The Forge Reference Project

 

Topic: Project Absalen
Started by: SortableBadger
Started on: 11/14/2010
Board: First Thoughts


On 11/14/2010 at 12:33am, SortableBadger wrote:
Project Absalen

So, first post, though I am a lurker - of sorts. I've recently decided to put what I've learned into action and realized I didn't know as much as I thought.
Here's the bullet points of my concept:
* Low-impact mechanics. I think that constantly rolling dice and checking tables interferes with playing the game. I've looked at one-roll systems and haven't found much I like. The system I originally began developing involved rolling a number of d6 based on attributes against a target number and counting the 'successes' to determine the degree of failure or success. I was later told that this system was used in the new Shadowrun. I have yet to begin a new system.
* The setting is best summarized as medieval post-apocalypse. Limited resources, degraded social structures, Iron Age technology. I began with the idea of a fantasy game without the fantasy elements (I know how that sounds), and found myself generating a cataclysm to explain why people can't be wizards or whatnot.
* A specific setting and specialized rules without limiting campaign style. I wanted to make something unique and identifiable rather than a general system, but I didn't want potential GM's or players to feel like they couldn't use it in adventures about political intrigue, horror, dungeon-crawling, etc.

More specific questions:
1) Without simply using an existing system (and yes that means you can't just tell me to look at X), what are ways to simplify action checks in order to remove charts/tables and minimalize dice rolling during gameplay?
2) I'm highly inspired by Mechwarrior's lifepath system for character creation, but don't want to steal it. Are there any alternative generation systems that produce attributes, skills AND a character history? I specifically want to avoid randomized generation, as well. Characters should be the creation of their players, not of die rolls or event tables.
3) Since society has collapsed, I want to eliminate currency. Are there any games out there that have used a barter system so I can compare what I'm trying to do to what has worked before? I had entertained the idea of assigning items a 'trade value' rating, but this essentially uses typical trade systems without liquid assets. I'm not dismissing this approach, but I worry that it might create mandatory charting.

Thank you for your time and consideration.

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On 11/14/2010 at 1:00am, Noon wrote:
Re: Project Absalen

Hi,

* Low-impact mechanics. I think that constantly rolling dice and checking tables interferes with playing the game.

If rolling the dice always gets you toward the conclusion of the session, then it probably wont interfere. But if the idea is that it's entirely up to the GM and not roll influenced at all when the conclusion of session occurs, then it's not so much that the mechanics are in the way of things, but that they have been rendered pointless.

It's a tangental thought to consider - maybe you want to minmise rolling because it's essentially a pointless activity in your roleplay?

Or do you want the rolling to matter to the session? If so, rather than minimising I'd suggest discarding everything except how you want the rolls to matter.

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On 11/14/2010 at 10:27am, SortableBadger wrote:
RE: Re: Project Absalen

Thanks, Callan.

I didn't want this discussion to get too side-tracked into what my be seen as more pertinent to the 'actual play' forum, but actual play is the reason for my goal. I encourage 'diceless' play frequently with my play group, and understand its merits for RPGers in general. However, with some of our players - and by extension, I assume - some players in general, coming up with explanations for complex actions or creatively solving problems in reference to a specific skill never happens. Since I'm attempting to make a game for an audience I don't personally know, I have to account for young, inexperienced or simply 'hack-and-slash' oriented players who don't want to verbally dissect something like disabling a trap or seducing a guard. On the other side of the spectrum, it occurs to me that very simple actions like an arm wrestling contest need not simply be decided on recorded stats. That is, a character with a strength of five might be able to out-wrestle a character with a strength of six, especially since these numerical values are essentially arbitrary and not necessarily informative. This then leads to the conclusion that when somebody wants to do something without simply role-playing it, the dice roll should determine the outcome, should tell as much as possible about the process and/or outcome and should be executed quickly.

I examined various one-roll systems including the Storyteller system, FUDGE and most of FASA's old product line but wasn't very satisfied. And of course, if I simply used somebody else's system, I wouldn't be creating anything new. I wanted to focus on six-sided dice because of the ease of obtaining them (you can always steal them from a dusty box of Yahtzee), and because their probabilities are easily calculated. Since recorded statistics still have to mean something, I like the idea of die-pools based on attribute values. Most games with 'difficulty' based target numbers have multiple charts and tables to express the multitude of factors that may alter an action's difficulty, so I want avoid that practice.

So, to be a bit more concise: Rolling isn't pointless, at least not always. Rolling should be able to fully replace a semi-detailed role-playing of the situation without being a chore.

