The Forge Reference Project

 

Topic: Gaming System Framework
Started by: willo
Started on: 10/13/2006
Board: First Thoughts


On 10/13/2006 at 5:06am, willo wrote:
Gaming System Framework

What would it take for you to develop your new RPG idea using a Gaming System Framework?

Gaming System Framework:
    A core set of rules that could be extended upon to make a full RPG, and could be the base of various independent RPGs.

I have thought about creating my own RPG over the years, and put serious thought into several aspects of it, and discovered what I really wish to make is the fundamental gaming mechanics.  The setting and the style of play I see as being modular and separate, yet all three need to be present to make an RPG.

I wish to know how people would take interest in such a system.  So, if you would be interested, what would be necessary in the Framework.  If you would not be interested, what prevents you from seriously considering utilizing an external base Framework?

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On 10/13/2006 at 8:31am, Eero Tuovinen wrote:
Re: Gaming System Framework

Tell us more about what you mean with "fundamental gaming mechanics". Is it just the random number generation method, or does it include fixed character attributes, or what? Compare to d20, if you will: is it more or less than the basics you get in the d20 SRD? Or the new Runequest SRD, for that matter. Or is it more along the lines of "this game uses d10+attribute rolls to resolve tasks", without defining what an attribute is?

What it would take for me to be interested: I started to list things like centralized branding, marketing and product approval system, but then I realized that d20 pretty much already does most of it, and has a relatively large market base to begin with. So instead, I'll answer the question of why I'm not happily creating d20 product right now: congested and shaky market, and I have more interesting projects in the pipeline. If I didn't have better stuff to do, I could well imagine writing a couple of d20 books, but as it is, no dice.

What prevents me from considering it: as the above implies, it's because I do a better job myself for any given project. If you manage to create game system that's objectively, truly and honestly better for a project I'm doing than something I'd whip up myself, then we can talk. But I don't quite see how that would be possible, frankly. Wouldn't it be the height of unlikeliness that you just happened to create system that fit my game better than something made for the purpose? Yeah, I think so too.

A suggestion and a question: have you considered the Shadow of Yesterday as a gaming system framework? As far as I can see the licencing is easy, the system is robust, and many people like it. What would your new system offer that TSOY isn't already doing?

The actually interesting question: what I'd really like to know is, how do you view roleplaying as a hobby and artform right this moment? I'm asking, because the very idea of a standard system seems so disconnected from the reality of the state-of-the-art design that I'm having difficulty in understanding where you're coming from here. What is a good game? What would a game developer even be doing on top of the system framework? Setting writing?

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On 10/13/2006 at 12:56pm, Noon wrote:
RE: Re: Gaming System Framework

Hi Charles,

How would you figure out when you've found a 'fundimental mechanic'? Would it feel right?

Just a quick pitch of an idea - would it be a fundimental mechanic or would you have found a fundimental question you want to ask? Asking includes stuff like setting up reality simulation rules and such like, and many other rule types.

I just see a strong desire to find 'the' fundimental mechanic in your post. I wonder if perhaps your looking for the question you really want to ask.

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On 10/14/2006 at 9:53pm, jeremycoatney wrote:
RE: Re: Gaming System Framework

    Wow, it's been a while since I was here last... anyhow, it is really hard to make a successful Gaming Framework that people will buy into, but in the event you wish to try you need to come up with a system that covers every type of game, and which needs little to no conversion between different types of setting and games. As has been mentioned, there are already such systems, and their games have become inumerable (albeit I don't like D20 much, and I would not touch it with a 40 meter cattle prod.)
    My own system is being designed to provide generic rules for any kind of setting (I could think of), but then I am also providing example settings and adventure books that go with the system. At the moment, few of these books are done.
    Despite my efforts in a similar direction to your own, and my encouragement to try it if you think it will be fun to work with, or you think you can make it work out, I must admit that generally if someone is creating their own RPG they have a certain look/feel in mind for its opperation, as has been mentioned. It is this that prevents me from using other people's systems as a base for my work as matter-of-fact. I developed my system to be of a certain look, feel, and operation that I liked for the sorts of settings I am supplying it for, there were many systems that came close to this, but none that were quite the same.
    I will say that there are a lot of people out there who simply don't have the time/energy to create their own systems, or they stop themselves from doing so because they figure noone will play their game (or buy it if they are commercially minded.) These people might buy into such as system, but it must have a significant and verbose groundwork applied to it. You must supply something so complete that the only thing missing is a specific setting in which the game is placed, otherwise people will simply choose something else.
    Obviously I could be wrong, but hey, this is my opinion and I hope it helps.

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On 10/15/2006 at 5:14am, TroyLovesRPG wrote:
RE: Re: Gaming System Framework

I've seen many posts like this on the Forge and it surprises me. I don't think its realistic that other designers will want to pay or give credit to an unknown and untested sytem. Also, you would benefit more by creating something new and copyright it. Work with a couple of buddies and put something on the market that kicks butt. Then (and only then) if it becomes a hit will you have the position to request others to join in. Plus, there are tons of RPG systems out there. The RPG world needs more creative writing not creative mechanics.

Example: Wizards grants an OGL for their D20 systems, some of the monsters, but not the settings. Why? Because the system doesn't matter. The settings with all the juicy information, color and background are what makes the game. On the other hand, their Magic card game is one that will never, ever have an OGL. Wizards would die if that system fell into the hands of others, simply because that card system is the money-maker. I believe they have service-marked the word "tap" to indicate a 90 degree rotation of a card.

I suggest that you first publish an adventure based on the D20 OGL and make it a hit. That would give you a lot of experience working within an OGL and also how to take advantage of an existing system.

