The Forge Reference Project

 

Topic: Rethinking Simulationist character creation
Started by: Matt Snyder
Started on: 2/3/2003
Board: Indie Game Design


On 2/3/2003 at 5:26am, Matt Snyder wrote:
Rethinking Simulationist character creation

Well, I’ve read through the Simulationism essay with much interest. If my history of reading and re-reading the GNS essay, I’m bound to misunderstand whole reams of stuff, but I’d like to take a stab at some specific questions regarding Sim. game design.

Specifically, character generation. The essay says:


Character generation
Character generation text and methods are extremely diverse within each GNS mode, which is one of the reasons I favor group communication during this phase of pre-play. For instance, some Gamist-ish games utilize point-allocation systems, which looks similar to the widespread method in Simulationist-ish games. However, for Gamist purposes, this method is all about strategizing tradeoffs, rather than establishing a fixed internal-cause to "justify" the character. <Snip>



Ok, here goes. I’m working on a little homebrew system for my local group. I’ve got a fine system that I dig, and I think it’s pretty clearly Simulation design. Character’s possess five attributes, a number of skills, “traits” (which are sort of one-die bonuses for things like ‘Deadeye’ or ‘Lucky Bastard’), and possibly “Augmentations” which are various cyberware-type kewlness (it’s a cyberpunky game, as conceived).

To resolve a conflict (which I’ve somewhat dubiously titled tasks that may consist of a single action or multiple tasks to fulfill a short-term goal – not sure if that’s “conflict resolution” as the Forge defines it, but I digress) players build dice pools using the ever-familiar attribute + skill + whatever else (traits, augmentations, etc.). Nothing terribly new going on here.

Ok, so Ron’s essay has me thinking about the point I’m at now with this homebrew system. I’ve written up the descriptions for characteristics and the game system mechanics. But this little package is devoid of any character creation yet. I think I realized some of Ron’s points from previous discussion, but the essay reminded me sharply. On to the questions:

First, Ron discusses “layering” in character creation. If I understand this correctly, here’s how that might apply to my game: I’ve envisioned players building characters defining their attributes, then skills, then select augmentations and traits. They’d do all this, I guess, via some points mechanic. Am I right in this Ron?

Ok, so then if I further understand Ron’s point, it’s that “buying” these various characteristics with points can be problematic, especially if there are ratios. For example, 1 point of an attribute might be 6 “character points,” but 1 level of a skill might be only “3.” This is problematic, I think, because it invites -- what was the term? -- Gamism creep? Basically, such a process invites players to make the most effective characters possible, disregarding the simulation of the game (character background for color, for example). This is a Bad Thing. Is it Bad enough to go some other route? What’s a designer to do?

Here’s how I see in in my totally un-illumined, uninspired mind: If I say players get XX points to build their characters, shouldn’t attributes be worth more than skills? After all, they’re used far more often than any given skill. Attributes figure into all roles, skills not necessarily. Is this too much emphasis on character effectiveness, which may be irrelevant in this particular Sim. game? Is the solution something else entirely? What? Is it better to allot XX points for attributes, YY points for skills, and ZZ points for other stuff? How about a completely different approach? Take the prioritization charts familiar to Shadowrun players or The Riddle of Steel players (Yay tRoS!) -- is that approach more or less problematic?

I think that whatever my solution, my group will make characters and have fun. It’s not the end of the world, and they’d likely find a “character point” system entirely familiar and comfortable. On to the game!

However, I’ve noticed a few posts in recent weeks regarding character creation, how it can be dull, how it’s problematic, how can one re-think it. So, I guess I’m asking these questions to do just that -- is there a new way to approach character creation, particularly for Simulationist games?


OK, now for the related part 2 of my uber-question.


Narrativist character creation in some games requires a fair amount of back-story, just as some Simulationist play does, but in the former, it's about establishing a chassis for conflict, metagame, and reward, and in the latter, it's about Coloring the character and providing oppportunities for GM-created hooks. I rank the conflict between these concepts, during play, among the highest-risk situations for the survival of a gaming group. Strategies to resolve this conflict, whether social or design-oriented, are currently not well-developed in the hobby.


Ron, do you think you can expound on this issue some? I’m not getting it (and it’s me being dense, not your writing, I think). For example, how is the process of creating backstory not about setting up rewards in a Simulationist approach? I don’t think, actually, you’re suggesting that it’s not, it’s just that you’ve not said so either way. Is creating backstory in a simulationist game just color and hooks? Can you define hook? Is a hook a bang? Is a bang a Narrative-only event? Even if that’s so, isn’t a hook a chassis for conflict, and one that leads to reward in Sim. games? Obviously, I’ve got myself all muddled up on this one. Looking for some help, thanks!

The reason I ask for help is that I think you’re absolutely right that the confounding of the purposes of backstory is a high-risk issue for gaming groups. In fact, I think this is one issue that’s troubled groups I’ve participated in. Hence my interest in figuring out more of what the heck you mean here. I ask not only for that personal interest, but also for ways of addressing it in my game designs (the system I’ve presented above included).

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On 2/3/2003 at 7:51am, Andrew Martin wrote:
Re: Rethinking Simulationist character creation

Matt Snyder wrote: Ok, so then if I further understand Ron’s point, it’s that “buying” these various characteristics with points can be problematic, especially if there are ratios. For example, 1 point of an attribute might be 6 “character points,” but 1 level of a skill might be only “3.” This is problematic, I think, because it invites -- what was the term? -- Gamism creep? Basically, such a process invites players to make the most effective characters possible, disregarding the simulation of the game (character background for color, for example). This is a Bad Thing. Is it Bad enough to go some other route? What’s a designer to do?

Here’s how I see in in my totally un-illumined, uninspired mind: If I say players get XX points to build their characters, shouldn’t attributes be worth more than skills? After all, they’re used far more often than any given skill. Attributes figure into all roles, skills not necessarily. Is this too much emphasis on character effectiveness, which may be irrelevant in this particular Sim. game? Is the solution something else entirely? What? Is it better to allot XX points for attributes, YY points for skills, and ZZ points for other stuff? How about a completely different approach? Take the prioritization charts familiar to Shadowrun players or The Riddle of Steel players (Yay tRoS!) -- is that approach more or less problematic?

I think that whatever my solution, my group will make characters and have fun. It’s not the end of the world, and they’d likely find a “character point” system entirely familiar and comfortable. On to the game!

However, I’ve noticed a few posts in recent weeks regarding character creation, how it can be dull, how it’s problematic, how can one re-think it. So, I guess I’m asking these questions to do just that -- is there a new way to approach character creation, particularly for Simulationist games?


I'm a bit puzzled how in a simulationist game, Attribute + Skill is seen as the best simulation? :-/ In my experience, this is simplistic. I'd completely separate attributes and skills and definitely not combine them, then the problem of combining them never comes up in game design or in game play. Attributes have their own area of influence. Skills have their own area of influence.

One also has to ask is, why, in a simulationist game, the players each have an equal amount of points to design characters with? It's clearly obvious that some people are more "equal" than others. :) Using a fixed amount of points to "buy" attributes and skills clearly implies that the players are being asked to get the most bang for the buck, which implies gamist intent. A better solution for a simulationist game is simply to have no limit on character design "points"; let the character concept limit the character's "numbers". Fang mentions this concept in his forum.

One "problem" with infinite points allocation to players is that some players will assign arbitarily huge numbers to character descriptors. But this isn't really a problem (unless your game system can only handle a limited range of numbers eg dice pools, Number + Dice, and so on); just use a system which allows an infinite range of character descriptor values.

I've recently been working on alternatives to "points" for character generation. One good solution is based on Ron's Troll Babe and Pendragon personality descriptors. Key character descriptor values are based on opposed pairs. For example, in Pendragon: Modesty opposed by Pride; or in Troll Babe, Combat opposed by Magic. If one needs more descriptor values, use multiple opposed descriptor pairs.

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On 2/3/2003 at 8:56am, talysman wrote:
RE: Re: Rethinking Simulationist character creation

Andrew Martin wrote:
I've recently been working on alternatives to "points" for character generation. One good solution is based on Ron's Troll Babe and Pendragon personality descriptors. Key character descriptor values are based on opposed pairs. For example, in Pendragon: Modesty opposed by Pride; or in Troll Babe, Combat opposed by Magic. If one needs more descriptor values, use multiple opposed descriptor pairs.


as an aside, the cool thing about Trollbabe's "Combat opposed by Magic" single descriptor system is: there is a third descriptor, Social, which is always better than either Combat or Magic. the game design clearly accents the theme of the game.

as for Simulationist character creation, I think the most effect layering technique is to actually have the layers reflect character history. I think Rolemaster was the first to do that, with its different development slots. I've toyed with the idea of seperating character points from skill points entirely, basing skill points on age. of course, in such a setting immortals are going to have monster skills, but in (Sim) theory, they should.

