Topic: What is system?
Started by: coxcomb
Started on: 3/27/2004
Board: RPG Theory
On 3/27/2004 at 8:47pm, coxcomb wrote:
What is system?
I have committed a crime. It is a crime that I am certain is common among long-time role-players such as myself. I have judged games on a brief look at the core mechanics.
You see, I have long labored under the unconscious and totally false assumption that all role-playing games are played exactly the same way, and that what makes them different is their core mechanics. Of course, I don't think I would have ever taken that stance consciously--it sounds absurd. And yet, I have often picked up a new game, flipped to the section on task or conflict resolution, and made a snap judgement about the system based on that information.
In the past few months, I have been playing a some games that you might call cutting-edge: Donjon, Dust Devils, Trollbabe. And I have read a fair few more. What each of these games has shown me is that every RPG makes assumptions about how the game is played at a fundamental level. What's more, these assumptions occur as a separate concern from the core mechanics of the game. Some games, particularly those grown here on the forge, don't just make assumptions, they make assertions. But, as I look back over the many games on my shelf, I realize that all games make these assumptions. No two games assume the exact same method for playing.
What I think is revolutionary about the new crop of indie games is that the authors have made a switch from the traditional, "this is how you should run your game," sections to more assertive, "this is how this game is played," rules that transcend mere mechanics. Designers are moving away from apologetically putting forth the style of play that they intended for the game, but telling the players that they can play however they like. What they are moving toward is the notion that when a game is designed it is designed to be played a certain way, and if you don't like to play that way, you should play another game.
The problem I see is with old dogs (self included). We don't learn new tricks very well. At least, not without a lot of coaching. I assert that it is a good thing for games to distinguish themselves in actual-play terms from others, but that they cannot understate those differences. As designers, we have a duty to boldly and without apology state how the game is to be played. We need to include detailed examples of how a session of play should go in our rules. We need to reinforce the concepts and differences in play with frank discussion in the rules, on our Web sites, and on public forums such as this.
I realize that this rantish post is probably preaching to the choir. But the conscious realization of all of this has opened my eyes to better role-playing. And I am certain there are still lots and lots of folks still committing the crime that I now shun.
On 3/27/2004 at 9:07pm, clehrich wrote:
RE: What is system?
Thanks for the rant, Jay. Well said! I certainly have committed this crime; another old version is to look only at the setting.
I like your remarks about the "here's how we think you maybe should run your game" to "play this way" switch. Does anyone else get tired of reading, "If you don't like a rule, feel free to throw it out -- it's your game now!" Well, duh. Thus house rules. I suppose this arises in reaction against Gygax's "If you don't play this way you're not really playing at all and are probably a bad person" sort of rhetoric, but it does get rather tedious. And let's note that Gygax's rhetoric hardly prevented people rewriting the rules freely, so this sort of thing needn't be said.
Instead, one might say, in effect, "Look, think of this like Monopoly. Sure, you can take the pieces and play some other game, but if you want to play Monopoly there are rules. These rules include whose turn it is, who goes when, and so on. Same here in this RPG. And I don't mean initiative in combat: I mean who gets to talk, about what, when, and what the shtick of the game is. That's how the game is designed, so if you want to play it, play it that way. Feel free to cannibalize for parts, but recognize that you're now playing a different game. Don't tell me that you hate my game because the combat system, which you ripped out of context and played stand-alone in something completely different, didn't work for you. You don't hate my game, because you haven't played my game. I'm sorry to hear that your game sucks, but that's not my problem."
Obviously, one wouldn't put it quite like that, but this is increasingly how I feel about various bitchings and rantings I've heard for years about this game or that game not being a "good game" because it doesn't work perfectly for something completely different from the original setup, with half the rules rewritten and the other half thrown out.
As to assumptions about how games are played, I'm increasingly thinking that in writing game text, it's best to discard such assumptions and just explain in great detail what you want. I usually tend to think it's easier to say, "Here's what you're probably used to from X game, and here's how this game is different," but as you note everyone plays and assumes so differently that the first half of the statement is pure guesswork. So I'm now working on, "Here's how to play this game, which may or may not be familiar to you, so I'm going to explain in detail."