Good luck,

Troy

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On 10/16/2006 at 11:07pm, mratomek wrote:
RE: Re: Gaming System Framework

I like your idea of a framework. I created one that focuses on a hybrid or RPG/Wargaming, called SkirMASH! (current working title).

The idea is that the game supplies the underlying mechanics to create and do just about anyting, on the tabletop with miniatures. The game allows the individual to fill-in a lot of the details, offering a non-obtrusive game engine.

Creating an all-inclusive engine can be difficut. There are language issues, scope issues, and at the end of the day, you have to tailor the engine to some extent to fit neatly into a box, otherwise you are doomed to fail.

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On 10/17/2006 at 5:01am, jeremycoatney wrote:
RE: Re: Gaming System Framework

TroyLovesRPG wrote:
I've seen many posts like this on the Forge and it surprises me. I don't think its realistic that other designers will want to pay or give credit to an unknown and untested system. Also, you would benefit more by creating something new and copyright it. Work with a couple of buddies and put something on the market that kicks butt. Then (and only then) if it becomes a hit will you have the position to request others to join in. Plus, there are tons of RPG systems out there. The RPG world needs more creative writing not creative mechanics.

Example: Wizards grants an OGL for their D20 systems, some of the monsters, but not the settings. Why? Because the system doesn't matter. The settings with all the juicy information, color and background are what makes the game. On the other hand, their Magic card game is one that will never, ever have an OGL. Wizards would die if that system fell into the hands of others, simply because that card system is the money-maker. I believe they have service-marked the word "tap" to indicate a 90 degree rotation of a card.

I suggest that you first publish an adventure based on the D20 OGL and make it a hit. That would give you a lot of experience working within an OGL and also how to take advantage of an existing system.

Good luck,

Troy

    Why always D20... I know it's wide spread, but I just don't get why people use it for so much. Personally I don't like it. They are OKAY, but I really prefer almost every other system I've ever played, including Cinnabar, which can be a real monster.
    You do have a good point though, there are tons of RPG systems out there. There really isn't any reason people would want to pay money for one that no one has never heard of. Is it possible? Yes, but unlikely. Mine, such as it is, is available for free download for instance. Even then, not many people even look at it because it's only got the Fantasy Setting book and the Cybernetics and Human Augmentation setting book done at the moment. Can this be overcome? Maybe, but I'm just doing this part as a hobby at the moment, to allow me time to iron out the game systems I'm putting together. I don't expect to see any money from it.
    Once I'm done settings will follow in a more serious fashion, building on the rules and innumerable examples that I have completed I will more easily be able to create new adventures, settings, and devices. I also won't be accepting or adding to the D20 glut, which I am not fond of at all.

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On 10/19/2006 at 2:24am, willo wrote:
RE: Re: Gaming System Framework

Eero wrote:
Tell us more about what you mean with "fundamental gaming mechanics". Is it just the random number generation method, or does it include fixed character attributes, or what? Compare to d20, if you will: is it more or less than the basics you get in the d20 SRD? Or the new Runequest SRD, for that matter. Or is it more along the lines of "this game uses d10+attribute rolls to resolve tasks", without defining what an attribute is?


When I say "fundamental gaming mechanics", I'm referring to the whole set of rules required for the interactions between player characters, and all other entities in the game.  More specifically, I say "fundamental" to mean the minimal and most straightforward rules that can encompass anything one could reasonably expect to need.  And when I say "gaming mechanics", I'm not addressing rules regarding elements of storytelling, or player interactions.

I've not read any System Reference Document, so it's hard to say.


What it would take for me to be interested: I started to list things like centralized branding, marketing and product approval system, but then I realized that d20 pretty much already does most of it, and has a relatively large market base to begin with. So instead, I'll answer the question of why I'm not happily creating d20 product right now: congested and shaky market, and I have more interesting projects in the pipeline. If I didn't have better stuff to do, I could well imagine writing a couple of d20 books, but as it is, no dice.


It's interesting that you should think first of the public marketing capabilities you could take advantage of.  I was thinking what you would be looking for in a system if you were to build off of it.


What prevents me from considering it: as the above implies, it's because I do a better job myself for any given project. If you manage to create game system that's objectively, truly and honestly better for a project I'm doing than something I'd whip up myself, then we can talk. But I don't quite see how that would be possible, frankly. Wouldn't it be the height of unlikeliness that you just happened to create system that fit my game better than something made for the purpose? Yeah, I think so too.


For me, roleplaying is about the interactive experience, the storytelling, and the setting.  I don't understand creating a unique set of rules for players to experience as a goal of designing a game, just a means to the ends.  But I suppose that is unique to my experience, which is that rules are usually inconsistent and become annoying.  So, I see rules as needing to be consistent and transparent to the other aspects of gameplay.  But, if you design rules as part of the unique experience, then I understand your point.

I would argue that most people who want to create an RPG are most likely considering a setting or a specific story they wish to tell.  I also feel that the people most inclined to create such a system will not be very adept at probability, statistics, modeling, and all the other math involved in the gaming mechanics.  These people I think would benefit from using a consistent, playtested, and available gaming framework to build their RPG on top of.  And the game that is created would be better for it.


A suggestion and a question: have you considered the Shadow of Yesterday as a gaming system framework? As far as I can see the licencing is easy, the system is robust, and many people like it. What would your new system offer that TSOY isn't already doing?


I have not encountered Shadow of Yesterday, and the webpage didn't appear to have enough information to answer your question.


The actually interesting question: what I'd really like to know is, how do you view roleplaying as a hobby and artform right this moment? I'm asking, because the very idea of a standard system seems so disconnected from the reality of the state-of-the-art design that I'm having difficulty in understanding where you're coming from here. What is a good game? What would a game developer even be doing on top of the system framework? Setting writing?