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On 2/3/2003 at 2:51pm, Matt Snyder wrote:
RE: Re: Rethinking Simulationist character creation

Andrew Martin wrote:
I'm a bit puzzled how in a simulationist game, Attribute + Skill is seen as the best simulation? :-/ In my experience, this is simplistic. I'd completely separate attributes and skills and definitely not combine them, then the problem of combining them never comes up in game design or in game play. Attributes have their own area of influence. Skills have their own area of influence.


While I agree that a game can certainly work under this means as you've described, I'm similarly puzzled why the entrenched stat + skill paradigm is so often challenged. Now, I've had this discussion before with Ron and Mike Holmes, and have some notion of why they have objections to it (some of them purely mathematical!). While I acknowledge potential problems, I also find it something that 1) players recognize and therefore can easily "grok" play and 2) something that does make some sense. It's not the only way characters "make sense," but it is one way, I argue.

Regarding Talysman's layering thoughts: I thought about this overnight, and I too like the notion of character creation via backstory creation. However, I don't like how this has been done traditionally. For example, tying skills to age is not at all one way I'd proceed.

One final comment -- I'm getting the vibe from both posts above that because it's Sim., then characters should somehow make sense or be realistic. The age = skill thing, for example, or Andrew's observation that "some people are more 'equal' than others." The game I'm designing is not at all an attempt at realism, it's not even really concerend about real life, what "people are like" and so on.

Rather, the game's an attempt at simulating intense action, a kind of cinematic style that empowers the players to take risks and do funkadelic Actions (Action is a key term in the system as I've written it). Think 7th Sea and Feng Shui, for example.

Which brings me to another point. I adore 7th Sea, and it's a big influence for me. I believe it uses 100 points to construct characters with layered, ratioed points. This is the approach we're discussing here -- has anyone any comments about that game in particular regarding character creation?

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On 2/3/2003 at 4:31pm, Valamir wrote:
RE: Rethinking Simulationist character creation

Andrew, you're coming from the same point that once made me rail against the use of the word simulation. As Ron take pains to point out in the latest essay, the use of the word is not the same as "to simulate" something.

So basically whether attribute+skill is or isn't a good simulation of "how things work" has nothing whatsoever to do with its presence in a "Simulationist" game.

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On 2/3/2003 at 4:49pm, Matt Wilson wrote:
RE: Rethinking Simulationist character creation

Which brings me to another point. I adore 7th Sea, and it's a big influence for me. I believe it uses 100 points to construct characters with layered, ratioed points. This is the approach we're discussing here -- has anyone any comments about that game in particular regarding character creation?


7th Sea is definitely easy to twink, if that's what you're after. I'm playing in a game right now, and the GM handed out a couple pamphlets he found on the Web that actually say things like "make sure you don't buy this skill higher than X level at chargen, because it's cheaper to get it with XP."

I prefer the style of chargen in Dust Devils (or, for that matter, in Mongrel). Not only is it twink resistant, but it's also much much faster. Dividing 10 points among 4 traits, and doing it for three different groups of traits, is much easier to do (for me, anyway) than taking 30 points and dividing them among 12 traits.

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On 2/4/2003 at 6:05pm, Matt Snyder wrote:
RE: Rethinking Simulationist character creation

I've been thinking about this some more overnight, plus I got some helpful insight from discussions going on in GNS Model Discussion -- namely Simulationism vs. Narrativism: Concrete Example, "Likely" Characters (Sim essay), and Sim-Morality (essay thread, long).

Anyway, here's what I've been tinkering with ...

I got to thinking about how to "Color in" some character creation, and do so in a nicely Sim. way. In one sense, I liked the notion of paths that help you build the character -- thigns like career steps and such that define your skills. But, I thought those are somehow too rigid, or at least too, I dunno, boring. Nevermind the infamous old Traveller creation thing that actually can kill your character before you begin actual play. Good grief!

Anyway, I got to thinking that it'd be really cool to proceed with a kind of (God help me) "Choose your own adventure" format in which you select decisions about your character and how he became who he is today. These are just "Career 1" and so on. That might be part of it, but so would family, the way you solve problems, etc.

The system I have in mind would build up your character based on the path you choose, adding 1 Body point here, any Craft skill there, etc. You'd also be instructed to color a bit of your character based on your decision. So, when you choose "I didn't go to school; I lived on the streets" when asked about your character's education, you'd be told to explain why that happened in your character background. Then, you just keep compounding these until the path says "You're done!"

The end result would be a colorful background and a completed character. In one sense, it's hand-holding for background (and may be too limited, I dunno), but on the other it "clouds" the creation of your character's mathematics so that you build a character that's interesting and plausible, rather than one who shoots SMGs superbly. Sure, it could be abused, but it might work well in starting "play before the actual play."

Whaddya think? Would you enjoy this process, if open-ended enough so you can fill in details as you wish? Too confining? Other problems you see that wouldn't work?

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On 2/4/2003 at 6:23pm, xiombarg wrote:
RE: Rethinking Simulationist character creation

Matt Snyder wrote: Whaddya think? Would you enjoy this process, if open-ended enough so you can fill in details as you wish? Too confining? Other problems you see that wouldn't work?
I'd enjoy it. What you're talking about is something like an expanded version of Cyberpunk's "Lifepath" system, also seen in Mekton Zeta. Most people remember those as being random, but they didn't have to be -- you were allowed to pick paths if you wanted to. I LOVED those systems. If you get a chance, check out the version of the system in Mekton Zeta -- it produces excellent Anime backgrounds in the "angst-filled Gundam pilot" vein. Lots of Color, while remaining kinda generic.

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On 2/4/2003 at 6:32pm, Matt Snyder wrote:
RE: Rethinking Simulationist character creation

xiombarg wrote:
Matt Snyder wrote: Whaddya think? Would you enjoy this process, if open-ended enough so you can fill in details as you wish? Too confining? Other problems you see that wouldn't work?
I'd enjoy it. What you're talking about is something like an expanded version of Cyberpunk's "Lifepath" system, also seen in Mekton Zeta. Most people remember those as being random, but they didn't have to be -- you were allowed to pick paths if you wanted to. I LOVED those systems. If you get a chance, check out the version of the system in Mekton Zeta -- it produces excellent Anime backgrounds in the "angst-filled Gundam pilot" vein. Lots of Color, while remaining kinda generic.


Interesting. I'm only vaguely familiar with those (and I knew my idea wasn't exactly new). Couple questions about that:

First, how specific were the choices/rolls? Was it things like: Attended Military Academy: Tactics +20, Firearms +10 (or whatever)? Or, was it more open-ended? How much so?

Also, how many steps/stages were there, and/or were these compartmentalized for different aspects of the character -- Like a "skills" path and a "attributes" path?

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On 2/4/2003 at 6:35pm, szilard wrote:
RE: Rethinking Simulationist character creation

xiombarg wrote:
What you're talking about is something like an expanded version of Cyberpunk's "Lifepath" system, also seen in Mekton Zeta. Most people remember those as being random, but they didn't have to be -- you were allowed to pick paths if you wanted to.


Also worth looking at for this method is Fading Suns - where the path is most explicitly not random, but chosen. IIRC, you choose your general character type (what guild or noble house you're in or in or whatever) and then get to choose how you spent early stages of your life. Within each you get some constrained choices to make. Each stage also has a point-value, so if you need to deviate a bit due to a unique background, you can. Not a bad method at all.

Stuart

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On 2/4/2003 at 6:53pm, Matt Snyder wrote:
RE: Rethinking Simulationist character creation

szilard wrote:
Also worth looking at for this method is Fading Suns - where the path is most explicitly not random, but chosen. IIRC, you choose your general character type (what guild or noble house you're in or in or whatever) and then get to choose how you spent early stages of your life. Within each you get some constrained choices to make. Each stage also has a point-value, so if you need to deviate a bit due to a unique background, you can. Not a bad method at all.

Stuart



Yes, this one I'm definitely familiar with. I love Fading Suns ... well, the setting anyway! I have no beef with this part of the 2nd ed. rules. They actually work pretty well, as I see it. However, i'm looking for something more personalized for each character. If I remember rightly, in FS, you select a couple phases of your path, and each phase is really rather like a template of skills you receive. Is that memory correct?

More importantly, does the Fading Suns system create "fair" characters that have the same "point" value going in (but maybe not same effectiveness coming out)? The concept I'm toying wouldn't really try to hard at "equalizing" characters.

Also, the "choose your own adventure" idea I have is much more atomic and specific about helping you craft aspects of your character's personal history.

Now, whether it would actually work I have no idea. I'll tinker some. One thing I'd really like to do is create an online character generator using a Flash application than helps you construc the concept as you go along, then output somethign you could save or print out. Just dreaming ...