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On 11/14/2010 at 4:33pm, Chris_Chinn wrote:
RE: Re: Project Absalen

Hi SB,

Welcome to the Forge!

There's actually a few things that you should consider, first, before even getting to the design-stuff.  It's not just "ok" to look at other game systems, it's exceedingly useful- even if you don't use anything they do, it does help inform you of what you'd want to avoid, and most importantly -why- you'd want to avoid it.

Second, you shouldn't begin your design imagining that it has to cater to every type of player.  Start by catering to the type of player, the type of play, you want -this- game to support.  If it doesn't support one thing, it won't support others, so start with the easiest, narrow goal and then expand if you see fit.

All of that said, yes, I would say check out a few other games, as there's a ton of "one-roll" systems, and games that avoid dice rolling, that have a lot of features you're talking about, which would be good in giving you ideas for you own game, in whatever way that would be.  James West's The Pool rpg, Inspectres, Unknown Armies.are a few that come to mind.

There's a few games I can think of that actively set up mechanics in such a way to minimize dice rolling (or card pulling). 

Polaris has a unique system for negotiating events in play, through words, and a die roll is a far possibility at the end of a failed negotiation.  Many games go using the die only once or twice a session.

Drifter's Escape only uses cards, when and only when, a player reaches a point where they can't accept what's going on, and then they "Make a Deal", which is more about bluffing and weighing costs than cards directly.  This usually only happens every few scenes over the course of a game.

Beast Hunters is tangentially related, but the game starts with a basic step to any problem- which is players try to figure out how to "roleplay out a solution" (aka, narrate a reasonable answer in actions) and the GM can just go, "Yeah, that's it" and the problem is solved.  Otherwise it goes to dice.  The unique thing here is that Beast Hunters is very much a gamist-beat down the monsters, kind of game, so explicitly putting it there has some interesting effects.

All that aside, it doesn't sound like you need charts at all.  (Go look at the Pool, for example).  It seems like your goal is pretty easily achievable, the question is details.

Chris

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On 11/14/2010 at 11:00pm, SortableBadger wrote:
RE: Re: Project Absalen

Thanks for all the infor, Chris.

Any ideas on a barter system?

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On 11/15/2010 at 12:02am, Noon wrote:
RE: Re: Project Absalen

I didn't want this discussion to get too side-tracked into what my be seen as more pertinent to the 'actual play' forum, but actual play is the reason for my goal.

I'm pretty sure Ron welcomes such info in a first thoughts post - it really contextualises the design goals.

However, with some of our players - and by extension, I assume - some players in general, coming up with explanations for complex actions or creatively solving problems in reference to a specific skill never happens.

I'm just going to focus on your reference to some of your players. Now looking at
I think that constantly rolling dice and checking tables interferes with playing the game.

The tricky thing here is what if these players like checking tables on a regular basis?

It's a bit hard to tell where your serving your own preferences and where your attempting to serve theirs? I mean, could you perhaps give a percentage estimate of how much you'll serve your own preference Vs attempting to serve theirs? Like 80%/20% or whatever set of numbers?

Also it might be worth looking at this article. The rules involve in that are essentially that going to dice would probably kill the character. Maybe you want some sort of rules where going to dice likely means something nasty, so play will bounce to a narrative level under threat of that.

Forge Reference Links:

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On 11/15/2010 at 1:51am, Chris_Chinn wrote:
RE: Re: Project Absalen

Hi SB,

1) What are ways to simplify action checks in order to remove charts/tables and minimalize dice rolling during gameplay?


One thing used in a lot of games, is "Stake Setting".  Before you roll the dice, the group negotiates how much of the problem can/will be resolved by the dice roll and/or what the consequences of failure will be. 

It's flexible, works well, and lets you set up stuff like, "Ok, if you fail the climbing check, you still get to the top, but you lose your supplies" - so failures can be productive and push the game forward instead of stopping events or having unfun results. 

A second option, which a lot of games use is narration trading.  The outcome is not always narrated by the GM, but rather, sometimes the GM, sometimes the player, and in some games, sometimes players who aren't even involved in the conflict.  Again, this sets up multiple possible outcomes, nuances, and gives players direct input into the events - all without charts.

2) Are there any alternative generation systems that produce attributes, skills AND a character history? I specifically want to avoid randomized generation, as well. Characters should be the creation of their players, not of die rolls or event tables.