I don't really see much of the role-playing hobby nowadays, and only saw very mainstream games when I did play.  But what I did see made me feel that the industry (if it can be called that) is very fragmented.  Why would I want to learn another whole set of rules just to play out another type of story?  Seems like a cheap version of vendor lock-in, if you ask me.

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On 10/19/2006 at 2:24am, willo wrote:
RE: Re: Gaming System Framework

Callan wrote:
Hi Charles,

How would you figure out when you've found a 'fundimental mechanic'? Would it feel right?

Just a quick pitch of an idea - would it be a fundimental mechanic or would you have found a fundimental question you want to ask? Asking includes stuff like setting up reality simulation rules and such like, and many other rule types.

I just see a strong desire to find 'the' fundimental mechanic in your post. I wonder if perhaps your looking for the question you really want to ask.


I don't quite understand exactly what you are trying to say with the "fundamental question" line.  Can you please elaborate?

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On 10/19/2006 at 2:25am, willo wrote:
RE: Re: Gaming System Framework

jeremycoatney wrote:
    Wow, it's been a while since I was here last... anyhow, it is really hard to make a successful Gaming Framework that people will buy into, but in the event you wish to try you need to come up with a system that covers every type of game, and which needs little to no conversion between different types of setting and games. As has been mentioned, there are already such systems, and their games have become innumerable (albeit I don't like D20 much, and I would not touch it with a 40 meter cattle prod.)


I agree that such a system should be able to handle the requirements of any setting played on it.

As for conversion... the notion of needing to be able to import another character is a broken one; the specific mechanics of a system, including their strengths and weaknesses, could not be imported into another gaming system without becoming even more arcane than everything it attempts to model.  However, the concept of any character should be representable in my system.


    Despite my efforts in a similar direction to your own, and my encouragement to try it if you think it will be fun to work with, or you think you can make it work out, I must admit that generally if someone is creating their own RPG they have a certain look/feel in mind for its operation, as has been mentioned. It is this that prevents me from using other people's systems as a base for my work as matter-of-fact. I developed my system to be of a certain look, feel, and operation that I liked for the sorts of settings I am supplying it for, there were many systems that came close to this, but none that were quite the same.


I see mechanics as being a transparent tool to aid in the gaming experience.  If they become visible, I think they are encumbering gameplay.  If they become the focus, then the experience will eventually become rote at best, a thorn of constant pain at worst.


    I will say that there are a lot of people out there who simply don't have the time/energy to create their own systems, or they stop themselves from doing so because they figure no one will play their game (or buy it if they are commercially minded.) These people might buy into such as system, but it must have a significant and verbose groundwork applied to it. You must supply something so complete that the only thing missing is a specific setting in which the game is placed, otherwise people will simply choose something else.


I agree with your points.  As for things in my system that could get in the way of adoption, I think the game could be decoupled enough so that any component you could just drop, and either operate without it, or to replicate your own.  But the real point is that I think a system could be made so that it is better overall than any specific gaming rules out there.


    Obviously I could be wrong, but hey, this is my opinion and I hope it helps.


I think it does help to know people out there have similar thoughts, and what successes and experiences they have with it.

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On 10/19/2006 at 2:27am, willo wrote:
RE: Re: Gaming System Framework

Wow... so many separate thoughts to respond to...

TroyLovesRPG wrote:
I've seen many posts like this on the Forge and it surprises me.


Others saving the same thought gives me encouragement that this problem has been identified by others, enough such that they've discussed it and seriously thought about it.

The fact that is surprises you probably means you don't understand what the motivations behind these people are.


I don't think its realistic that other designers will want to pay or give credit to an unknown and untested sytem.


Initially, I agree that people creating RPGs currently probably want to retain complete autonomy and creative control over their works; most creative people are asocial when it comes to the subject of their art.

Every game is unknown and untested at one point, and they all mature.  Should I create a game and have it mature enough, I would expect people to want to use it enough to overcome their egos and give proper attribution.  And if such a time came for profitable publication, a financial agreement could be reached.


Also, you would benefit more by creating something new and copyright it.


"New" is such a relative word, but it would be new, and it would implicitly be copyrighted under U.S. Law.


Work with a couple of buddies and put something on the market that kicks butt. Then (and only then) if it becomes a hit will you have the position to request others to join in.


Very true if I were making a RPG, but I am not.  What I would need to do is to create my Framework and market it enough so that it is used in another's RPG that becomes successful in some capacity, and grow from there.


Plus, there are tons of RPG systems out there. The RPG world needs more creative writing not creative mechanics.


You insinuate that the gaming mechanics do not matter, compared to the story or gameplay.  I strongly disagree.  The rules are there to be arbitrator and world model, which are vital to any successful game.  As other people here have argued, their game would not work with another games rules' system, because the setting and rules rely on each other.  Try taking the rules of D&D and Amber, transpose them with the D&D and Amber settings, and see how very different the games would become.

(That said, I believe rules can be created to be setting agnostic.  And I believe settings should be gaming mechanic agnostic.)

I do agree that rules should not matter as much as creating a unique and diverse setting and game.  To that end, I believe having a common set of gaming mechanics that can be used in any setting would be a great boon.  RPG designers would not have to fret over creating rules, they could invest themselves wholeheartedly into the setting and gameplay.  Also, this would help prevent the creation of such naive and broken gaming mechanics seen in a majority or RPGs.


Example: Wizards grants an OGL for their D20 systems, some of the monsters, but not the settings. Why? Because the system doesn't matter. The settings with all the juicy information, color and background are what makes the game. On the other hand, their Magic card game is one that will never, ever have an OGL. Wizards would die if that system fell into the hands of others, simply because that card system is the money-maker. I believe they have service-marked the word "tap" to indicate a 90 degree rotation of a card.