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On 2/4/2003 at 7:04pm, Mike Holmes wrote:
RE: Rethinking Simulationist character creation

Also see "Run Out the Guns". Takes Rolemaster chargen, which normally can take hours (or days for the math and computer challenged), and makes it a five minute process (other than the physical recording). For real.

Basically, you choose a basic template for the character. Then you choose two additional backgrounds that represent stuff the character has done previously, or learned along the way, etc. Then just add them all together on one sheet.

This is really not too far from the class/race thing, or any other of the splat systems where you just choose a cross of a few selections. Chineese Menu selection Mearls called it.

As long as you have enough basic options the combinations multiply quickly. D&D has about 50 viable combinations just looking at class/race alone (and that's just using the standard stuff).

Just combine something like this with a lifepath sort of thingie, and I think you're off and running.

Mike

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On 2/4/2003 at 7:05pm, Mike Holmes wrote:
RE: Rethinking Simulationist character creation

Matt Snyder wrote: One thing I'd really like to do is create an online character generator using a Flash application than helps you construc the concept as you go along, then output somethign you could save or print out. Just dreaming ...

Not a dream. Make it function mechanically, then contact me.

Mike

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On 2/4/2003 at 7:08pm, contracycle wrote:
RE: Rethinking Simulationist character creation

Matt Snyder wrote:
Now, whether it would actually work I have no idea. I'll tinker some. One thing I'd really like to do is create an online character generator using a Flash application than helps you construc the concept as you go along, then output somethign you could save or print out. Just dreaming ...


Good idea. The HW Clan Generator is an excellent example of this sort of concept; check it out if you have not seen it at their site http://www.glorantha.com - go to tribes, orlanthi. Combined with things like the heromachine, I think theres a lot of potential in this direction.

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On 2/4/2003 at 7:14pm, szilard wrote:
RE: Rethinking Simulationist character creation

Matt Snyder wrote:
Yes, this one I'm definitely familiar with. I love Fading Suns ... well, the setting anyway! I have no beef with this part of the 2nd ed. rules. They actually work pretty well, as I see it. However, i'm looking for something more personalized for each character. If I remember rightly, in FS, you select a couple phases of your path, and each phase is really rather like a template of skills you receive. Is that memory correct?


I think so. I know it included some things other than just skills (the Merit/Knack equivalent, Attributes maybe?). I don't remember precisely, but I think there were also some options within each stage (say, "two levels of a tech skill of your choice" instead of "Think Machine 2" or something).


More importantly, does the Fading Suns system create "fair" characters that have the same "point" value going in (but maybe not same effectiveness coming out)? The concept I'm toying wouldn't really try to hard at "equalizing" characters.


Each life stage had a point value. Every character had the same total point value, I think. Whether or not those characters were equally effective... ::shrug::


Also, the "choose your own adventure" idea I have is much more atomic and specific about helping you craft aspects of your character's personal history.


How so? I think I'm not entirely clear on what you're proposing.

Stuart

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On 2/4/2003 at 7:23pm, xiombarg wrote:
RE: Rethinking Simulationist character creation

Matt Snyder wrote: Interesting. I'm only vaguely familiar with those (and I knew my idea wasn't exactly new). Couple questions about that:

First, how specific were the choices/rolls? Was it things like: Attended Military Academy: Tactics +20, Firearms +10 (or whatever)? Or, was it more open-ended? How much so?

Also, how many steps/stages were there, and/or were these compartmentalized for different aspects of the character -- Like a "skills" path and a "attributes" path?
Uh, well, all of the above.

In all incarnations, it's essentially a flowchart. Where you go on the flowchart is either determined by random roll or, as I said, you can just override randomness and choose. In Cyberpunk, there were certainly sections of it that were like "raised on the streets, gain +1 to your Streetwise" or whatever (I don't have a copy at work so I'm making up these examples, to some extent). But in all versions, it determined things like how many siblings you had, and the Mekton Zeta version went further, where you could come up with things like: "I have this enemy, who used to be my lover, who hates me because I was responsible for an accident in which she was disfigured." The latter was determined by a part of the chart where you determined how many enemies you had, and then for each enemy who they were and why they were an enemy, though the medium of several charts.

In both versions, the Lifepath was seperate from stat generation, and influenced but did not determine all your skills (moreso in Cyberpunk), as in both Cyberpunk and Mekton Zeta you chose an archetype or role, like "Solo" (aka Street Samurai) in Cyberpunk or "Pop Singer" in Mekton Zeta.

(Mekton Zeta was also notable in its very Simulationist attitude toward the Anime mecha genre: Characters were either "rookie" or "experienced". Rookie characters had very low skills, but could increase them greatly through play, like Rick Hunter in Robotech. "Experienced" characters had high skill levels, but they didn't increase them much during play, like Roy Fokker in Robotech. This very much was like character "advancement" works in a lot of mecha-oriented Anime -- either a character goes from competent to incompetent rapidly or remains more or less the same throughout a given Anime series. But I'm getting off the topic, I think...)

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On 2/4/2003 at 7:33pm, Matt Snyder wrote:
RE: Rethinking Simulationist character creation

szilard wrote:

Also, the "choose your own adventure" idea I have is much more atomic and specific about helping you craft aspects of your character's personal history.


How so? I think I'm not entirely clear on what you're proposing.

Stuart


More than fair question! I'm getting pretty abstract here, and probably not using the best word-choice.

Ok, the reason that this process I'm conceiving helps more with backstory is that each stage is a decision or event in your character's history. You as a player have to make a choice about which "path" your character chose, then you have to specify what it was and why he did it.

So, rather than saying your character is, say, a House Decados Noble and therefore you get skills X, Y, and Z, this concept instead says something like this:

Stage 3 (or whatever)

Is your character educated?

No, he learned to live on the streets. (+1 Body, Knowledge: Streewise +1): Go to stage 4.

Yep, but just high school. (+1 Influence, select any skill +1)
Go to stage 10.

Yes, some college (+1 Wits, any Science skill +1)
Go to stage 22.

Yes, graduate level or better (+1 Wits, any Science skill +2,
Go to stage 24.

Before you go to Stage (whatever) however, the "quiz" prompts you to write down how and why your character was educated. Maybe this stage includes even some more details, requiring you to detail a contact you made in school, or maybe why your first love dumped you at the prom.

Or whatever. Point being that this process would have MANY possible steps (far more than Fading Suns 2-3 step process) that get down to the details of your character. All your characteristics, skill, traits and more are defined by this process -- you do not roll or buy characterisitics in any other fashion, nor do you get freebie points later. Instead, this process builds your character and at each step you're also building a colorful backstory.

So, while it sounds neat-as-can-be, I'm concerned that it's just too granular, and therefore limiting. If I try to define even just whether your character went to school, am I ignoring possibilities like: None of the above--I was born, raised and educated by wolves? Or something like that.

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On 2/4/2003 at 7:38pm, Matt Snyder wrote:
RE: Rethinking Simulationist character creation

Man, somehow while composing I missed Mike & Gareth's posts. Anyway, thanks for the prodding on that front, guys. I've been using Flash aps a lot at work, and though this would be a bit of a "step-up" from my proficiency, it'd be a great learning tool with an awesome result. I'll give it some serious thought. I'm going to start writing some notes/flowcharts on how this path thingy would work, then perhaps set on getting it "encoded."

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On 2/4/2003 at 8:41pm, szilard wrote:
RE: Rethinking Simulationist character creation


So, while it sounds neat-as-can-be, I'm concerned that it's just too granular, and therefore limiting. If I try to define even just whether your character went to school, am I ignoring possibilities like: None of the above--I was born, raised and educated by wolves? Or something like that.


...or went back to school later in life, or whatever. Remember that if you are going linearly, temporal order of stages might become an issue.

I see where you're going. It is certainly an interesting twist.

I'm inclined to think, though, that it might just be a somewhat-less-granular version of what FS does. Is it still to granular/limiting? I think that depends upon the setting and the realm of possible character choices for the game...

Stuart

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On 2/4/2003 at 9:02pm, Matt Snyder wrote:
RE: Rethinking Simulationist character creation

szilard wrote:
...or went back to school later in life, or whatever. Remember that if you are going linearly, temporal order of stages might become an issue.

I see where you're going. It is certainly an interesting twist.

I'm inclined to think, though, that it might just be a somewhat-less-granular version of what FS does. Is it still to granular/limiting? I think that depends upon the setting and the realm of possible character choices for the game...

Stuart


Ah, two crucial points. It WOULD NOT be linear/chronological. You're right that this would cause problems.

Second, is that this WOULD be for a defined setting, a cyberpunk setting that I define (or other setting should I use this system elsewhere ... ). Therefore, you're absolutely right that one cannot simply have "Any" character. Rather, the engine should spit out characters suitable to what's going on in the game.