There's quite a few options.  My first encounter with lifepath generation was a lot of R. Talsorian games which explicitly say, "You can roll or just pick options".  But for an example of a game with no randomized picking, Burning Wheel has a complex set of lifepaths which limit your options as you go, forcing you to make hard choices.

A completely alternate method might be what The Pool does- you write a 50 word short description of your character and pick elements of it to assign as traits.  (Hero Wars/Hero Quest also does this with 100 words).

3) Are there any games out there that have used a barter system so I can compare what I'm trying to do to what has worked before?


The two games that immediately spring to mind are Apocalypse World and Burning Wheel. 

AW literally has things rated in the abstract as "1-Barter, 2 Barter".  It works in large scale, so "1-Barter" equals a month of food and lodging, so play tends to skim over smaller transactions and focuses only on the big issue of "making rent" and the kinds of things people can/will do for that much.

Burning Wheel abstracts money into a "Resources" stat - which is a combination of actual money/goods you have, social status, and unnamed favors owed to you.  You could be a noble with very little land, but because of other factors (You're the 3rd Prince, You're a War Hero, You married the Guildmaster's Daughter) you may have a high Resources stat that lets you acquire things.

I guess the question for you and your game is, how much do you want to focus on players bartering for stuff?  A lot of games simply gloss over the day to day expenses and materials, and especially if you don't want to deal with players tracking how many meals they're carrying, going for the broad picture like Apocalypse World or Burning Wheel might be the way to go.

How about telling us this: what do the PCs do during this game? Is it a brutal struggle for day to day survival?  Is it about staying alive as society falls apart?  Is it finding magical items/lost knowledge to rebuild society?  How about simply forging strong alliances and re-establishing civilization through social means? 

Whatever your game is "about" from the standpoint of what the PCs do, will inform what makes sense to focus on in all the mechanics you decide to build up.

Chris

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On 11/15/2010 at 10:55am, SortableBadger wrote:
RE: Re: Project Absalen

Callan wrote:
The tricky thing here is what if these players like checking tables on a regular basis?

It's a bit hard to tell where your serving your own preferences and where your attempting to serve theirs? I mean, could you perhaps give a percentage estimate of how much you'll serve your own preference Vs attempting to serve theirs? Like 80%/20% or whatever set of numbers?

I don't think in terms that allow me to numerate my own behavior, but if it helps I'd have to guess it's probably 60/40. My personal desires would probably result in simply going freeform, straight narrativism rather than having dice, character sheets and other clutter at all. But, my players are used to dice, expect paper dolls and feel secure with knowing there's a system of rules to keep the actions fair. They are mostly happy with systems more complex than d20. But because nobody is fully happy, I'm trying to find a good middle ground between gamism and narrativism. I would collaborate exclusively with them, but I had the tiniest hope that my creation might also be suitable for a wider audience. Hence coming here.

Also it might be worth looking at this article. The rules involve in that are essentially that going to dice would probably kill the character. Maybe you want some sort of rules where going to dice likely means something nasty, so play will bounce to a narrative level under threat of that.

Since I'm thinking at the game-design level rather than simply the GM level, I'd rather not dictate that style to the audience. Basically, if some people really don't want to storytell they shouldn't be punished for it. But leaving the narrativism shouldn't be clunky or obtrusive either. If Steve wants to climb a wall, he shouldn't feel that talking about how he climbs is necessary because Steve probably knows nothing about climbing.  When Steve rolls to see if he successfully climbs the wall, that action shouldn't result in the game stopping for any significant length of time.

Chris, Stake Setting feels more like a GM decision than a game designer decision. As does narration trading. It seems I have to investigate Burning Wheel, and I appreciate the suggestion. My ideas for the barter system so far have been to not have anythng numerated at all. Having an assigned value of an item or service's worth makes the system function like a monetary system just with the wrinkle of no actual currency. I haven't finalized the formal system yet but I wanted to handle trade almost like social combat where each side is trying to make a better deal for themselves and the end of the negotiation results in a proposed trade which can either be accepted or rejected by either party.

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On 11/15/2010 at 5:29pm, Chris_Chinn wrote:
RE: Re: Project Absalen

Hi SB,

But because nobody is fully happy, I'm trying to find a good middle ground between gamism and narrativism.


Just to check, so you are designing this game specifically to bridge the gap between your desired play style and that of your players?

If this is the case, it might be best to do some Actual Play threads and talk about: a) games where you found fun and fulfilling for your playstyle (with this group, or at any time) and b) games where your group found things fun, and fulfilling for their playstyle, c) Any moments where both A & B applied together.  This might help you better understand what you want and what they want, and whether the two are mutually exclusive, before trying to go down the road of design.