The system doesn't matter to the intellectual property, but it does matter when it comes to gameplay, and that truly is what is being sold.


I suggest that you first publish an adventure based on the D20 OGL and make it a hit. That would give you a lot of experience working within an OGL and also how to take advantage of an existing system.


Outside of getting some painful experience using a Framework that I and others cringe at the thought of using, I feel there is absolutely no point in making my own RPG on top of d20.  My goal is to make a competent Gaming Framework, not suffer through the drivel WotC produced.

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On 10/19/2006 at 2:28am, willo wrote:
RE: Re: Gaming System Framework

mratomek wrote:
I like your idea of a framework. I created one that focuses on a hybrid or RPG/Wargaming, called SkirMASH! (current working title).

The idea is that the game supplies the underlying mechanics to create and do just about anyting, on the tabletop with miniatures. The game allows the individual to fill-in a lot of the details, offering a non-obtrusive game engine.


Thanks.


Creating an all-inclusive engine can be difficut. There are language issues, scope issues, and at the end of the day, you have to tailor the engine to some extent to fit neatly into a box, otherwise you are doomed to fail.


I suppose early experiments in a gaming framework would would need to be tailored, but I truly believe you could eventually create a system that is robust.

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On 10/19/2006 at 2:51am, tj333 wrote:
RE: Re: Gaming System Framework

The RPG Toolkit wiki is working on something similar. Its aims to get a bunch of generic system bits that can be combined into full games.

While I think its idea of interchangeable systems components is overly ambitious I like the idea of gathering and organize various kinds of systems.

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On 10/19/2006 at 7:20pm, joepub wrote:
RE: Re: Gaming System Framework

I'm going to voice my concern with two statements you made.

I see mechanics as being a transparent tool to aid in the gaming experience.  If they become visible, I think they are encumbering gameplay.  If they become the focus, then the experience will eventually become rote at best, a thorn of constant pain at worst.


"if they become visible, I think they are encumbering gameplay"

Good mechanics can and sometimes SHOULD be visible.
Mechanics can heighten tension. Holding dice can instill a rush of excitement.

Mechanics should not interrupt game play, tone, or the flow of play... but the assumption that in order to fulfil this they must be invisible and not the focus of play... that seems wrong to me.

Tony LB has a game called Misery Bubblegum, and in it you physically mark paperclips every time you up a conflict.
You slide cards around.
Your conflicts are wholly defined by index cards.
You enact motifs for the sole purpose of getting more dice.

The mechanics in dice are very visible and they often become the focus of a scene. But... the stories told are rock solid, and that's partially because of mechanics being so visible and driving.

I don't understand creating a unique set of rules for players to experience as a goal of designing a game, just a means to the ends.


I think this is dead wrong. I think that mechanics should be about what the game is about.

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On 10/19/2006 at 8:03pm, Danny_K wrote:
RE: Re: Gaming System Framework

A lot of the Forge-baked games I like are very specifically designed to do a certain thing, and everything from setting to mechanics support this goal.  If RPG's were tools, they'd be roofing hammers and Allen wrenches, no vise-grips and Swiss-Army knives.  But that's why I love them -- if you take the right tool for the right job and use it correctly, you're very likely to get a good result. 

If I did want a Swiss-Army knife of a game, there are a lot of good ones out there already, enough that I can choose a "generic" system that fits the game I want to write/play.  If it's a homebrew not for actual publication, I can also adapt lots of well-known systems like the Unisystem and Gurps. 

So at this point, I'm not going to take the time to master a new system unless I hear that it does something better, simpler, or faster than one of the systems I already know.  That's harsh, but it's a buyer's market out there.

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On 10/20/2006 at 4:59pm, willo wrote:
RE: Re: Gaming System Framework

tj333 wrote:
The RPG Toolkit wiki is working on something similar. Its aims to get a bunch of generic system bits that can be combined into full games.

While I think its idea of interchangeable systems components is overly ambitious I like the idea of gathering and organize various kinds of systems.


Thanks for the RPG Toolkit Wiki reference... interesting indeed.

I do agree it is ambitious to have such interchangeable parts in a game, yet I can see the appeal.  Though there are some system modules that are inherently dependent upon others.  The underlying numerical system being the most basic one that nearly everything would depend on.  Attributes could count at their own module, yet what attributes exist affect the design of the rest of the system...  Very trixie indeed.

I do feel that game mechanics, setting, and GM/player interaction gameplay are three fairly decoupled areas of RPGs, and could be designed to be modular.

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On 10/20/2006 at 5:17pm, willo wrote:
RE: Re: Gaming System Framework

joepub wrote:
I'm going to voice my concern with two statements you made.

I see mechanics as being a transparent tool to aid in the gaming experience.  If they become visible, I think they are encumbering gameplay.  If they become the focus, then the experience will eventually become rote at best, a thorn of constant pain at worst.


"if they become visible, I think they are encumbering gameplay"

Good mechanics can and sometimes SHOULD be visible.
Mechanics can heighten tension. Holding dice can instill a rush of excitement.

Mechanics should not interrupt game play, tone, or the flow of play... but the assumption that in order to fulfil this they must be invisible and not the focus of play... that seems wrong to me.

Tony LB has a game called Misery Bubblegum, and in it you physically mark paperclips every time you up a conflict.
You slide cards around.
Your conflicts are wholly defined by index cards.
You enact motifs for the sole purpose of getting more dice.

The mechanics in dice are very visible and they often become the focus of a scene. But... the stories told are rock solid, and that's partially because of mechanics being so visible and driving.


I do understand your point, and perhaps I overstated mine.  The motivation behind my argument is that I've experienced plenty of gaming sessions where the rules got in the way of the "reality" of the experience, and that is what I wish to remedy.