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On 2/5/2003 at 1:41am, RobMuadib wrote:
Aria's "Path" System

Matt

Hey, thought I would mention one of the most detailed of these types of systems I have seen. That is the character creation system for Aria.

Aria was all about detailed character creation derived from the setting, which in this case was a medieval period deal. Anyway, you developed your character year by year I think it was, typing from memory here. Based on your character's status within the society, you had options for various skills you could learn that cost so many Design Points.

Along the way you character could get special event based development points that allowed to get skills from different social status/cultural heritages, along with a defining bit of character history. So you developed character year by year determining skills, advantages, etc year by year for the character as I recall. It was interesting because it allowed for special opportunities, and was initimately tied into the characters cultural/racial heritage as developed from the game world.

Anyway, if you are interested I can drag the book out and provide some more concrete info on how it was constructed.

HTH

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On 2/5/2003 at 2:55am, Stuart DJ Purdie wrote:
TW2000 / Dark conspiracy chargen

Just another entry in the bibliography really. Twilight 2000 and Dark conspiracy boh use a set of careers option to character generation. It's based of the Traveller system.

It bears examining for a few reasons. Firstly, it's totaly deterministic. Secondly, it's not total. That is, there are elements of chargen outside of the lifepath. I've got the book in front of me, so a description is in order:

The first step was to determine the characters attributes: strength etc. Notable inclusion of Education and Empathy (generic mystical catch all). Skills are cheaper to buy up to the level of the stat, and more expensive once over the stat level.

Next a set of 4 skills were pick, and start at level 2. We are now on the path proper. Each 'career' represented a 4 year chunk of the characters life. Options have various pre-requisites, such as education 5+ for university, or two terms spent at grad school for professor. Each career gave a number of skil points. Typicaly it was fixed list the first time it was taken, and then x points to split between limited list of skills for the subsequent terms in that career. Notably, each career also allowed one (in general) point to be allocated to a large (but not complete) list of skills, representing a secondary activity.

After taking several terms, ageing caused the player to check for stat loss, in the physical stats.

Had it's flaws, but seemed to work. The main flaw was that a small number of careers gave acess to all of the 'important' skills - in other words, Currency issues (in this case character age) tended to steer character to certain careers. A larger number of smaller careers would have resolved this, or a smaller number of carrers. Note that the latter is the route that DnD3 took.

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On 2/5/2003 at 4:15pm, Mike Holmes wrote:
Re: TW2000 / Dark conspiracy chargen

Good notes in general, Stuart. Note that Traveller: the New Era used the same system as Dark Conspiracy (which as you note was derived itsef from earlier Travller editions), which was considered GDW's "house system" at the time. Had no name, interestingly.

I'm a little baffled by the deterministic comment, however. Stats were random, and the player picked each career move (except in the funny case of the "criminal" selection which could result in a subseqent "Prisoner" term).

Stuart DJ Purdie wrote: Had it's flaws, but seemed to work. The main flaw was that a small number of careers gave acess to all of the 'important' skills - in other words, Currency issues (in this case character age) tended to steer character to certain careers. A larger number of smaller careers would have resolved this, or a smaller number of carrers. Note that the latter is the route that DnD3 took.


This is a problem with the system's predilection towards combat. If combat skills were not so emphasized, then players could have felt more at ease selecting the professions that instead were more interesting to them. Or were you referring to some other skills? I personally liked the range of characters that the system produced, especially for Dark Conspiracy. I don't see it having lots of replayability, but then, that's not a concern of mine. See, given that I would never run it more than once for anyone (what's the point once they know the secrets?), the players didn't know the system, and picked what sounded interesting. I've run the campaign for three separrate groups and it's been great each time. DC is a marvel of focus.

Mike

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On 2/5/2003 at 4:32pm, Ron Edwards wrote:
RE: Rethinking Simulationist character creation

Hi Matt,

I'm not sure what to say except to point you toward both early Traveller, the first edition of Cyberpunk, and most especially, the under-rated game Mutant Chronicles. The latter especially builds nearly all of the character's capabilities via a mostly-randomized series of sequential events in his or her life to date prior to play.

Otherwise, I hope you can see that most of the questions in this thread are hugely general or demanding in their current phrasing. I'd do a lot, lot better (especially for this forum) if they were specified to a particular game with text-so-far that I can see.

One comment I have about almost all the posts on the thread is that they demonstrate rampant within-mode Synecdoche: "Sim has to have both attributes and skills? But why?" I didn't say that. I'm talking about many historical examples and why that structure has been robust for so many years.

Best,
Ron

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On 2/5/2003 at 5:01pm, Stuart DJ Purdie wrote:
RE: Re: TW2000 / Dark conspiracy chargen

Mike Holmes wrote: I'm a little baffled by the deterministic comment, however. Stats were random, and the player picked each career move (except in the funny case of the "criminal" selection which could result in a subseqent "Prisoner" term).


I was refering to the lifepath aspects, not total chargen. (I'd also forgotten the random stat generation option. We always used to point allocation).

Mike Holmes wrote: If combat skills were not so emphasized, then players could have felt more at ease selecting the professions that instead were more interesting to them. Or were you referring to some other skills?


The main skill groups were the Combat skills, Intellectual skills and Empathic skills. We tended to find each character covered one of the three, by limited routes.

The 'problem' may well have been the groups play style, which was Sim / Gamist. Also it was played continously, so we could learn the careers.

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On 2/5/2003 at 11:44pm, Matt Snyder wrote:
RE: Rethinking Simulationist character creation

Ron Edwards wrote: Hi Matt,


Otherwise, I hope you can see that most of the questions in this thread are hugely general or demanding in their current phrasing. I'd do a lot, lot better (especially for this forum) if they were specified to a particular game with text-so-far that I can see.

Best,
Ron


Ask and ye shall receive:

Avatar-13 playtest version 1. (PDF file)

The text is very much a work in progress, so forgive any goofy editing errors. The game is "mostly" there -- key elements missing are metagame mechanics and, naturally, some character creation engine (though the character rules and such are there).

Unleash the Simulationist hounds ... I offer up this sacrificial lamb as a "real-deal" model for criticism and analysis, especially in light of this thread and Ron's recent essay.

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On 2/6/2003 at 3:58am, Andrew Martin wrote:
RE: Re: Rethinking Simulationist character creation

Matt Snyder wrote: While I agree that a game can certainly work under this means as you've described, I'm similarly puzzled why the entrenched stat + skill paradigm is so often challenged. Now, I've had this discussion before with Ron and Mike Holmes, and have some notion of why they have objections to it (some of them purely mathematical!). While I acknowledge potential problems, I also find it something that 1) players recognize and therefore can easily "grok" play and 2) something that does make some sense. It's not the only way characters "make sense," but it is one way, I argue.


Hi, Matt. I've been reading through Avatar-13, and I'm roleplaying a munchkin player. :) Avatar-13 seems much like Star Wars D6 from WEG, with the addition of Wagering D6s before rolling dice.

I've noticed that "Will" seems to be the most valuable attribute (the best attribute to buy as high as possible), as it's the limiting value for "skimplants", and it's combined with "Body" to get "Health" (hit points). So as a munchkin, I'd get Will as high as possible at the start because in the game it gives me the most "plusses", then probably Body as it's the second most important attribute, then Coordination. Wits and Influence would be as low as possible.

Also, I'd go for "Alpha class Augmentations" (cybernetics that enhance attributes), as this would improve skills more than most "Beta class Augmentations" (cybernetics that improve or add skills), after getting a "Skimplant" (Beta cyberware that negates the need for skills).

For Traits, I'd pick: Deadeye several times (because it's not forbidden); Gear Head, helps with mechanical devices (guns); Lightning Reflexes (better dodge), and maybe Fast as Hell.

For skills, I'd go for Small Arms, and Long Arms (rifles) and Profession (Mercenary), and I'd point out to the GM that in certain situations Skills don't have to be rolled, so as Profession (Mercenary) and "Gun skills" are clearly complementary, can I combine both? :) :D

During game play (combat for a munchkin), I wouldn't bother using wagers unless I knew what the opponent's skill level was or the difficulty number. That's because the examples for the wagers seem too limiting, compared to other games that feature player narration. I'd prefer to just use the biggest guns my PC could get, reduce NPC's health levels with damage from big guns, and then moan and whine at the GM for taking the big guns away. :) I'd probably use Traits as Wager levels in most situations.

In your earlier post, IIRC, you mentioned that you wanted Action for combat. Avatar-13 combat doesn't seem to provide this. That's because characters seem to have too many hit points. It looks like it will be too hard to get a one shot kill. This tends to provoke "foolish" behaviour in games that are intended to simulate action movies. Also, it's harder for PCs to great things because it take too many rolls to put down a NPC. For example in many action movies, the hero takes down a unimportant guard in just one stroke or shot. To do so in Avatar-13 seems impossible without using a big gun. To best simulate an action movie, PCs need to be able to do this regularly and well, if they're at all skilled.