As to the old dogs problem, there's actually more to it -- you're right, but you can go farther, I think. When you try to get a publisher to make a contract for a scholarly book, for example, one of the things you have to do is explain how your book is new and different. The way you do that is to say, "Here are the big eight other books on this subject, and here's what they do, and here's what I do that they don't, or what I do that's better than what they do." The same principle usually applies with RPGs: you say, "Here's what D&D or Vampire did, and here's how what I do is different and better." The problem is that it's very difficult to make this claim effectively. So what you're really looking for is a way to explain, "Here's what's just too cool for words about my game; never mind the other games, on which I have nothing to say." And I think that can be difficult to sell. Heck, Sorcerer and TROS have text on the back that says, more or less, "Here is a game that does what no other game does, and why that's better." Sells copy, right?
Partly I guess it's a sound-bite issue. It's hard to say, really really fast, "Here's an example of what play is actually like in this game and you can see for yourself that it's totally awesome, although I guess I do need to explain a couple things before you can understand what you just saw." It's much faster to say, "They suck! I rule! Play now!"
Anyway, you rant, I rant. :p
Chris Lehrich
On 3/27/2004 at 9:13pm, Jack Spencer Jr wrote:
Re: What is system?
coxcomb wrote: The problem I see is with old dogs (self included). We don't learn new tricks very well.
In my experience, the problem with old dogs and new tricks is that the dog often doesn't realise it's a new trick they're learning but just an old trick they already know. Convincing them otherwise is more difficult than that sounds.
On 3/27/2004 at 9:21pm, clehrich wrote:
RE: Re: What is system?
Hey Jack, you dropped a negative somewhere:
Jack Spencer Jr wrote: In my experience, the problem with old dogs and new tricks is that the dog often doesn't realise it's a new trick they're learning but just an old trick they already know. Convincing them otherwise is more difficult than that sounds.Do you mean the old dog doesn't realize that:
1. it's NOT a new trick, but an old one
2. it's a new trick, and NOT just an old one
Sorry; I think it's #1 but I'm not sure.
Chris Lehrich
On 3/27/2004 at 9:43pm, Jack Spencer Jr wrote:
RE: What is system?
Sorry. tis #2 not became but somehow
In my experience, the problem with old dogs and new tricks is that the dog often doesn't realise it's a new trick they're learning NOt just an old trick they already know. Convincing them otherwise is more difficult than that sounds
On 3/27/2004 at 10:34pm, coxcomb wrote:
RE: What is system?
Jack Spencer Jr wrote: In my experience, the problem with old dogs and new tricks is that the dog often doesn't realise it's a new trick they're learning NOt just an old trick they already know. Convincing them otherwise is more difficult than that sounds
I totally agree. That's why I think writers should basically put a big neon sign saying "HOW TO PLAY THIS GAME" at the front of the rules.
Think about it. The majority of RPGs have a section called "What is Roleplaying" or something like it. Experienced role-players usually just skip that section to get to the "crunchy bits". This traditional style of rulebook writing reinforces the fallacy that role-playing is role-playing and every game plays the same as every other.
I really like Chris' Monopoly analogy, but I think it is even more absurd than that. You never see a board game with a section in the rules called "What is a Board Game". The rules tell you how to play that game, and make no claims one way or another about how any other game is played.
Somehow the idea got going years ago that role-playing games were all the same thing with some different bits (this myth is tangled up in the whole "System doesn't matter" myth too). The differences between style of play from one game to the next are traditionally attributed to the players, not to the game itself. If my friend Bob doesn't like the way D&D is played, it is the players who are "twinkies" or "munchkins", it isn't that the system doesn't support the style of play that Bob wants.
I guess what I'm saying is just reinforcement of Ron's original notions with GNS: not all games are the same, and the differences do matter. But I'm also saying that the differences in a particular game need to be taught to players. Folks don't just grok how to play a game, they need to be told. And if you don't tell them, they'll take your fabulous, cutting edge rules and play with them in exactly the same way that they played AD&D in 1982 (or whatever). And when they can't play that way with your rules, they'll tell their friends that your game sucks.
On 3/27/2004 at 11:26pm, matthijs wrote:
RE: What is system?
coxcomb wrote: I really like Chris' Monopoly analogy, but I think it is even more absurd than that. You never see a board game with a section in the rules called "What is a Board Game". The rules tell you how to play that game, and make no claims one way or another about how any other game is played.
