on the other hand wasn’t able to win after five or six tries.

She hates me for that sort of thing. My wife and mother-in-law also hate playing board games with me, because I make decisions based on the probably die roll rather than the goal I am trying to achieve.

What is eluding me, frustratingly enough, is the behavior of the cat. I can tell there is a pattern, but I am not able to determine why the cat initially responds the way it does. Anyone have any ideas?