This is based on my experience in playing Starwars D6 and in designing and playtesting a cinematic/gritty combat system.

I hope that helps!

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On 2/6/2003 at 4:44am, Matt Snyder wrote:
RE: Re: Rethinking Simulationist character creation

Curiouser and curiouser. The Star Wars angle I had not at all considered. The mechanics ARE rather like Jared Sorensen’s Ars Mechanica, but I only found that out (from Jared!) after I had proposed the thing to him indirectly.

Anyway, by munchkin, I presume you must mean Gamist player (someone who makes generally Gamist decisions), especially since it appears to me that all your “munchkin” techniques were aimed at 1) presuming combat is the end-all, be-all of “what you do” in this game and 2) you’ve taken the best, safest routes to combat victory.

So, what lead to this decision? Purely devil’s advocate? Because I think that type of player would be sorely dysfunctional in this game. It is, in fact, not especially geared toward combat, any more so than it is, say investigation or infiltration.

I think there are two problems from my end. One is that I’ve got a few misleading or poorly written areas that need to better guide folks in another diretion upon reading the system. The other is that much is missing here, not least of all metagame mechanics which might help improve some things you observed.

Couple specifics: You cannot take a Trait more than once. So, no you can’t take Deadeye for everything. HOWEVER, I think the effect is the same, because Deadeye applies to nearly everything that shoots or is thrown. Same difference.

There is no differentiation between Small Arms and “Long Rifle.” Small arms covers all firearms, except for big, huge machine guns you can’t carry.

On Wagers (important stuff!):

Should players always know what the target is? I have assumed yes, but it’s interesting that you were planning on hedging bets if not. I’ll consider that issue, but I think it likely that they should be open and transparent to all. You will know your target, and therefore what kind of risk you’re taking. Other thoughts on this issue, anyone?

Too many hit points?!? I figured there were far too few. Average folks will have 5-6, I think. Perhaps a bit more. That’s pretty easily one or two shots from a gun to put you down.

Consider it like this: A decent “Combat” character should have about 7-8 (4 attribute, 3 skill, maybe a trait) in his action pool when shooting, if not more. Even against a slightly above average character who is passively defending, his target might be 16. With 4 dice, he can pretty reasonably hit that, allotting 3 or 4 to extra damage. For a weapon that does even just 1 or 2 Trauma + effectiveness, that’s 4-6 Trauma. Six trauma should ruin most character’s days.

In addition, there will be mook rules, such that dispatching goons will be easier than dispatching a “real” character. Hence, action galore. Those security goons Neo and Trinity blast to pieces in firearm choreography? Yeah, they’re toast here too.

Further, I think the Fortune mechanics are crucial, because the way I’m thinking they’ll work right now is that you’ll get to add Fortune as “Free Wagers,” meaning you get to increase your Wager by spending Fortune, but not affect your Aciton Pool. Crank up the damage, the targets, you name it! Of course, that’s pretty much absent from the playtest PDF so far!

Finally - - your observations DO help! I don’t mean to sound like I’m getting all defensive. Far from it -- you’ve got some great points, and I’m doing my best to keep up with “patches.”

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On 2/6/2003 at 5:17am, Andrew Martin wrote:
RE: Re: Rethinking Simulationist character creation

Matt Snyder wrote: Anyway, by munchkin, I presume you must mean Gamist player (someone who makes generally Gamist decisions), especially since it appears to me that all your “munchkin” techniques were aimed at 1) presuming combat is the end-all, be-all of “what you do” in this game and 2) you’ve taken the best, safest routes to combat victory.

So, what lead to this decision? Purely devil’s advocate? Because I think that type of player would be sorely dysfunctional in this game. It is, in fact, not especially geared toward combat, any more so than it is, say investigation or infiltration.


I picked Munchkin (gamist approach), because my play group includes two munchkins and a powergamer in it. Munchkins test a RPG to "destruction" and they can very quickly point out problems with a rules set. I prefer RPGs where munchkins and powergamers make decisions with the same effect as a role player would. I also don't want players disadvantaged because they don't know a RPG well enough to min-max it to get the most game power.

I also picked combat as the mode of play, because I noticed that combat was emphasized in the rules, and combat defeated opponents conclusively. The interaction rules didn't work like combat, and implied that an opponent could still act after being defeated. So it becomes obvious that high character combat "power" has the most in-game power in that it definitely defeats opponents.

If Avatar-13 isn't intended to have combat as being important, I'd suggest deemphasizing combat and combat related stuff like health and weapon damage values. In other words, making combat act just like a skill roll.

Matt Snyder wrote: Should players always know what the target is?


Managing information flow is very important, I've discovered in play. While role-players can act as if they don't have this information, both munchkins and power gamers will find ways to utilise this information and play accordingly. This produces behaviour in players that causes the roleplayers to be offended by the munchkins ("They're not in character!"), and the munchkins to assume that the role-players are being needlessly silly ("we know it's dead, nothing can survive 134 points of damage!"). By keeping information indeterminate to players until their characters find out about it, both roleplayers and munchkins behave (their characters act) in the same general way, which is usually the desired way to best simulate the setting/genre.

It's also why I prefer to use setting specific numbers or descriptor values for character attributes and skills. That way the roleplayers aren't offended by the munchkin describing his character with the numbers on the character sheet. Instead, a player describing their character using the setting specific descriptors sounds like a normal inhabitant of the setting, instead of a crazed loon! :)

I hope that helps!

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On 2/6/2003 at 5:28pm, Matt Snyder wrote:
RE: Re: Rethinking Simulationist character creation

I've been mulling this latest response over, and it's struck me why I can't sufficiently answer some of your points ...

You've said you chose to "roleplay" a Gamist critic (for the fine reason that your particular groups includes such players). However, my reply was that this would be dysfunctional. I realized how to better explain why that's troubling to me.

What your role as Gamist critic laments is that the game as presented is NOT incoherent. (or possibly abashed?). That is, the game is "broken" from a Gamist standpoint, and therefore I should attempt, presumably, to fix the some of those issues.

But, isn't doing that going to break the game more so by actually making it incoherent? What games are successful, in your estimation, of allowing "munchkins and powergamers make decisions with the same effect as a role player would?" (This isn't a rhetorical question -- I'd be curious to hear!)

Is "mode-proofing" a coherent game necessary? I'm not sure either way, because Ron seems to imply in the Sim. essay that it is probably a good thing to avoid "Gamism creep." But, on the other hand is "fixing" Gamist concerns in a game intended to be coherent Simulationism rather like putting one's finger in the dyke? Can you ever satisfy Gamist concerns that the game is "broken?"

Remember one key context here -- you proceded to explain how you'd choose this and that superior combat advantage. BUT, this thread itself is a means to question whether you'd be allowed to do so in some new, re-thought character creation system.

So then my question is, can't a Gamist "break" most games? Godlike, for example, has the Hyper Sniper, a deadly dude indeed. But one of Ron's criticisms of Godlike is that its system, or key parts of the system, seems to be a stop-gap to address concerns like this, rather than a good, solid reason for its own sake (Exploring setting and situation, for example).

This is not to say your criticisms here aren't valuable. They are -- for example, whether and how to rewrite the thing to de-emphasize combat. That is one area I'll be looking at in particular, and thanks for putting the critical eye there. And your gamist approach in general I view as a helpful Devil's Advocate position.

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On 2/6/2003 at 6:35pm, Mike Holmes wrote:
RE: Re: Rethinking Simulationist character creation

Matt Snyder wrote: Is "mode-proofing" a coherent game necessary? I'm not sure either way, because Ron seems to imply in the Sim. essay that it is probably a good thing to avoid "Gamism creep." But, on the other hand is "fixing" Gamist concerns in a game intended to be coherent Simulationism rather like putting one's finger in the dyke? Can you ever satisfy Gamist concerns that the game is "broken?"


I'll have to reread that, because I thought that Ron was saying that preventing creep was something that games did, but was detrimental to their design.

I'm with your later comments. Design a game that promotes a mode of play, not one that prevents the others. Because prevention is just not effective, and, if the game successfully promotes a certain mode then there's nothing to prevent anyhow. For those players who play the game against mode, despite the attempt by the system to promote something, these players are playing the wrong game. The idea that you can make a Sim game accessible to Gamist players is simply not part of the design goal.

OTOH, if a mechanic, or certain parts of the system do promote Gamism then you'd better be sure that the system is a coherent hybrid.

Mike

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On 2/6/2003 at 7:17pm, Matt Snyder wrote:
RE: Re: Rethinking Simulationist character creation

Mike Holmes wrote:

I'll have to reread that, because I thought that Ron was saying that preventing creep was something that games did, but was detrimental to their design.