Wow. Yes! Thanks!
On 3/28/2004 at 12:02am, Tomas HVM wrote:
RE: What is system?
It is nice to see people opening their eyes, looking at what is, and what may be.
Try to couple this newfound insight of yours, with some new terms on roleplaying games, and you may soon be able to map this newfound landscape.
The gamesmith has a vision, which he tries to communicate to his players. If communication is untrue, the players will create a fiction based on their own agenda, using whatever tools they possess. If communication is true, the players will create a fiction related to the vision.
Vision = a gamesmiths idea of how his game shall be played, and what fiction it will produce
Fiction = the actual drama created, how the shared imaginary space looks like in actual play, the end result of any roleplaying game
Game = the content of a gamebook, a specific set of instructions, the setting and method of a particular roleplaying game
Method = the ways of the game, the tools, techniques and tricks of the gameplay, how to make it all work towards a fiction
Setting = the elements of the fiction, the building bricks, the soul and song of the fiction
Gameplay = the actual gamesession, and how it is experienced
Player = any participant in a roleplaying game
Role = the players avatar, the hearth of the game, the creative will, the inspiration, transformation, imagination
Interaction = the ever ongoing play between players and their roles, their actions and reactions
Immersion = the flow experienced when the role takes over and leave the player to follow in the wake of the drama
On 3/28/2004 at 12:51am, Noon wrote:
RE: What is system?
Jay wrote: Designers are moving away from apologetically putting forth the style of play that they intended for the game, but telling the players that they can play however they like. What they are moving toward is the notion that when a game is designed it is designed to be played a certain way, and if you don't like to play that way, you should play another game.
I don't think it's apologetic, I think it's pure ego. Its a big urge to say 'my RPG can do ANYTHING! It never limits you in the least! You can use your boundless creativity to its UTMOST!'
They all wanted to have a wonder RPG, and didn't want any creative focus to get in the way of that.
I get the feeling it's a real hang up, actually having a definate goal instead of a broad gesture of what it can doe. In this thread asking what RP accomplishes ( http://www.indie-rpgs.com/forum/viewtopic.php?t=4414 ) it never really gets anywhere except 'oh, you can do most everything' and then in a drawn out 'wine glass in hand' sort of way.
It's like we can't accept anything but an all encompasing RPG. And the worst thing is, when someone else gives a description of the all encompasing RPG, it typically gets rejected strongly. Which really goes to show you can't be all things to all men, thus an all encompasing RPG is a crap idea.
The only real option is to set up a goal and go for it. Of course the 'all encompasing' thing is so entrenched in the hobbies culture that many will say 'Aww, thats NOT REALLY roleplay', as it doesn't fit their idea that it needs to cover everything or its nothing. Then theres the writers ego saying it simply must do everything (but of course it wont, it'll still have a direction, just a muted one), and also his hip pocket warning him that 'if it can't do everything, it wont sell and you'll end up selling your body to pay for all this'.
With those discussions about 'what roleplay really is(tm)', instead of really trying to work out what 'it' is, we need more designs out there that actual have goals. Each of these will be roleplay with a particular definate flavour/direction. Then we can get away from the idea of roleplay as just one particular thing (which also, strangely, is supposed to be all encompasing as well as being one thing). Instead we'll see all the directions it can go, and the more definate, strong directions we have going out, the more we can trace them back and really find out about the core. But with a real cultural cringe in the hobby about strong direction and definate goals, that's stifled.
Forge Reference Links:
Topic 4414
On 3/28/2004 at 6:27am, Ron Edwards wrote:
RE: What is system?
High five to you, Callan. I've been fightin' that fight for about ten years now. It feels damn good to have allies at last.
Best,
Ron
On 3/28/2004 at 6:25pm, WDFlores wrote:
RE: What is system?
Welcome rant, Jay. Three cheers for honest and focused game-smithing.
Recently, on some other RPG-ing forum, there's been a somewhat lengthy discussion about "generic role-playing systems". Someone asked what criteria might you judge to find the generic system that's right for you. Various folks replied with words like rules-light, adaptable, versatile, cinematic and so on; also phrases like allows nuances to the genre you want it to run, rules become invisible during play, emphasizes skills over innate abilities, etcetera.