(Small note, it will probably help you to not use the terms Narrativism or Gamism.  (t sounds like there needs to be some disambiguation, as Narrativism != freeform, "roleplaying", or rules light and Gamism != rules heavy as implied by your response.  An Actual Play thread would be best if you want to examine those things.)

It seems like giving people a better handle on what kinds of play you've all enjoyed will be the best way to give a compass guide for people to help you on your design.

Chris

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On 11/15/2010 at 9:38pm, Noon wrote:
RE: Re: Project Absalen

I'll second Chris's post, in terms of anyone at the forge contributing anything.

Since I'm thinking at the game-design level rather than simply the GM level, I'd rather not dictate that style to the audience. Basically, if some people really don't want to storytell they shouldn't be punished for it.

I'm assuming your stories occasionally involve the main figures failing at something. When is it failing and when is it a punishment? I didn't say in my example going to dice is a punishment - it's a calculated risk. I'm not sure why you took it to be a punishment?

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On 11/15/2010 at 11:58pm, mreuther wrote:
RE: Re: Project Absalen

Being able to support varying modes of play is good, but it's not as easy as saying you want to leave things open and not penalize people, as Callan noted, there's a very broad range of what you or a player might see as punishment . . .

It's probably best if you figure out what the core of play is for the project (you can always make more than one game if you find yourself with ideas that do not mesh all that well) and move on towards design with that settled. As Chris and Callan say: figuring out what types of play (perhaps by describing some game sessions that were very enjoyable) you enjoy is a good start.

As a note, nothing at all is stopping you from using the d6 with successes mechanic. You can't exactly stop someone from using a mechanic. As long as your text doesn't copy another author's, you're fine. The Shadowrun system is pretty solid IMO, and I've got one game in my design folder which uses a variant of it.

If you want to have your rules work in a general way, strip them out and use them for a variety of one-shots in different genres. Tweak until they actually support that type of play. Then integrate them into the game system you want to actually release. Release a cut-down PDF for free.  (Open Game License or not is a matter of personal preference. As I mentioned, nothing stops anyone from using your resolution system if they rewrite it.)

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On 11/16/2010 at 9:14pm, SortableBadger wrote:
RE: Re: Project Absalen

Lots of things I missed, I'll be brief.

The bridging the gap concept is less personal than you think. Some people are objective-oriented and this makes them bad at playing a role. A character might have traits marking them as outgoing, honorable and easily excitable but in the hands of an objective-oriented player that character becomes quiet, potentially dishonorable and only excited at the moment of victory. That sort of player shouldn't be excluded.

The punishment idea comes from the article linked above about diceless play. If that character were forced to go to dice, they would probably die. A system should not be designed that way. Some players simply do not want to talk everything out and if going to dice means that their character dies, they are put into a position with two bad choices. This is not a positive design element, and I would like to avoid it.

Character failure needs to have real consequences to distinguish it from a state of not-success. The particular consequence, however, should not be determined by the game designer but by the GM.

I'm not concerned with potential IP theft, I'm concerned with somebody reading my rulebook saying, "Oh, he got this idea from X."

The core gameplay of a game is determined less by the designer and more by the GM, I feel. Elements like suspense, mystery, political intrigue, military missions, dungeon-crawling, etc. are written by the GM and should not be pre-determined by the game-designer. Hard-and-fast genre elements like magic, cyber-technology, faster-than-light travel, etc. are not used in my particular project because I wanted something different, not to dictate a style of play. The proposed gameworld borrows elements of post-apocalyptic and alternate history games to create a sense of realism and desperation. Characters don't just decide one day, "Hey, I'm going to go on an adventure." Everybody's looking for something. Everyone needs things. Everyone has to work to achieve those goals.

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On 11/16/2010 at 9:30pm, Chris_Chinn wrote:
RE: Re: Project Absalen

Hi SB,

Character failure needs to have real consequences to distinguish it from a state of not-success. The particular consequence, however, should not be determined by the game designer but by the GM.


Stake setting, is actually a formalized set of rules for a group to do just that.  Particularly in showing a group how to make less rolls, more meaningful rolls and also avoid stuff like having the GM test a character 20 times to just sneak into a castle.

If you get a chance, do some searching in the Archives on Conflict Resolution and Stake Setting, you may get some useful ideas to work with.