I'm with your later comments. Design a game that promotes a mode of play, not one that prevents the others. Because prevention is just not effective, and, if the game successfully promotes a certain mode then there's nothing to prevent anyhow. For those players who play the game against mode, despite the attempt by the system to promote something, these players are playing the wrong game. The idea that you can make a Sim game accessible to Gamist players is simply not part of the design goal.

OTOH, if a mechanic, or certain parts of the system do promote Gamism then you'd better be sure that the system is a coherent hybrid.

Mike


Aggh! Well, I've probably misrepresented him, then. Sorry, Ron! At least my heart's in the right place ... maybe even my head. Yeah, I'm with you Mike. You've said it better and more directly than I have, as usual.

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On 2/7/2003 at 4:44am, Andrew Martin wrote:
RE: Re: Rethinking Simulationist character creation

Matt Snyder wrote: ...the game is "broken" from a Gamist standpoint, and therefore I should attempt, presumably, to fix the some of those issues.

But, isn't doing that going to break the game more so by actually making it incoherent?


At the moment, Avatar-13 rewards gamist players. I'd suggest removing the Gamist rewards from your Simulationist game. Wouldn't that make the design better and more coherent? :) This can easily be done by snipping the link between attributes and skills; refactoring attribute names so that they better reflect important attributes that people have in your setting; let players have a default 1D6 roll when no attribute or skill applies, and regarding attributes and skills as extra dice on top of the default 1D6 roll.

Matt Snyder wrote: What games are successful, in your estimation, of allowing "munchkins and powergamers make decisions with the same effect as a role player would?" (This isn't a rhetorical question -- I'd be curious to hear!)


My games. :) All I did was try out games with munchkins, power gamers, and roleplayers, see what they did, and write rules to compensate.

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On 2/7/2003 at 7:11am, Andrew Martin wrote:
RE: Re: Rethinking Simulationist character creation

Matt Snyder wrote: Is "mode-proofing" a coherent game necessary? I'm not sure either way, because Ron seems to imply in the Sim. essay that it is probably a good thing to avoid "Gamism creep."


In a coherent game for either simulation or narrativism, I think that there would be very little to break by a gamist player. That's because there would be no reward to do so in the game system.

The rewards that are in the game system operate to "attract" players to play in the desired mode. So a narrative game rewards players for making their character's lives more interesting, and punishes players for making their character's live more boring.

I'm not sure what "Simulation" RPG should reward, except that it shouldn't reward Gamist play! :)

Matt Snyder wrote: But, on the other hand is "fixing" Gamist concerns in a game intended to be coherent Simulationism rather like putting one's finger in the dyke? Can you ever satisfy Gamist concerns that the game is "broken?"

Remember one key context here -- you proceded to explain how you'd choose this and that superior combat advantage. BUT, this thread itself is a means to question whether you'd be allowed to do so in some new, re-thought character creation system.


A character generation system like the ones discussed still lead to gamist play. The gamist player sees that certain values in the game are better than others (combat better, Attribute + Skill, and so on), then traces a route "backwards" through the character generation process to the start, then progresses "forwards" through the character generation process, so generating the desired powerful character, with out regard to the "character concepts" the game text describes, but doesn't enforce through the rules.

Matt Snyder wrote: So then my question is, can't a Gamist "break" most games? Godlike, for example, has the Hyper Sniper, a deadly dude indeed. But one of Ron's criticisms of Godlike is that its system, or key parts of the system, seems to be a stop-gap to address concerns like this, rather than a good, solid reason for its own sake (Exploring setting and situation, for example).


Many conventional (non-indie) games are relatively easy to break by a gamist player, and those players that aren't gamist but want a powerful character (to better reflect a desired character). Adding more rules and more options and more details doesn't stop this process; it just delays it. The easiest way to stop this process right from the start, is to design the game system so that gamist play isn't rewarded and instead reward the desired mode of play.

This usually means stop using systems that are virtually identical to conventional RPGs! Instead use systems that work better. :) And to do that, one has to decide from the start: is the RPG a Game, a Story, or a Simulation? Then build the system to reward that style of play and don't reward other styles of play.

I hope that helps!

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On 2/7/2003 at 2:59pm, Matt Snyder wrote:
RE: Re: Rethinking Simulationist character creation

Ok, I'm not following you on this one. On the one hand, you're saying that coherent Sim. and Nar. games wouldn't be broken by a Gamist because there's nothing to break. However, on the other hand(?) you're saying that in most any character creation (or at least those discussed so far) a gamist would just reverse-engineer a combat monger.

Now, it's not clear to anyone, or at least me, whether completed versions of those character creation processes we've discussed are Sim. and/or coherent. And further, I think you're probably right that Avatar-13 thus far over-emphasizes combat (I'm not convinced it rewards it as yet, because we've not discussed reward mechanics in the game).

So, are you saying that 1) until the combat is diminished to the level of any other skill / action an 2) until the game does not reward such combative elements that Gamists will break the thing? Can you suggest a character creation system that does not encourage the Gamist to engineer a combat platform?

One thing I'm still not satisfied about is whether such a Gamist-approach critique is the right way to proceed. Take Pendragon or Godlike, which this discussion (and others) at least seems to indicate are coherent Simulationist games. Can a gamist break these games? Does he do so especially because the presumption from square one is that combat is the key focus of the game? Or are the just plain ol' "broken" when the gamist gets ahold of them, regardless of his assumptions?

Does this further mean that combat cannot be the emphasis of a coherent Sim. game because it will be "abused" by Gamist players? Clearly, Godlike emphasizes combat. Is it broken, from the Gamist perspective?

Finally, can you specify how and why Avatar-13, as presented in its depressing-for-me rough form, rewards combat? I want specifics man! For example, what is the stat + skill thing broken, and how is your suggestion of the base 1d6 a fix for that problem? How else does the game reward the gamist over the simulationist? How can it reward at all with no explicit metagame mechanics to weigh rewards and choices of players?

Oh, and by the way -- what is your game you alluded to?

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On 2/7/2003 at 3:59pm, ThreeGee wrote:
RE: Rethinking Simulationist character creation

Hey Matt,

It's all about protagonization, baby! If a game is about combat on a mechanical level, then I want my character to be good at combat, so that when my initiative comes around, at least I can do something.

The same is true for talky games like Vampire, which reward good social rolls rather than good combat rolls. When the dice fall, the best character concept in the world will not help. It is all about pure, raw numbers on a page.

In my not-very humble opinion, I feel every game should acknowledge all three modes, while overtly supporting one (or maybe two). Every game has sim, game, and narrative elements, and those elements must be dealt with in an even-handed manner. However, the mechanics will determine which of the three come out on top when the game is running with full momentum.

Later,
Grant

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On 2/7/2003 at 3:59pm, Ron Edwards wrote:
RE: Rethinking Simulationist character creation

Hello,

Um, this has been a pretty theory-heavy thread from the beginning. I'm thinkin' that when someone wants to discuss some aspect of it that is wholly about "how Sim rewards do Gamist stuff" or similar weirdness at the more abstract level, then they really need to consider taking it to Theory in its own thread. Matt's been good on keeping it more about his game in development, but you guys need to help him do that.

Best,
Ron

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On 2/7/2003 at 10:04pm, Andrew Martin wrote:
RE: Rethinking Simulationist character creation

Matt Snyder wrote: Ok, I'm not following you on this one. On the one hand, you're saying that coherent Sim. and Nar. games wouldn't be broken by a Gamist because there's nothing to break. However, on the other hand(?) you're saying that in most any character creation (or at least those discussed so far) a gamist would just reverse-engineer a combat monger.


Yes, for both sentences. :) The reason why the gamist would reverse-engineer the character creation is because there is incentive and reward to do so in the rules of Avatar-13, which are: attribute + skill, combat better than interaction, cyberware for attributes that boosts skills, and so on.

Matt Snyder wrote: So, are you saying that 1) until the combat is diminished to the level of any other skill / action and 2) until the game does not reward such combative elements that Gamists will break the thing?


That's right. :)

Matt Snyder wrote: Can you suggest a character creation system that does not encourage the Gamist to engineer a combat platform?


Step number zero is to remove the rewards for gamist play. This removes the incentive for players to "reverse engineer" the character creation system. Once this is in place, one can work on character generation mechanics.

Matt Snyder wrote: One thing I'm still not satisfied about is whether such a Gamist-approach critique is the right way to proceed.
...
How else does the game reward the gamist over the simulationist? How can it reward at all with no explicit metagame mechanics to weigh rewards and choices of players?


OK, let's get a whole bunch of new players, people who've never roleplayed before but are friends, and play Avatar-13. We go through the character generation process (let's assume that it's perfect!), and end up with a bunch of different characters, all with different levels of attribute, skill, attribute cyberware and skill cyberware. Now as we play the the game system, players notice that in general having a high attribute level and a zero skill level is more beneficial than having a low attribute level and high skill level. That's because attributes apply to more skill areas than do skills, and can be used in place of the skills (attribute + skill link). Those players with characters having high skill levels and low related attributes are deprotagonised; their players feel let down when their character doesn't behave as their player expected. Players also notice that cyberware that improves attributes also effectively improves skills (attribute + skill link), this again deprotagonises players with characters that have high skills and cyberware that improve skills.