The interesting thing for me to note is that the talk was more about the way a particular person wanted to play. The "system" they refer to is basically a toolkit of various mechanics that they then re-arrange and put into service for a specific goal. They still have to make a system (in the sense that Jay reffers to) out of the "system" that they think they already have. The word "generic system" or "universal system" suddenly appeared to me to be an oxymoron, or just this side of meaningless at best.
- W.
On 3/28/2004 at 7:32pm, coxcomb wrote:
RE: What is system?
WDFlores wrote: Recently, on some other RPG-ing forum, there's been a somewhat lengthy discussion about "generic role-playing systems". Someone asked what criteria might you judge to find the generic system that's right for you. Various folks replied with words like rules-light, adaptable, versatile, cinematic and so on; also phrases like allows nuances to the genre you want it to run, rules become invisible during play, emphasizes skills over innate abilities, etcetera.
I can't (or at least shouldn't) be too harsh about reacting to this sort of thing. I played the Hero System for years and years (staring from before it was called that). I grew up with the notion of a one-size-fits-all system. I think that notion it is a misguided reaction to poorly designed games.
Thing is, universal RPG folks have this tendency to say things like, "I love X because I can create any character I want, but it doesn't handle Y very well." Then they do what I did: they spend years of their life trying to find the silver bullet. The one RPG to rule them all. I spent 15 years or so chasing the unicorn. All I have to show for it is a big box of notes for an unplayable game.
I think the problem lies in a universal game not being "about" anything. I'll be the first to admit that I prefer a game not tell me exactly what I am supposed to play. I hated playing White Wolf games for precisely that reason. But I understand now that a game does need to be "about" something.
I was looking through the post again this morning and I realized that I didn't clarify my title very well. The point, for me, is that "System" describes the entire set of rules that govern play, and that those rules, either implicitly or explicitly, include how to play the game in general terms.
On 3/28/2004 at 10:45pm, John Kim wrote:
RE: What is system?
WDFlores wrote: The interesting thing for me to note is that the talk was more about the way a particular person wanted to play. The "system" they refer to is basically a toolkit of various mechanics that they then re-arrange and put into service for a specific goal. They still have to make a system (in the sense that Jay reffers to) out of the "system" that they think they already have. The word "generic system" or "universal system" suddenly appeared to me to be an oxymoron, or just this side of meaningless at best.
Well, I agree about the first part. And indeed, when I look at the cover of my HERO System rulebook, what I see it call itself is "The Ultimate Gamer's Toolkit". It has a long chapter on customization of the system to specific campaigns and the steps and logic to be done for that. I think many gamers and certainly the HERO designers are aware of this. When something is called a "universal system", it is generally with an understanding that it is more of a toolkit for build-it-yourself. I don't see anything wrong with that, either.
The difference between a universal system and other systems is primarily one of packaging. For example, White Wolf has a "house system" rather than a "universal system", but the functional differences are small. WW releases a new game with some mechanics changed but most the same. It takes a system developed for modern horror, and changes some things to release it for heroic fantasy, and so forth. The HERO System started as genre specific, then turned into a house system as other games appeared from Hero Games, then was re-packaged as a universal system.
For example, Sorcerer was developed for modern horror -- but has been adapted to diverse uses like Sorcerer & Sword and Charnel Gods. After a few more adaptations appear, I can picture someone packaging it as a universal system: you have a core book which presents the basic mechanics, and the modern-day-demon-summoners is presented as a supplement. Would the functional differences between core + supplement and the original game be that huge? I wouldn't think so.
On 3/29/2004 at 3:13am, Noon wrote:
RE: What is system?
John Kim wrote:WDFlores wrote: The interesting thing for me to note is that the talk was more about the way a particular person wanted to play. The "system" they refer to is basically a toolkit of various mechanics that they then re-arrange and put into service for a specific goal. They still have to make a system (in the sense that Jay reffers to) out of the "system" that they think they already have. The word "generic system" or "universal system" suddenly appeared to me to be an oxymoron, or just this side of meaningless at best.
Well, I agree about the first part. And indeed, when I look at the cover of my HERO System rulebook, what I see it call itself is "The Ultimate Gamer's Toolkit". It has a long chapter on customization of the system to specific campaigns and the steps and logic to be done for that. I think many gamers and certainly the HERO designers are aware of this. When something is called a "universal system", it is generally with an understanding that it is more of a toolkit for build-it-yourself. I don't see anything wrong with that, either.