Here's some things you can tell us about to help folks get a better grasp on what you're trying to do:

1) What do player characters DO in the setting?  Is there a goal or direction, or a step the players take during character creation or play to help people figure out goals and directions?

2) What choices do players make in play?  What things are "givens" and what things will the players have to struggle with (regardless of whether it's "tough" for the characters)?

Chris

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On 11/16/2010 at 10:36pm, SortableBadger wrote:
RE: Re: Project Absalen

Chris_Chinn wrote:
Stake setting, is actually a formalized set of rules for a group to do just that.  Particularly in showing a group how to make less rolls, more meaningful rolls and also avoid stuff like having the GM test a character 20 times to just sneak into a castle.

I guess I'll investigate further. The way stake setting was presented earlier seemed like a way to diminish the impact of failure and progress the story through failure, which to me feels like a GM tool rather than a game design element. Maybe the distinction between the two shouldn't be made. Personally, I would never write a story where the players HAD to sneak into the castle, so testing 20 times would never happen and failure would force the characters into a different approach. But if a different GM wrote a different story and I had to sneak into a castle, I would actually prefer that failure resulted in character death and the end of the story. Even though players get attached to their characters storylines should be bigger than individuals, even kings, and the death of one or five shouldn't be a big deal.


1) What do player characters DO in the setting?  Is there a goal or direction, or a step the players take during character creation or play to help people figure out goals and directions?

The character creation will involve a lifepath-esque system to help define the character in terms deeper than simply numerating attributes or assigning skills. The specific goal of the character is up to the player, of course, but the head of a trade caravan will probably have a different goal from the village shaman. The character creation process will help narrow the character's potential goals, but it will still be left mostly up in the air. As far as what characters do in reference to that goal...much the same. A village shaman and the head of the village's militia might both want to expand and take over neighboring villages, but the shaman isn't going to go and fight them.

2) What choices do players make in play?  What things are "givens" and what things will the players have to struggle with (regardless of whether it's "tough" for the characters)?

The givens are very few. Struggles include obtaining food, water and shelter as well as the means of obtaining them. A specific story inside the game might not focus too greatly on the survivalism aspect of the game, but it will have an impact. The higher-level struggles will range from acquiring ancient lore, developing new technologies, re-uniting the greater society and military conquest. The game is designed to generate player choices at almost every turn. Trade means giving up something the player has acquired or made and probably used to get something else. Players might be forced to pound out armor in order to have something to exchange for food, as an example. I haven't formalized the combat system yet, but I'm aiming for a sort of rock-paper-scissors system with different types of armor being used for certain types of weapons and vice versa. So, another choice is what you want to be able to defend against and what you want to be able to destroy, because you won't be able to carry several sets of armor and a whole arsenal. Story-relevant choices however are determined by the GM not the game designer.

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On 11/17/2010 at 12:13am, mreuther wrote:
RE: Re: Project Absalen

SortableBadger wrote:
I'm not concerned with potential IP theft, I'm concerned with somebody reading my rulebook saying, "Oh, he got this idea from X."


I think you need to chuck this fear out the window personally. FATE is descended from FUDGE and people realize this, but it's not a negative at all, with I suspect more people being drawn to FATE. Pathfinder is a direct descendant of D&D 3/3.5e and it's not hurting, but helping. the original WoD game mechanics were modified Shadowrun rules using 10's instead of 6's. The game which won the Most Innovative Indie RPG of the Year at GenCon was described by the author as being stolen from sources not many people had stolen from yet . . .

Every single game draws ideas from other games. What makes the game unique is the mix, the innovation, and the writing. (Not to mention things like layout, illustration, typesetting, format, and print run quality.)

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On 11/17/2010 at 12:26am, Chris_Chinn wrote:
RE: Re: Project Absalen

Hi SB,

The game is designed to generate player choices at almost every turn.
(snip)
Story-relevant choices however are determined by the GM not the game designer.


Can you talk a bit about these two statements?  They seem to be contradictory, though it could just be I need more elaboration.

You mention lifepaths limiting reasonable goals which would seem to be directly driving story-relevant play.  Are players expected to play characters who are allies and act in a group?  Possibly just folks who live in the same area?  If three players choose create characters who work as a group, and another player chooses to create a loner, will the game support that?

It's probably also worth noting that when I'm talking about "mechanically defining goals" it can be as simple as "List two goals your character is trying to acheive" as a step in your character generation process.  It leaves things open, but it -does- nail down as a step, something players have to do in order to give direction to their characters.