There will be complaints from players, "Hey! How come my highly skilled mechanic with neural fault recognition skillware rolls LESS dice than your guy with a high coordination, reflex boosters and 1 skill when we're trying to fix this car's engine?" These unhappy players now realise that high attributes and attribute improving cyberware are better than high skills or skill improving cyberware. They will have the incentive to go through the character generation process in an attempt to manipulate it to get a character that better reflects their simulation of a highly skilled mechanic with appropriate cyberware being better than a fast, well coordinated guy who knows very little about car repair.

The GM also has the choice when faced with these players that are now behaving in a Gamist manner; either "drift" the game system to better reward simulation, "yeah, Mechanics skill can't be used unskilled. Uhm, no more than your level of skill for attributes and attribute boosters." and similar "patch" rules, or throw out the new Gamist players, "sorry, you guys can't play anymore, we don't want munchkins!" This latter social pressure causes disfunctional player behaviour, because the players want to be with their friends and companions, "No, we don't follow the written rules of Avatar-13, but we do play it..." :-/ This then leads to ignoring and discarding the rules, because the munchkins only "abuse" them, and the remaining players try to find a "transparent" system that better reflects immersion, being in character and not following numbers-based rule systems.

Matt Snyder wrote: Does this further mean that combat cannot be the emphasis of a coherent Sim. game because it will be "abused" by Gamist players?


I think that combat can be the emphasis of a Simulation game. One has to make sure that the game's simulation of combat matches the intended simulation. So if big guns or swords are overall better in the setting, one's rules should reflect that. If a mixture of weapons are better in the setting, then again the rules should reflect that. This might require more detailed design effort.

Matt Snyder wrote: Clearly, Godlike emphasizes combat. Is it broken, from the Gamist perspective?


From reports on RPG.net (I haven't played it), I'm fairly sure that Godlike is broken for combat. There is simplistic strategies for combat and character power, that aren't realistic, don't simulate the intended setting of WW2 + low level super-powers, and lead to unbelievable situations occuring.

Matt Snyder wrote: Finally, can you specify how and why Avatar-13, as presented in its depressing-for-me rough form, rewards combat? I want specifics man! For example, what is the stat + skill thing broken, and how is your suggestion of the base 1d6 a fix for that problem?


By removing the stat + skill link and putting in the base 1D6, the players will now roll 1 + skill + skill-ware D6 for a skill related task, and 1 + stat + stat-ware D6 for a stat related task. If a character has no skill but the player thinks that character has a chance based on attributes or background skills to succeed in a task, the player can roll the base 1D6 to attempt to succeed.

For example, my character's contact accidently locks himself out of his house (the wind blew it shut) after denying my character's request for assistance. So I (as my character) offer to open the door to get him out of his problem in return for his assistance in my problem. The contact agree. My character sheet doesn't mention picking locks, lockpicking, or any other skill. So I suggest to the GM that I take my plastic ID card, work it into the gap between door and frame while working the door, so lifting the latch mechanism with the card and allowing the door to open. I roll the base D6, get over the difficulty number and open the door.

Matt Snyder wrote: Oh, and by the way -- what is your game you alluded to?


That would be my S combat system for Fudge. Gamist, Simulationist and Narrativist players can all use it. When the Gamist min-maxes it, they behave the same way as a heroic narrativist roleplayer (the intended style of play).

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On 2/7/2003 at 10:58pm, Matt Snyder wrote:
RE: Rethinking Simulationist character creation

Ok, now this post is much more useful. However, I still am unclear on a few things.

First, you said:


Step number zero is to remove the rewards for gamist play. This removes the incentive for players to "reverse engineer" the character creation system. Once this is in place, one can work on character generation mechanics.


But what are the combat rewards in the text as presented thus far. I have an idea of what you might be talking about, but still certainly not a good one. Also, how can this be assessed in the absence of the metagame mechanics? Your long example was good (it helped me better understand your posistion on the stat + skill conundrum), but did not address this question of metagame in particular.

But, to "rebut" your example, I want to make a few observations.


Now as we play the the game system, players notice that in general having a high attribute level and a zero skill level is more beneficial than having a low attribute level and high skill level.


What does more beneficial mean? Simply that your character is more effective (or not) than another character? Why would a simulationist see this as a problem? This is, again, apparently the Gamism assumption that better is, well, better. Could it not also be the case that these unknown players prefer Simulationism? Could they not also have more fun knowing their characters are aptly described by the mechanics, though perhaps not supermen?

I think the automatic answer is "deprotagonization." I'm still chewing on that one. Is it deprotagonization or is it that the players think it's "unfair," even though the game is aptly suited toward its simulationist goals? Is there a difference?

Also, my more significant concern:

Andrew Martin wrote:
By removing the stat + skill link and putting in the base 1D6, the players will now roll 1 + skill + skill-ware D6 for a skill related task, and 1 + stat + stat-ware D6 for a stat related task. If a character has no skill but the player thinks that character has a chance based on attributes or background skills to succeed in a task, the player can roll the base 1D6 to attempt to succeed.


What is the difference between a "skill related task" and a "stat related task"? How do the GM and players know when to apply which? And isn't separating a character's innate ability from his learned ability a stinker for many simulationist players? That is, if I can either roll my Influence + Augmentations OR roll my Negotiate + Augmentations to bribe the cops, why do I have to choose (or maybe I can't, and it's always a skill roll)? Why can't my natural charm compliment the fast-talking, misdirection rhetoric techniques I learned from Back Alley Joe? Or my superb hand-eye coordination compliment my firearms training? Or my astounding I.Q. assist my programing language skills? Etc.

Isn't this gripe precisely the same in relative value that your Mechanic player posed? In other words, is this a fix at all, or rather adherence to one person's preferences over the other? It appears to me that this an issue of a Gamist's preferences over a Simulationist's in Simulationist game. And therefore, I'm inclined to agree with what the Sim. guy wants, rather than let the Gamist dictate how it should be.

Andrew Martin wrote:
I think that combat can be the emphasis of a Simulation game. One has to make sure that the game's simulation of combat matches the intended simulation. So if big guns or swords are overall better in the setting, one's rules should reflect that. If a mixture of weapons are better in the setting, then again the rules should reflect that. This might require more detailed design effort.


What does that mean in practical application (keeping in mind a simulationist game, like Avatar-13 is meant to be, warts and all)? I'm not sure what you're saying here. Further, why is there any concern at all over what weapons are "better?" I don't see how that applies, and it again seems to be a Gamist concern, actually. Or, do you mean that big swords as a concern should be more effective for "realism's" sake?

Avatar-13 is an early attempt at simulating action and combat as scene in flicks like the Matrix -- I'm looking to simulate acrobatic firefights, high action and kung-fu / gun-fu stuff in a cyber-setting. Now, it's obvious I've got lots to do to get this game to that point. But I don't see how it matters that the "right mixture of weapons" means anything in that regard. A gun is a gun is a gun, to horribly misquote Gertrude Stein. So, what do you mean here?

Andrew Martin wrote:
By removing the stat + skill link and putting in the base 1D6, the players will now roll 1 + skill + skill-ware D6 for a skill related task, and 1 + stat + stat-ware D6 for a stat related task. If a character has no skill but the player thinks that character has a chance based on attributes or background skills to succeed in a task, the player can roll the base 1D6 to attempt to succeed.


In the rules as written, this is a non-solution. The highest possible result is a 6, which amounts to "driving at night" in difficulty -- hardly picking a lock on a secure door. The average roll is equivalent to, basically, tying ones shoes, um, in the rain or something. I'm being facetious, but simply plopping down a default d6 for "anyone" is nearly meaningless. It would only be relevant in easy or routine situations. So, that means to do this default task, I've got to dismantle the target numbers as presented for this to mean anything. Not sure I'm prepared to do that.

Mike Holmes would then suggest a simpler fix, and that is to make all rolls opposed. I think he's right, and I'm very likely headed in that direction. In that case, this default 1d6 idea might be appropriate.

So, just to reiterate what I've said above. Are you saying that the combat reward in the game as presented is almost exclusively the result of the stat + skill mechanic? If not, what specifically are the combat rewards in the text. I'm still not getting it. Is it that the text expounds on trauma and shock (rather than, say, embarassment or detection for social or stealth concerns, respectively). Is it something else? What?

Can you point to specific rules and or entries for me and say, "This is gamist rewards because it does Y and Z?" I think you attempted to explain this by analyzing on the stat + skill issue, but I'm not certain. Further, I can't yet see how this is innately gamist, rather than a critique of a fair Simulationist rule (or even "just" a rule) from a Gamist viewpoint.