*snip*
I think the basic problem is that generic/universal systems aren't. They all end up taking a direction regardless with each rule created, it can't be helped.
It's then taking the worst of both worlds: Its goal is to be universal and its states it, but it isn't. While the direction it actually takes isn't guided and is weak (and then goes on to get in the way of the groups prefered direction, yet so weakly sometimes you might not think its happening).
Better to take a direction and then go hard and proud that way, than the wishy washy way. But apparently a lot of designers find no pride in anything except 'it can handle everything!'.
Edit: I'd just like to say I've only recently come to these conclusions myself (had some notes that I was going to write up into a post on it, that I wrote as I figured some things). So I'm not pure, I've previously liked the universal idea. Just adding this note for humility purposes just in case I sound like I'm talking as if I'm a guru or something.
On 3/29/2004 at 3:53am, coxcomb wrote:
RE: What is system?
To clarify, I never intended this point to be a critique about universal systems or the viability thereof. To put universal systems in the context of the thesis of this post:
If (as I assert) all RPGs make assumptions about the way the game is played, I think one of the assumptions common to universal games is that players will always want to fill in the details of genre (and often setting) themselves, with little direction from the game company. To continue using HERO as an example (though GURPS would serve as well), when you pick up the core book, you can't just make characters and play (well, you could, but it isn't a good idea). You need something more, in the form of setting and color. The assumption in HERO is that the GM will come up with this stuff (maybe with input from players, maybe not).
I think the real fallacy of universal games is the assumption that having to fill in the details for every game is easier than just using another game. I personally like HERO a lot. It has a special place in my heart. But I'll be the first to admit that setting up a new game (in a new genre) is a huge time-sink.
On 3/29/2004 at 4:56am, Umberhulk wrote:
RE: What is system?
Universal systems are relying on a reusable pattern much like a lot of computer programs do. The setting and the mechanics are abstracted into different layers with this mind set. That way you can easily "plug and play" different settings on top of the same reusable rule mechanics layer and potentially have rule mechanic componentized to reduce impact to other rule components when you make changes to one rule component. The problem is that this really is a framework, not a system that does anything. While this methodology is great for business software, it starts to feel bland for entertainment purposes like RPGs or even computer games (slap a new setting on the same 'ol First Person Shooter engine and you have a new "game", but really it still feels like Doom to me.)
"Analog" game companies receive the same kind of reusability benefits in that they don't have to playtest a new setting as much using the a generic system, just the tweaks. I believe this is another reason why you see the market flooded with d20 and GURPS material, because it is faster and cheaper to produce (along with the large fan bases).
On 3/30/2004 at 2:20am, M. J. Young wrote:
RE: What is system?
I have been sitting back and watching these seemingly indiscriminate swipes at "universal" games with some bemusement; it didn't seem right to take offense, but it does seem like most of you are saying that the objectives of such a system are fundamentally misguided.
That would be something of a blow to me.
However, I will recognize that all systems must make assumptions, and that includes universal, generic, multiversal, and composite systems.
Multiverser makes these assumptions.
• Players would rather not have their characters come to the end of their existence; whatever happens, the character must be allowed to continue.
• There must be some risk in play to give play meaning; if death is not the end, it still should be something. Using death as the end of the round, but not the end of the game, maintains this tension.
• Most gamers would like to play in many different kinds of game worlds, but don't have time to get to them all. If all different genres and settings could be incorporated into one game such that continuous play of the same game with the same characters would include as a feature the ability to experience many different kinds of worlds, that would be something most gamers would enjoy.
• Gamers have different interests in how games run and on what they focus. The game should adapt to the players; the more individually this can be done, the more enjoyable the game will be for each player. Thus if characters can adjust the detail in combat through their own character choices, they will enjoy combat more. Similarly, if they can focus on those aspects of a world or situation that appeal to them with minimal interference from others at the table, they will enjoy that more.
• Worlds and characters must be protected such that they remain true to what they purport to be; a mechanic that balances these effectively against each other can give the feeling to the players that they are still playing the same characters, but in different worlds. The rules themselves must change to adapt with the change of world, but do so smoothly.