I don't understand creating a unique set of rules for players to experience as a goal of designing a game, just a means to the ends.


I think this is dead wrong. I think that mechanics should be about what the game is about.


For specific games I think you are correct, but for a generic gaming system, I believe you are wrong.  Gaming mechanics that affect or dictate the type or style of storytelling will not be used because it will be limited only to those styles of gameplay.  A realistic and gritty mechanic would not be appropriate for a superhero campaign, and an epic and super-protagonist-ish mechanic would not work well in a "noir" story.  A generic gaming system needs to be flexible and adaptable enough to handle a spectrum of gameplay style.  And if such a system existed, it would enable many different settings and storytelling styles to be played.

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On 10/20/2006 at 5:24pm, willo wrote:
RE: Re: Gaming System Framework

Danny_K wrote:
A lot of the Forge-baked games I like are very specifically designed to do a certain thing, and everything from setting to mechanics support this goal.  If RPG's were tools, they'd be roofing hammers and Allen wrenches, no vise-grips and Swiss-Army knives.  But that's why I love them -- if you take the right tool for the right job and use it correctly, you're very likely to get a good result.


But it is possible to develop a new tool that can supplant several old tools.  An adjustable wrench can usually do the job of any fixed-size wrench, and a multiple-tip screwdriver can almost always work as well as a set of fixed screwdrivers.

Of course, if all you ever need is a specific type of screwdriver, why use the slightly more complicated one when the fixed one does the job.  :)


If I did want a Swiss-Army knife of a game, there are a lot of good ones out there already, enough that I can choose a "generic" system that fits the game I want to write/play.  If it's a homebrew not for actual publication, I can also adapt lots of well-known systems like the Unisystem and Gurps. 

So at this point, I'm not going to take the time to master a new system unless I hear that it does something better, simpler, or faster than one of the systems I already know.  That's harsh, but it's a buyer's market out there.


Fair enough.  Unless the mechanics themselves offer something new, you would not bother to adopt a new game; that is perfectly understandable.

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On 10/20/2006 at 6:00pm, willo wrote:
RE: Re: Gaming System Framework

So far I have gotten allot of decent feedback, and allot of new thoughts to mull over.  However, I feel I have gotten away from my own point in posting.  So, to re-iterate (hopefully more clearly):

I have been considering making a gaming framework for some time.  What I mean by "Gaming Framework" is a basic set of game mechanics on top of which one could build your own game, using your own setting and tweaks to gameplay.  Examples include d20 SRD, GURPS, Hero, and many many more that I'm unaware of.

I'm really curious to know is: how desirable is such a generic/universal gaming framework to people who are designing new games?  More specifically, what proportion of people out there seriously consider using a pre-existing framework, versus creating everything new on their own?  And finally, if you choose not to use an existing system, is it because of something lacking in current gaming frameworks?

I'm trying to measure the desirability of such systems, so that I can judge whether or not I should seriously pursue my ideas further.

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On 10/20/2006 at 7:11pm, David Artman wrote:
RE: Re: Gaming System Framework

I have waited and watched, but now I'll chime in as a "System Doesn't Matter", "Design What Doesn't Matter", and generic system proponent (see my sig).

Charles wrote: ...how desirable is such a generic/universal gaming framework to people who are designing new games?

I do not think there are many designers who are seeking a system they can plug-and-play. That is, generally, a product for the GM/players.

Consider computer gaming: There are stand-alone, fully-in-house-designed games, there are engine-based games, and there are middleware products that help designers make one or the other. It sounds like you want to make middleware for RPGs... but I do not think the tabletop gaming segment has the same problems that computer game designers have: that is, RPGs are very easy for which to write systems. When someone doesn't want to write a system for an RPG, there are several "engines" out there already, with tons of free and for-pay support.

Your challenge, then, will be to provide some middle ground between the two, or PERHAPS a "metasystem" that can readily be tuned for all those tones and grittiness and such you've mentioned. But otherwise, the tabletop segment is bloated with such options, and folks might sooner buy into one which has the level of detail or tonal elements they want, without having to "roll their own" using your metasystem.

Conversely (as I believe) there is still an open space for LARP engines--and such LARP play has a strong need for such portability and universality, being a smaller market and having very-real issues with speed of learning (ex: con play or getting new players). Tabletop can be learned very quickly (at least enough to get through the average conflict with minimal GM assistance). LARP systems, conversely, must fly solo, often with no GM there to bail-out confused players.Thus, universality and systemic consistency becopmes quite valueable.

But, then again, I have a two year jump on you, if you want to shift to the LARP space. ;-) Maybe you'd care to review GLASS (below) and see if I am missing something you'd need to play games you are envisioning?

More specifically, what proportion of people out there seriously consider using a pre-existing framework, versus creating everything new on their own?

This will be all speculation, unless someone has some real market data about sales or convention saturation or some other metric.

I would image there *is* a fair number of folks wanting ready-to-run systems to wrap their cool setting or scenarios around--otherwise, why are there 5000 new d20 books every week?

And finally, if you choose not to use an existing system, is it because of something lacking in current gaming frameworks?

Myself, I choose to create my generic LARP system because all of the LARPs in which I have played all basically *do* the same thing, but they all have a ton of variations (as well as generally disfunctional rules). I am trying to solve that, with GLASS, but I am also hoping the adoption of my generic system--and its supporting online community and portal--will make it far easier to join a game while travelling or at a con or when one moves.

Basically, it's super-easy to find, say, a D&D group no matter where you are in the western world. I would like to provide that with GLASS, for the LARP world. But, again, I have a specific goal with a clear target; I'm not designing without a target market and hoping someone adopts my new widget. More importantly, though, I am not desgning ONLY for a market...I am driven to do so....