Chris

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On 11/17/2010 at 12:45am, stefoid wrote:
RE: Re: Project Absalen

It sounds to me that you like a simmy style of play, but you dont like the volume of mechanics that is often required to model a simmy world.

Without illegally referencing other games :)  I reckon it comes down to raising the level of abstraction.  More abstraction in your model = less mechanics.

One major abstraction that I personally like is to do away with individual skills and attributes altogether and replace them with a general kind of aptitude.

i.e. On a scale from 0-5, a character has pirate 4, nobleman 3 and  vagabond 2    So he is pretty good at all things piratey, OK at all things noblemanish and has some proficiency in things relating to vagabondage.

You might think thats way too abstract for your game, so dial it in somewhere between.  when reviewing your rules, you should be constantly asking yourself - is the cost of modelling THIS greater than the benefit?  If so, maybe just cut that part of the model.  But if there is something that you really want to model, but seems bloated, you obviously have to think about abstracting it so you can replace the bloat with something lean. 

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On 11/17/2010 at 11:18am, SortableBadger wrote:
RE: Re: Project Absalen

Quickly, some specific points. Matthew, your last post is on the one hand very depressing and on the other even more depressing. A whole industry built around recycling old ideas will eventually die. If the way to single yourself out publicly/commercially is based around artwork, layout, etc. then homebrewers don't seem to have much of a fighting chance. And yes, I read the article here about just that sort of attempt. It doesn't change my mind.

Chris, Players and GMs exist at different levels in terms of storylines and decision-making. Game designers are even more distant. I, as game-designer, should not be dictating what the story is in any particular GM's adventure. I certainly shouldn't be determining whether or not a particular player trades his claim to the family farm for a chainmail hood. The game is designed to generate player decisions by utilizing mechanics that limit the scope of player growth and force conflict in what would otherwise be mundane situations. The specific nature of those conflicts and growth choices - and certainly the actual decision made - is not mine to make. GMs write the story of the adventure. So, if the story is about uniting the clans politically to peacefully form a new republic, the player has choices to make but what options are available (because they're integral to the story) are the GM's decision. Even the most freeform, sandbox-ish style of RPG has to have critical junctures where a specific choice is made. Otherwise, there is no actual story, probably no conflict and therefore no actual role-playing game.

I am trying to enforce story-driven gameplay despite the fact that stefoid is right and I am making (despite my best efforts) a simulationist game. Group composition could be troublesome, and I was going to iron out the details of my OP before tackling that bug. Somewhat ironically, the way around this may be using a character goal statement. If a warrior charged with defending his village just left one day to go off an adventure that would be a pretty big deal. But, if it's because his wife and daughter were taken as slaves by an invading tribe, that might explain both the reason for his being outside of the village and the reason why he's teamed up with the motley crew that is the rest of the play-group. So, I like the idea, I will give it more thought and try to iron out a way to make it work without seeming too out of place in the character generation process.

Stefoid, I have been thinking the past two days or so that I should reframe my post here with some insights gained not only by the other posters here but also through re-reading Ron's articles on the whole GNS thing. I don't want to get into a discussion like, "I want to make a sim-nar hybrid with features to keep gamists happy on their leash," mostly because - if you can take a metaphor - I wouldn't write a novel on the basis of literary theory. Ron's article about Simulationist play specifically mentions rules-lite/character driven games as a derivative of 'high-concept' games which seem to aim at providing a specific backdrop to play in rather than, say, directly determining conflicts and such. Since the labels of gamist, narrativist, and simulationist are just as appropriate when applied to players as they are to games, I would like to try to avoid catering to one and not the others. I see little benefit in limiting the potential player base. However, it seems that the more I want to allow disparate and potentially incompatible playstyles the more I thrust myself into this exact category of High Concept Simulation. I am looking to build around covert mechanics (for what I perceived as narrativist motivations) but I don't want those mechanics to be abstracted to the point of arbitrariness (for openly gamist reasons). The actual list of skills and traits has not been written yet, so at least in that case I can take your suggestion without re-writing. As far as the conflict resolution mechanic and trade go, I think I actually did what you suggested. I should start dialing it in on character generation soon.

Thanks to all of you for your insight and contribution to the development of my game. I hope to have a workable rule-set by the end of the month, or at least early December. When the time comes, I will gladly move to playtesting.

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On 11/17/2010 at 11:49am, mreuther wrote:
RE: Re: Project Absalen

SortableBadger wrote:
Quickly, some specific points. Matthew, your last post is on the one hand very depressing and on the other even more depressing. A whole industry built around recycling old ideas will eventually die. If the way to single yourself out publicly/commercially is based around artwork, layout, etc. then homebrewers don't seem to have much of a fighting chance. And yes, I read the article here about just that sort of attempt. It doesn't change my mind.