• Some games are going to capture the nuances of their imagined reality better through their mechanics than any other system can. A game that can adapt other game systems to itself, such that its characters become characters in the other game system while in that setting can in a sense use its advantages.
Multiverser attempts to do these things--make it possible for player characters to enter any world. That is in part accomplished by allowing the rules to adapt by interfacing with the rules of other games.
I think I can give as an example the forthcoming Legends of Alyria game. There is an appendix in the rear which provides what we would call interfacing rules--not really conversion rules, because it's not really about how to play Alyria with Multiverser mechanics. Rather, it's about how to bring Multiverser characters into Alyria and use Alyria as part of a continuing Multiverser campaign. Alyria does things Multiverser, alone, could not; but in a sense, because Multiverser includes this interfacing aspect, Multiverser players can take their characters into Alyria, play under Legends of Alyria rules, and continue beyond that into other worlds, equipped with such skills and devices as they may have acquired while there.
Thus I think Multiverser really can provide "play in any world", because it has this as part of its basic rules structure. That requires a certain amount of adaptation on the part of the referee (except in those cases in which such an interface is provided at the courtesy of the publisher), but then this would not be more work than merely picking up and playing Alyria, and it fits into your ongoing campaign.
I'm a strong supporter of games built for what they do. I don't think that negates the value of universal games, as long it's understood what their objectives are as games.
--M. J. Young
On 3/30/2004 at 2:32am, coxcomb wrote:
RE: What is system?
M. J. Young wrote: I have been sitting back and watching these seemingly indiscriminate swipes at "universal" games with some bemusement; it didn't seem right to take offense, but it does seem like most of you are saying that the objectives of such a system are fundamentally misguided.
As I tried to say earlier, this thread was not intended to be a diss or attack on universal systems. Re-reading my last post, I am sad to see that what came out sounded like "universal systems are bad", which isn't what I wanted to say (*sigh* e-communication is such a flawed medium).
Obviously, every system is diferent. My comments about the assumptions of "universal" systems are only true for the universal systems with which I am familiar (mainly HERO and GURPS--both of which I like, while admitting that they have flaws).
Perhaps we should stop using "universal" as a label for all games with scopes that range beyond a single genre. Though I do not have personal experience with Multiverser, it is obvious from what you're saying that it is as different from Hero as D&D is from Trollbabe.
Thank you for making good points, M. J. I am now officially intrigued about Multiverser!
On 3/30/2004 at 4:51am, WDFlores wrote:
RE: What is system?
Hi all,
M. J. Young wrote: I have been sitting back and watching these seemingly indiscriminate swipes at "universal" games with some bemusement; it didn't seem right to take offense, but it does seem like most of you are saying that the objectives of such a system are fundamentally misguided.
My apologies for anyone who felt like I was in some way dissing the whole universal system mindset. Nothing of the sort was intended. I'd like to clarify my post, if I may:
What I was relating was that most of the disussion I've seen about generic RPGs was telling me that a lot of folks who choose them seek to use them for some specific type of game. A lot of them were saying, "I want this kind of game now. And I'll use these these rules because they fit," not so much "... I'll use these rules because they're generic."
If there's anything in this thread that this observation supports, it's when coxcomb says:
I think the real fallacy of universal games is the assumption that having to fill in the details for every game is easier than just using another game.
coxcomb wrote: Perhaps we should stop using "universal" as a label for all games with scopes that range beyond a single genre. Though I do not have personal experience with Multiverser, it is obvious from what you're saying that it is as different from Hero as D&D is from Trollbabe.
Yes. From what little I know of Multiverser ( -- thanks for the run-through, M.J.! --) it isn't something I'd classify as universal. That's one issue in this thread I think. There hasn't been a consensus about what constitutes a universal system. If it means genre-free or genre-adaptable, then something like Paladin would quallify just as well.
- W.
On 3/30/2004 at 7:38am, Tomas HVM wrote:
RE: What is system?
As far as I know, what may be called "universal games" are not universal as games, but as conflict systems. A traditional conflict system may very well be constructed to cater for multiple genres. Then again; you'd have to make the setting for each genre, and give some observations on method, to make the genre come alive with the game. The effort necessary to make each setting come alive within the game, by both gamesmith and gamer, constitutes such an effort that you may consider it an individual game. If not taken seriously, you will probably make multisetting games without genre specifics, playing the same dramatic content in each and every setting. That makes for multiflavoured games, and not much more.