I'm trying to measure the desirability of such systems, so that I can judge whether or not I should seriously pursue my ideas further.

This is, easily, the worst of your questions. (Take that positively... keep reading.)

NO ONE in this world can answer a "should" question about YOUR design. In fact,if you are only pursuing this goal because you perceive a potential market--with no internal drive or passion--I can pretty much assure you it won't pan out. You'll either not be able to finish, when the going gets tough; or you will not be able to convey the joy and excitement you feel when you think of your system.

And I think that's the key reply to your whole general post: you should not have to ask if you "should pursue" this idea--you should, rather, be unable NOT to pursue it, because of the burn to get it out and show it to the world. Further, the adoption (or not) of interest by the 7300 members of this forum has NOTHING to do with that: it's your baby; who cares what a particular community thinks of its eye color or weight?

To borrow the words of a sage: Do or do not; there is no try.

Hope this helps to inspire, rather than discourage. I actually LOVE universal systems, and I would look forward to pillaging--err, studying--yours for inspirations for GLASS;
David

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On 10/20/2006 at 7:16pm, Certified wrote:
RE: Re: Gaming System Framework

How desirable is a universal rule set is a difficult question to answer at best I can give you an opinion. For what it’s worth my regular gaming group is currently playing a game of Hero. However, I think some of the other flexible systems are being overlooked. Both Palladium and Chaosium use a framework that they would adjust to the desired settings. Although not marketed as universal systems they made it easy to learn one basic system and be able to play in any of their game settings.

My thoughts for what it’s worth is try to partner with a setting writer. See how your ideas for a system mesh with various settings. I think as an independent the total package is an important factor since there are other universal systems out there already. Perhaps releasing the Core rules separate after the first few offerings.

I hope that helps and good luck. I look forward to seeing what you come up with.

-Dave

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On 10/21/2006 at 5:03pm, TroyLovesRPG wrote:
RE: Re: Gaming System Framework

Hello Charles,

After reading more posts in this thread, I realize that I'm not a supporter of generic systems because I haven't found one that I really like. So, I'm looking at your endeavor as a repeat of what has happened over the past 20 years. There are many generic systems that do the same thing: resolve tasks based on a difficulty level modified with a random factor (dice). If you create one of those, then good luck. If you want to create something different that actually stimulates role-playing in a variety of genres then this will become my favorite thread.

I want not just a new way to move some numbers around, but a way to develop interesting characters that I love to play using a simple set of rules. Over the years, I see too many rules and options that fail to enhance the role-playing experience. The games get bogged down in opportunities, situation modifiers, rule exceptions, etc. Those are perfect for strategists; just strip away the creative text and you've got a game that hurts my brain. That IS the wizards mentality.

Looking to a create a universal system is similar to discovering the unified theory of energy in physics. Its a great pursuit, but doesn't affect the average person. The granularity becomes so fine that getting from the base rules to a complex level is tedious. I challenge you to start with the high level ideas of role-playing and introduce detail if absolutely necessary. Role-playing is an extremely high-level and complex experience that relies on the player's performance in interepreting the character. Therefore, it is important for the character creation and rules to support that; not the other way around.

Yes, I want a universal ROLE-playing system. There are tons of articles about RPG, GNS, etc. on this site. You could read them all and still not know where to begin. From this player of RPGs I offer this simple request:

Create a RPG framework that allows me to play any type of character from any genre with any other character. I want clean, simple rules that make absolute sense after about a few minutes of studying and minimize surprises in the future. I want new information (settings, characters, equipment, etc.) to work with the existing rules; contrasted to introducing a new rule with every sentence. Above all, I want to foster a comfortable social setting and creative role-playing. That's all.

Troy

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On 10/22/2006 at 8:10pm, willo wrote:
RE: Re: Gaming System Framework

First of all, I do not have significant LARP experience, so I don't feel qualified to make many judgments.

David wrote:
I have waited and watched, but now I'll chime in as a "System Doesn't Matter", "Design What Doesn't Matter", and generic system proponent (see my sig).
Charles wrote: ...how desirable is such a generic/universal gaming framework to people who are designing new games?

I do not think there are many designers who are seeking a system they can plug-and-play. That is, generally, a product for the GM/players.

Consider computer gaming: There are stand-alone, fully-in-house-designed games, there are engine-based games, and there are middleware products that help designers make one or the other. It sounds like you want to make middleware for RPGs... but I do not think the tabletop gaming segment has the same problems that computer game designers have: that is, RPGs are very easy for which to write systems. When someone doesn't want to write a system for an RPG, there are several "engines" out there already, with tons of free and for-pay support.


I see my idea initially as a "engine" in the computer-gaming terminology.  And although it is easy to write a quick and dirty RPG system, it is not easy to write a robust and resilient gaming system.  The fact that so many people write their own system I think it partially attributed to the lack of good engines out there.


Your challenge, then, will be to provide some middle ground between the two, or PERHAPS a "metasystem" that can readily be tuned for all those tones and grittiness and such you've mentioned. But otherwise, the tabletop segment is bloated with such options, and folks might sooner buy into one which has the level of detail or tonal elements they want, without having to "roll their own" using your metasystem.


I do believe I have a few ideas to enable flexible story-style switching inside the same set of rules.  Of course, whether or not I can design a full system like that remains to be seen.


Conversely (as I believe) there is still an open space for LARP engines--and such LARP play has a strong need for such portability and universality, being a smaller market and having very-real issues with speed of learning (ex: con play or getting new players). Tabletop can be learned very quickly (at least enough to get through the average conflict with minimal GM assistance). LARP systems, conversely, must fly solo, often with no GM there to bail-out confused players.Thus, universality and systemic consistency becopmes quite valueable.