My point is not that there are no new ideas. My point is that there are a finite number of ways in which you can combine mechanical elements in order to arrive at a playable solution. Because of how the games work there tend to be general ways in which things are done.

That does not preclude innovation, but attempting to avoid repeating x, y, or z simply because it's been done before is not a worthy pursuit if it results in a lesser product.

"No more experience points!" This could be a rallying cry for a design. But does it mean elimination of any kind of advancement? If there's no mechanical method of advancing characters in the game, this would perhaps be considered a "con" rather than the intended "pro" . . .

It took me five runs through mechanics to get to something I found worthwhile. That's resolution, skills, attributes, traits, etc. all drafted before being scrapped. What I actually have arrived at isn't wholly original, nor is is a carbon copy of any system I know of. But I'm not sweating those similarities and differences. I'm working on fleshing out and testing the system I've designed, not keeping a scoresheet of where I could differentiate the design.

If you're more interested in coming up with something completely unique: good luck. I hope it works out for you!

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On 11/17/2010 at 4:49pm, Chris_Chinn wrote:
RE: Re: Project Absalen

Hi SB,

Game designers are even more distant. I, as game-designer, should not be dictating what the story is in any particular GM's adventure. I certainly shouldn't be determining whether or not a particular player trades his claim to the family farm for a chainmail hood.


Perhaps we're having a failure of communication?  If you re-read my last post, I'm not suggesting designing specific goals, I'm suggesting including a step or process to help the group figure out what their, personal, goals would be.  Much in the same way a designer doesn't design a character, but you design a process to assist the player in creating a character.

It CAN be as simple as, "The GM comes up with a general situation, such as 'A struggle for the Throne', and each player needs to create a character who has a vested interest in the situation the GM provides", which is what several games do, but without that step... well, you can look on many forums when people talk about characters who don't fit in with the campaign.

You may also want to think about if you have any mechanical aspects which will help "generate player choices at every turn" with regards to whatever step(s) you put in for the group to identify goals as they play.

Let us know when you have some solid mechanics or mechanical questions!  Right now the disucssion is really abstract and not concretely tied into design, so no one can give really specific or useful advice.  I'd say fiddle around with some basic mechanics and look at some other games for ideas, as well.

Chris

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On 11/18/2010 at 12:38pm, SortableBadger wrote:
RE: Re: Project Absalen

Matthew, your input is appreciated and I wish you luck as well.

Chris, I agree, When you asked about the discrepancy between the comments you quoted I thought you were trying to say that I intended the GM to make choices for the player so I felt the need to elaborate on my position of the relation between designer, GM and player.

My next mechanical step involves combat, specifically weapon and armor interactions. I'm going from a baseline that 'necessity is the mother of invention' to build a system where certain armor types work best against, say, slashing weapons and others against, say, bludgeoning weapons. I'm running into difficulties keeping this system covert enough to fit the design constraint of "minimizing tables." I thought about using equipment traits as a shorthand way of utilizing the mechanics without referencing the rules every time combat happens, such that armors tagged 'plate' resist slashing and weapons tagged 'piercing' go right through anything less tough than thick leather. The specific problem is how to manage the functionality of these equipment pieces outside of their 'extremes.' Using the examples above, what does a piercing weapon do to heavier armors? Further, how can I represent the variety of equipment players would expect without adding lengthy lists/charts/etc.?

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On 11/18/2010 at 12:59pm, mreuther wrote:
RE: Re: Project Absalen

Historically speaking an arrow or bolt from a crossbow will bounce off of a full plate suit unless it hits a joint, which is why joints were then made with protrusions to ward off piercing attacks. Killing people in full plate was a brute force idea. Poleaxe. Big fucking hammer. That kind of deal.

Historic accuracy makes for some pretty brutal play, and a re-invention of the fantasy paradigms we all know and love (to hate . . .) So really this is a question of "how close to real do you want it" and what you're willing to give up getting there.

I'd assume you've looked at RoleMaster already, but in case you haven't, go take a look. Yes, it's chart heavy so not a real option for your design goals, but there are insights to be gleaned from Arms Law regarding at the very least ONE way of looking at such things.