As for enjoying games with multiple genres/settings included; I tried Rifts, and found it tedious. I've enjoyed different sessions of GURPS, but don't expect to enjoy playing the same character as a fantasy hero, a space opera pilot, a superhero, etc.
I disagree on two of the points made by M.J.Young, not as assumtions made by Multiverser, of course, but as anything like general observations or design principles.
---> The assumption that "most gamers" will enjoy multisetting is not generally true, in my view. It may apply to a fair share of players, and may very well be an effective sales-argument for a game. However; I see dangers to the use of this assumption in game design.
I guess the main problem with multisettings, if part of one campaign, is for the setting to easily loose it's significance to the character. Such a game has to deal with characters not bound by family, culture or time. I'm one gamer and gamesmith hooked on the hooks inherent in such relations, and I expect most gamers are. I think most players find their engagement limited, when playing characters perpetually adrift.
---> The assumption that "the game should adapt" to the players, is an assumtion many gamesmiths have tried to live by, and as a consequence made them loose the aim on their design goals. I can imagine that having it as a design goal in itself, would be different, but fear that many gamesmiths will try to adapt such a goal, not seeing the obvious dangers in doing so. I expect most gamesmiths to dig their own grave by choosing such a design goal.
I still think M.J.Young has an interesting listing of the qualities found in universal systems, and as assumptions made by this particular game; Mulitverser, it certainly rattles my curiousity.
On 3/30/2004 at 8:41pm, coxcomb wrote:
RE: What is system?
Tomas HVM wrote: ---> The assumption that "the game should adapt" to the players, is an assumtion many gamesmiths have tried to live by, and as a consequence made them loose the aim on their design goals. I can imagine that having it as a design goal in itself, would be different, but fear that many gamesmiths will try to adapt such a goal, not seeing the obvious dangers in doing so. I expect most gamesmiths to dig their own grave by choosing such a design goal.
BINGO! This is exactly the point I was trying to make with this thread in the first place!
Let me see if I can be more clear about it...
If you are designing a board game, you have to decide for whom you are making the game. What is your target audience. Once you make that decision, you necessarily limiting the scope of the game to that audience. You make the rules to fit them, knowing full well that other types of players won't be interested no matter what you do. For example, if you make a game that is almost entirely strategic, that takes four hours to play, and has lots of complicated bits, you know that you are only going to appeal to hardcore strategy gamer types. You aren't going to get Ma and Pa to play the game.
The same is true with almost every other kind of design. When you design a software program, you have to know your audience. When you write a novel, you have to know your audience.
Thing is, role-playing gamers have long been lumped together as a single, unified audience. As Ron and others have been saying for years, this assumption is wrong: not all roleplayers are the same.
Game designers need to realize and come to terms with this. We need to acknowledge that our game is for a specific type of player, define that type, and go without looking back. To not do so is a recipe for incoherence, or at the very least confusion.
Also, because different games are aiming at certain types of play, the rules need to tell the reader how to play that way.
On 3/30/2004 at 9:26pm, Tomas HVM wrote:
RE: What is system?
coxcomb wrote: When you design a software program, you have to know your audience. When you write a novel, you have to know your audience.I agree with you in some of this, but have a problem with your focus on the need to "define" a target player. To make such a definition, is not what needs to be foremost in the mind of a game designer. Mostly this will be done automatically, by the preferences of the designer himself. As a designer you may rely solely upon your own instinct for a good game.
...
We need to acknowledge that our game is for a specific type of player, define that type, and go without looking back. To not do so is a recipe for incoherence, or at the very least confusion.
What you need to realize is your true design goals, and how to pursue them. And you need to acknowledge that your game is specific, wrought to make one kind of drama, to facilitate drama within one kind of genre, or to create a new drama/genre specific for the game. To do this, a game designer need to put his experiences aside for a while. He need to disregard the standard solutions to similar challenges, and work it out for himself. This needs to be done, in order to make his ideas sprout and blossom, and make the foundation for a new game.