I would assert that some popular RPGs out there are not learned quickly, because there are always more "advanced" rules that affect the situation, and experienced players have the advantage for knowing the rules and new players are clueless.  (I feel this is one of my driving motivations, not have a system that does not handicap a new player for lack of system knowledge.)


And finally, if you choose not to use an existing system, is it because of something lacking in current gaming frameworks?

Myself, I choose to create my generic LARP system because all of the LARPs in which I have played all basically *do* the same thing, but they all have a ton of variations (as well as generally disfunctional rules). I am trying to solve that, with GLASS, but I am also hoping the adoption of my generic system--and its supporting online community and portal--will make it far easier to join a game while travelling or at a con or when one moves.


It is interesting that some people find the variations of rules across games portraying the same type of situation to be annoying (for their lack of uniformity), while others may specifically design different rules to be "different", for flair, and something new.  I personally fall into the former group when it comes to being a player.


I'm trying to measure the desirability of such systems, so that I can judge whether or not I should seriously pursue my ideas further.

This is, easily, the worst of your questions. (Take that positively... keep reading.)

NO ONE in this world can answer a "should" question about YOUR design. In fact,if you are only pursuing this goal because you perceive a potential market--with no internal drive or passion--I can pretty much assure you it won't pan out. You'll either not be able to finish, when the going gets tough; or you will not be able to convey the joy and excitement you feel when you think of your system.

And I think that's the key reply to your whole general post: you should not have to ask if you "should pursue" this idea--you should, rather, be unable NOT to pursue it, because of the burn to get it out and show it to the world. Further, the adoption (or not) of interest by the 7300 members of this forum has NOTHING to do with that: it's your baby; who cares what a particular community thinks of its eye color or weight?

To borrow the words of a sage: Do or do not; there is no try.

Hope this helps to inspire, rather than discourage. I actually LOVE universal systems, and I would look forward to pillaging--err, studying--yours for inspirations for GLASS;
David


I am driven internally to tinker with this idea, and that is my motivation.  However, my general thoughts have been to determine if there is a niche for such a product, and from that figure out how much energy to invest in my idea.  And I think my resolve has strengthened while reading and writing in this thread.

Thanks for the ideas and support.

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On 10/22/2006 at 8:17pm, willo wrote:
RE: Re: Gaming System Framework

Certified wrote:
How desirable is a universal rule set is a difficult question to answer at best I can give you an opinion. For what it’s worth my regular gaming group is currently playing a game of Hero. However, I think some of the other flexible systems are being overlooked. Both Palladium and Chaosium use a framework that they would adjust to the desired settings. Although not marketed as universal systems they made it easy to learn one basic system and be able to play in any of their game settings.


I must admit, I've heard of Palladium, but played neither system.  It is possible there are systems out there that are "closer" to my ideal.  Yet I feel there comes a point where I need to stop looking for better ideas and just articulate what I desire in a game, and proceed to make it.  Once that is done, I'm sure I'll discover other systems that will continue to inform and challenge mine.


My thoughts for what it’s worth is try to partner with a setting writer. See how your ideas for a system mesh with various settings. I think as an independent the total package is an important factor since there are other universal systems out there already. Perhaps releasing the Core rules separate after the first few offerings.

I hope that helps and good luck. I look forward to seeing what you come up with.


I do agree, I need to approach one or two designers who have a setting, and collaborate to make a game, and go from there.

I think it helps to focus on my ideas.  And if I should produce something complete enough, I'll drop a line on here in the future about it.  :)

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On 10/22/2006 at 8:37pm, willo wrote:
RE: Re: Gaming System Framework

TroyLovesRPG wrote:
After reading more posts in this thread, I realize that I'm not a supporter of generic systems because I haven't found one that I really like. So, I'm looking at your endeavor as a repeat of what has happened over the past 20 years. There are many generic systems that do the same thing: resolve tasks based on a difficulty level modified with a random factor (dice). If you create one of those, then good luck. If you want to create something different that actually stimulates role-playing in a variety of genres then this will become my favorite thread.


I'm not sure if my ideas would do that; they mostly focus on making the rules straightforward, flexible, and non-obtrusive.  Depending on how successful I am at those goals, it could allow players to focus more on the role-playing, instead of rules-lawyer-ing and roll-playing.


I want not just a new way to move some numbers around, but a way to develop interesting characters that I love to play using a simple set of rules. Over the years, I see too many rules and options that fail to enhance the role-playing experience. The games get bogged down in opportunities, situation modifiers, rule exceptions, etc. Those are perfect for strategists; just strip away the creative text and you've got a game that hurts my brain. That IS the wizards mentality.


Agreed.


Looking to a create a universal system is similar to discovering the unified theory of energy in physics. Its a great pursuit, but doesn't affect the average person. The granularity becomes so fine that getting from the base rules to a complex level is tedious. I challenge you to start with the high level ideas of role-playing and introduce detail if absolutely necessary. Role-playing is an extremely high-level and complex experience that relies on the player's performance in interepreting the character. Therefore, it is important for the character creation and rules to support that; not the other way around.


I'm not quite sure I understand that you mean.  I would argue that the "conservation of energy" principle has bettered everyone's lives, not just the scientists who actually understand it's value and application.  In a similar way, I think universal gaming framework would benefit players of the game, even if only the game designer and possibly GM understood it's value.


Yes, I want a universal ROLE-playing system. There are tons of articles about RPG, GNS, etc. on this site. You could read them all and still not know where to begin. From this player of RPGs I offer this simple request:

Create a RPG framework that allows me to play any type of character from any genre with any other character. I want clean, simple rules that make absolute sense after about a few minutes of studying and minimize surprises in the future. I want new information (settings, characters, equipment, etc.) to work with the existing rules; contrasted to introducing a new rule with every sentence. Above all, I want to foster a comfortable social setting and creative role-playing. That's all.