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On 11/21/2010 at 11:41am, SortableBadger wrote:
RE: Re: Project Absalen

The Arms Law thing looks like it might be a good place to start looking when I want the proper tags. As a point of interest, metal armor of any kind will be rare. This isn't a knights-on-a-quest type of game.

Since the roll mechanic is success-based, and the idea is to simplify the mechanical end of the game, I was going to use the number of successes in a combat roll to determine the severity of the wound. Our play group is, in fact, fond of wound-based damage simulation rather than health points; the brutality of the combat should also help achieve the aesthetic desired. Let me use an example to illustrate the issue.

I seem to recall seeing on television a demonstration of a flanged mace striking a steel cuirass and leaving a hole almost identical to a bullet hole. So, the issue I had with determining weapon/armor interactions was along the lines of deciding whether mace-like weapons should be tagged as 'crushing' or somesuch and desireable against plate or if a weapon with a small point of impact should be labled 'piercing' or whatever and desireable against plate. To generalize, is it the weapon type or the physics of the specific weapon?

On the other hand, the hardness of the material must also be considered. Although a wooden club could simply be massive enough to crush plate armor, you would also probably break the club in the process. So, I wanted the material of the weapon to be important as well. This adds complexity, and all of the pros and cons of that decision. However, suspension of disbelief might suffer if I allow stone knives to cut through metal. The decision I made on this issue is that all weapons are recorded with their material such that nobody has a, "broadsword," but may have a, "bronze broadsword," or similar. The material is then rated (I suppose some charting wouldn't be so bad) and the difference between weapon material and armor material affects wound potential. It may be the case that no wooden weapon can damage a character in steel plate armor, but I want the "why" to have an internal explanation rather than leaving it to the player/GM to decide whether or not they like it.

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On 11/21/2010 at 3:20pm, mreuther wrote:
RE: Re: Project Absalen

I think the depth of the system is a very personal thing. Limited damage types, by weapon classes, or individual weapon stats are all completely valid approaches.

I've got the same question running about in my head working on my new system, so I know it's a hard decision.

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On 11/22/2010 at 10:16pm, stefoid wrote:
RE: Re: Project Absalen

Mathew wrote:
Historically speaking an arrow or bolt from a crossbow will bounce off of a full plate suit unless it hits a joint, which is why joints were then made with protrusions to ward off piercing attacks. Killing people in full plate was a brute force idea. Poleaxe. Big fucking hammer. That kind of deal.

Historic accuracy makes for some pretty brutal play, and a re-invention of the fantasy paradigms we all know and love (to hate . . .) So really this is a question of "how close to real do you want it" and what you're willing to give up getting there.

I'd assume you've looked at RoleMaster already, but in case you haven't, go take a look. Yes, it's chart heavy so not a real option for your design goals, but there are insights to be gleaned from Arms Law regarding at the very least ONE way of looking at such things.


Nothing to do with RPGs, but I thought a crossbow was effective against armoured opponents which is why the church and the aristocracy hated the weapon as being 'unchivalrous' or similar - because it allowed a relatively cheaply equipped, cheaply trained peasant to take down a knight at range, which kind of goes against the way things should be which is the knight wading into the peasants from the back of his monstrous horse, impervious in his armor, smacking down the poor peasants left and right - you know, the chivalrous way to do things!

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On 11/22/2010 at 10:34pm, mreuther wrote:
RE: Re: Project Absalen

Arms race. Later crossbows could penetrate lighter suits of plate which were being phased out for better suits all the time. The reason you see the discs and such on late model plate is to combat the one big thing that was the downfall of plate: the joints.

Fact is, missile weapons vs. knights were effective mostly because they were mobility kills. Horses would die, bringing the riders down, injuring them or at the very least making it almost impossible for them to fight further. This is one reason that barding was developed along the same lines as personal armor. Plate barding would allow a horse to avoid many of the kill shots, allowing the mounted combatants to reach the enemy lines and destroy the infantry/archers.

In game terms, it's very difficult to balance certain types of arms and armor, because they span a period of hundreds of years. I mean really, a sling was a devastating weapon at the beginning of warfare. Far more dangerous than it was by the time personal protection involved helmets and padded armor covering the whole body. A short horseman's bow was powerful in it's element, but was no match for a longbow's range and power. Double-mail (kingsmail) was the pinnacle of protection for a while, but it too was no match for the protection afforded by a suit of full plate . . . which of course became far less attractive when gunpowder became more prevalent!

General idea is that certain weapons are pretty much ineffectual against certain types of armor. Full plate needs a can-opener to really be threatened. Not to say lucky shots can't happen as they can. :)

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