Tis but the foundations though. You need to let these ideas meet the brunt of your experience too, but at a later stage in the process. First you need to have ideas blossoming, then you need to substanciate them in some form, and only then is it time to look at your work with critical eyes. It is in the critical stage that your experience must be applied, including any knowledge you have of what players are like, and how/if they would like to play the game.
The process should go like this:
- Ideas
- Creation
- Critics
Over and over again, should this prosess turn, until a new game is formed.
To underline how important the three stages are in the process, I may say that the third stage; critic, is the only one you may skip. The ideas and creation is the material stages of this process. The ideas is the offspring of it all, and lay the directions and foundations for it. The creation is the core, the stage where the game is created, where your abilities as a designer is tested to the brink of tediousness.
Still; the critic is too much at the steering wheel with many game designers. They censor themselves from the beginning. By doing this, they often kill their ideas before they reach maturity. The critical stanca also hamper their writing abilities, making their descriptions dull and unimaginative. The really original ideas of such a designer, those capable of being the basis of a really great game, seldom develop into anything that may withstand the pressure of tradition. The game designer loose sight of his design goals, as far as he had any. The game is never finished, or it is published without much to recommend it.
Such a game designer will writhe in the clutches of tradition, designing but vague copies of old games, and slowly wither away into oblivion. To create a game is time consuming, it demand great amounts of creative energy. The time and energy of such a designer is wasted, unless he learn from the experience, and awaken to new insights on how to manage his artictic genius. Until then, all gamers, all over the world, may mourn the loss of his great games, never to be created.
On 3/30/2004 at 9:47pm, coxcomb wrote:
RE: What is system?
Tomas HVM wrote: The process should go like this:
- Ideas
- Creation
- Critics
Over and over again, should this prosess turn, until a new game is formed.
I don't think I am disagreeing with this at all.
My point, and I do have one somewhere, is that the process should go like this:
1.) Realize that gamers are not all the same, and you will never please all of them.
2.) Decide on the goals for your game (which, I assert, also defines your audience)
3.) Ideas / Creation / Critique process as you listed
4.) Write rules (making certain to clarify the whole system, not just character creation, resolution, and rewards).
On 3/30/2004 at 10:33pm, John Kim wrote:
RE: What is system?
coxcomb wrote: My point, and I do have one somewhere, is that the process should go like this:
1.) Realize that gamers are not all the same, and you will never please all of them.
2.) Decide on the goals for your game (which, I assert, also defines your audience)
3.) Ideas / Creation / Critique process as you listed
4.) Write rules (making certain to clarify the whole system, not just character creation, resolution, and rewards).
While that can work, I think there is also an iterative process which is less theory-based. It goes like:
1) Write rules based on some random idea you have
2) See who likes it -- i.e. your "core audience" -- and observe how they play
3) Revise rules to please your core audience
4) Repeat #2 and #3
Now, there are potential flaws in this, but there are potential flaws in any method. It's at least reasonable and I think it fits. Even though it is a "universal system", that doesn't mean that BESM (say) doesn't have a core audience which it is interested in pleasing.
On 3/31/2004 at 4:33am, Ravien wrote:
RE: What is system?
1) Write rules based on some random idea you have
2) See who likes it -- i.e. your "core audience" -- and observe how they play
3) Revise rules to please your core audience
4) Repeat #2 and #3
Now, there are potential flaws in this, but there are potential flaws in any method. It's at least reasonable and I think it fits. Even though it is a "universal system", that doesn't mean that BESM (say) doesn't have a core audience which it is interested in pleasing.
Yeah, I tend to think that there's nothing wrong with a game that tries to cover everything, but there is a problem with a game that tries to please everyone. The first is really hard (so focusing results in a better game), the second is impossible.
I also might suggest that your "core audience" can be yourself, simply because it is improbable that no-one else in the world will be anything like you. An artist paints a picture that they like, not that other people like (I'm talking real artists, the poor unknown, not the advertisers), and the result is that invariably some other people like it and some don't. Then you can retroactively declare that you painted it for your audience if you want to.
-Ben
On 3/31/2004 at 10:07pm, Tomas HVM wrote:
RE: What is system?
Oops, got me all worked up again!
Started to elaborate on the creative process, and ended up doing an full fledged lecture on it. I'll turn it over to Ron for consideration when it is finished. I hope he will be kind enough to publish it here.