That's a tall order.  ;-)  And, I also want a system capable of the same thing.

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On 10/23/2006 at 2:42am, TroyLovesRPG wrote:
RE: Re: Gaming System Framework

Hello Charles,

Great! This is the opportunity to create something that everyone would want. The problem is that EVERYONE thinks they can do it better. You do. I do. We all do. Otherwise, the Forge wouldn't exists. I propose starting from scratch with high level goals in mind, taking into consideration the variety of players, personalities, age groups, interests, time constraints, motives, art, interaction, preparation, delivery methods, genres and last--but not least--how to attract third party designers to use the system. I agree that working with a settings designer is a good start, and also looking at how the design can work with any setting out there. The trick to making the Framework possible is that by default it must have capabilities to include ALL settings and genres. I think you'll find that this is akin to politics. Its all about pleasing people.

Since an RPG of any design is driven by the players, maybe its best to survey the players about what they want. Each one of those goals has benefits and drawbacks. Including everyone is the best way to promote a system and gain favor. Since gaming may be a passing phase with some, then focusing on a small group could be desirable. Your goals to satisfy the players becomes complicated:
Please all the players all the time.
Please all the players some of the time.
Please some of the players all the time.
Please some of the players some of the time.

I think this is a project that I would certainly like to work on with a group. I have ideas buzzing around and many that I've placed on paper and just don't know what to do with them. I always say to myself that I'll work on that one day, complete it and distribute it. The extent of my success is limited to some nice printouts and playtesting with friends. Its possible that I will diverge and create something of my own. It just hasn't happened...yet.

Troy

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On 10/23/2006 at 7:20am, Nathaniel B wrote:
RE: Re: Gaming System Framework

Hi, long time lurker first time poster (slow typist & I read much of the suggested reading first).  My name is Nathaniel, and I’d like to discuss some ideas I had for a gaming system [a framework].  I've been lurking around for some time now and  would like to weigh in.

My first games, including the original iteration of my system, used some form of d20, FUDGE, WW's storyteller, or GURPS as a basis for the system and tweaked it to fit the new world/premise and playability.  I realized that I had done so much tweaking, and the tweaks were all so similar to one another, that I would be probably be better off designing my own system (so I scrapped what I had and started from scrach keeping in mind the lessons I learned).  So, off and on for the last couple of years, I've been developing my system between college breaks, and during the semester I play-tested it in open entry/exit sessions on campus and consequently designed some good, internally consistant, and fun scenarios originally only to test the system I designed.  I only had to run the first couple of sessions, later I learned to type up the rules, make copies and just hand them off to my testers, collecting design gold periodically in the form of constructive feedback. Unfortunately the college is doing construction on the building where the campus club used to meet, and it has since moved off campus and out of my influence, much to my chagrin.  [Never been one for e-mail/text based games as a replacement, mostly because of the aforementioned slow typing malady.]

My system has been in development for several years now, and is in its fourth and probably final iteration after 3 major, and a dozen or so minor, rewrite sessions which followed play-testing.  I used two separate groups of regular testers [currently have only one irregular group] and multiple game world/settings; mostly being my take on: pulp fantasy, modern gothic horror/noir, space opera/western, & (usually zombie) apocalypse.  It also has two forms hard (gritty and realistic as I could make it; uses full rules, works for all CA), and soft (used mostly for pure cinimatic Nar [reduction for ease of play, where you don't need or want the extra rules]; uses limited/simplified rules mostly using conflict resolution for actions, less traits/stats, and uses a lower standard of distinctions for items [rougher arbitrary terms and values]).

Also my system is a (somewhat simulationist) attempt at a single universal RPG system that would work equally well in a wide range of game settings and situations (worlds).  [Hence the current name: Game Operations Director‘s Holistic Universal Gaming System: GOD HUGS]  I wanted to have the flexibility of using the same system rules for any CA the group happened to be following within their chronicle.  I wanted a system that was both consistent with itself and accurately would simulate and defend its principal assumptions, at least as far as a pen and paper (or MMO) RPG could.  [The corollary to this, that the game world/setting must also be internally consistent, I assume to be understood for all games, and I always keep this in mind when designing any game]  I found through that many of the systems out there, while usually well tailored for their specific game setting, only support a limited range of CA’s (usually only one intended and another unintended often called dysfunctional) and still further limit greatly the range of actions a character could be reasonably able to undertake [the tailoring is very tight on many], or they do with out formalized rules at all for the subject/action either way by leaving such rules to be mitigated by the players/GM through the confines of the social contract.  These limitations are system interfering with gameplay, which seems to me to be a form of incoherence, and I wish to avoid having to invoke the golden rule of RPGs more than once in a game; as the only proper time for it is in the beginning before play starts (IMHO).

Now I'd like to post a link to an outline/overview of it and start a thread in the playtesting forum but when typing the outline up in laymans terms it came to several pages [too long to post] and I don't know how to upload files (never learned how).  I know that you need someone to host it (?) and I'm not sure what else.  I was wondering if any of you who have done this before could PM me with directions on how I do that or point me in the direction where I could find out what I need to know for my self (free sites if possible; broke college student after all).

I don't mean to threadjack/crap (if I am) but I think my system is just an attempt at what this thread is discussing: a universal system, an attempt at a unified system that can service all creative agendas equally well across a wide spectrum of settings & scenarios.

I'd like to discuss the nuances of why I went the route I did, why I think it was a good route to take, and also give out ideas for other struggling designers out there; but to do so I'd need to reference my work, and to reference my work, it needs to be out there to be referenced.  So please, any help would be greatly appreciated.
Thanks.

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