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On 2/8/2003 at 12:47am, Andrew Martin wrote:
RE: Rethinking Simulationist character creation

Matt Snyder wrote: What does more beneficial mean?


Let's consider two characters. Alice has the attribute Coordination 1 and the skill Mechanics 4 (the maximum); Alice's player rolls 5 D6 for a mechanics task like repairing a car. Bob has Coordination 5, and Mechanics 1; Bob's player rolls 6 D6 for a mechanics task like repairing a car. Therefore according to the game system, Bob is the better mechanic. Bob does well in the car repair business, because he hires acrobats from the circus, runners and field athletes from high school and sets them to work repairing cars (his player has read the rules). To get the workers better at repairing cars, Bob has the acrobats practice dodging thrown knives, and the runners run laps and all of them do dance to improve their coordination. He also gets them all reflex booster cyberware from the local cyberdoc. All of these workers with their high coordination and attribute improving cyberware are far better (in the game system) than a newcomer with average attributes and no skills that wants to be a mechanic.

Isn't this situation absurd and contrary to the simulation of the setting?

Matt Snyder wrote: But what are the combat rewards in the text as presented thus far?


I haven't bothered with that because I had the impression that you were going to change the combat system? :-\ Basically, combat kills opponents and defeats them conclusively. Other skills don't defeat opponent. Therefore combat "Stuff" is more valuable to have as it allows the character to be more effective in play.

Matt Snyder wrote: Also, how can this be assessed in the absence of the metagame mechanics?

It's possible that your metagame mechanics might change the effect of the game rules. I don't see how though. Any way, the rules themselves are a reward system; they filter and channel play in a preferred direction, when players obey the rules exclusively, without considering the accompanying flavour text.

Matt Snyder wrote: What is the difference between a "skill related task" and a "stat related task"? How do the GM and players know when to apply which? And isn't separating a character's innate ability from his learned ability a stinker for many simulationist players?


From my own experience in learning skills, my listening to teachers who teach skills (I work at a high school), and reading of books that teach skills; attributes or stats aren't important to learning and using a skill. Lack of a attribute can be a hindrance, for example, not being fit or flexible while riding a horse is bad; and like having uncorrected poor eyesight is a hindrance to reading, writing, art and craft. Consider the June, 2002, Scientific American article about Savant Syndrome. People with Savant Syndrome are definitely less intelligent, less coordinated and definitely disabled, yet have skills like art that equal or surpass highly skilled artists. There's examples in the article, which show this.

As to how to separate them out, that's a job for the designer (You)to do. I've got one solution in my S combat system, which I've based loosely on the RuneQuest attribute system, which I think efficiently separates attributes from skills.

Matt Snyder wrote: That is, if I can either roll my Influence + Augmentations OR roll my Negotiate + Augmentations to bribe the cops, why do I have to choose (or maybe I can't, and it's always a skill roll)? Why can't my natural charm compliment the fast-talking, misdirection rhetoric techniques I learned from Back Alley Joe? Or my superb hand-eye coordination compliment my firearms training? Or my astounding I.Q. assist my programing language skills? Etc.


The problem here is that the attribute names are mimicking the effects of skills. I'd suggest that Influence which is an attribute in the Avatar-13, is actually a skill. I'd suggest that Appearance is an attribute that could easily replace Influence.

As for the gun skill, many good gunslingers have said or written that it's not the fast gun slinger that wins a gun duel, it's the one who's most accurate. That seems to me to indicate that Speed is an attribute, and Gun Skill is a skill. Speed determines who shoots first, and Skill determines who hits and so wins the gun duel.

For the IQ, I don't think that IQ helps with programming, just based on my own experience with having a high IQ and being a pretty good with programming. Being good with programming means being able to listen to people (and machines) effectively. Much like being a good mechanic -- I've also been a telephone exchange mechanician or technician.

Matt Snyder wrote: Isn't this gripe precisely the same in relative value that your Mechanic player posed? In other words, is this a fix at all, or rather adherence to one person's preferences over the other? It appears to me that this an issue of a Gamist's preferences over a Simulationist's in Simulationist game. And therefore, I'm inclined to agree with what the Sim. guy wants, rather than let the Gamist dictate how it should be.


Then one needs to eliminate the gamist rewards in the system. :) And so stop rewarding players that choose a gamist way of playing the game system.

Matt Snyder wrote: Further, why is there any concern at all over what weapons are "better?" I don't see how that applies, and it again seems to be a Gamist concern, actually. Or, do you mean that big swords as a concern should be more effective for "realism's" sake?


OK, if the game rules states that Lesso Gun does 1 damage and Mucho Gun does 1000 damage, why would a player choose to take Lesso Gun? Let's get a bunch of simulationist players, and their characters have the choice of taking either. Those characters that take Mucho Gun are more effective in combat. Let's have a few rounds of combat. Obviously those characters that fight with Mucho Guns are much more likely to still be alive after the combat than those characters that fight with Lesso Guns. Now those Simulationist players whose characters are dead will be unhappy, because they have to make new characters. Will these Simulationist players make the same mistake of choosing a less effective gun again? Can you see now that having an effectiveness value for the two types of guns is rewarding Gamist decisions of the players? Players that choose the lesser damage, Lesso Gun are penalised for doing so.

Matt Snyder wrote: Avatar-13 is an early attempt at simulating action and combat as scene in flicks like the Matrix -- I'm looking to simulate acrobatic firefights, high action and kung-fu / gun-fu stuff in a cyber-setting. Now, it's obvious I've got lots to do to get this game to that point. But I don't see how it matters that the "right mixture of weapons" means anything in that regard. A gun is a gun is a gun, to horribly misquote Gertrude Stein. So, what do you mean here?


If gun damage values aren't important, don't assign damage values to guns in the game system.

Matt Snyder wrote:
Andrew Martin wrote: (1D6 base roll)

In the rules as written, this is a non-solution. The highest possible result is a 6, which amounts to "driving at night" in difficulty -- hardly picking a lock on a secure door. The average roll is equivalent to, basically, tying ones shoes, um, in the rain or something. I'm being facetious, but simply plopping down a default d6 for "anyone" is nearly meaningless. It would only be relevant in easy or routine situations. So, that means to do this default task, I've got to dismantle the target numbers as presented for this to mean anything. Not sure I'm prepared to do that.

Mike Holmes would then suggest a simpler fix, and that is to make all rolls opposed. I think he's right, and I'm very likely headed in that direction. In that case, this default 1d6 idea might be appropriate.


I'd agree with Mike. It's the simple and better option. The example I gave was also based on my own experience with a friend's house, whose door slammed shut in the wind. In that situation, I didn't have a plastic card, I made one out of a plastic bottle and knife. It took me about one minute to open the door from seeing the door slam thru getting a empty plastic bottle, cutting and trimming the "card" to shape and then "wiggling" the door open with the aid of the plastic.

I haven't got time to critic the combat system in detail; there's roleplaying on now and I'm off to be player. :) Perhaps in a day or two?

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On 2/9/2003 at 6:56am, M. J. Young wrote:
RE: Rethinking Simulationist character creation

I was still reading this thread around four this morning, and decided I really had to give up and get to bed; but I left the window open and came back to it this afternoon, and finished reading what was on screen (the last page). I wanted to comment, but 1) I thought there were probably a lot more comments made since I opened the window; 2) I thought that if I reloaded the page, it was going to record me as back again and mess up the threads since last visit stuff; and 3) there was other stuff I had to do today. So I shut it down and promised to come back to say what I wanted to say.

But it seems I was mistaken; there are no other posts.

Andrew makes the case against Attribute+Skill resolution, and it's a familiar case; but I think it's too narrowly drawn to be decisive.

First, the core of the case is that if your chance of success gives equal weight to your attribute level and your skill level, you don't need any skills at all, because attributes are going to dominate the game. This assumes a number of things; the first is that attributes and skills have the same cost.

That's important. If by spending 5 points I can get a skill that gives me a 50% chance of doing this, or for those same five points get an attribute that gives me a 50% chance of doing this and a bunch of other things, it's a no-brainer. Buy the attribute. But if the attribute is going to cost me 10 points for the same value, then it's only worth it if I want two of those skills--very likely, but not always so. At 15 points, I'd need to want three skills for it balance, and so on. Depending on the nature of the game, probably if there's a five-to-one ratio on point expenditures, there's going to be an incentive to buy skills instead of attributes: you can get one or two skills up a lot higher than you could get the attribute.

This is more significant if the character creation system is integrated with the character development system, that is, if you're going to gather points during play that are spent on the same items in the same proportions. Now there is also the sense of immediacy involved. Let us suppose that there are seven skills I would like to improve by 10%, all of them somewhat urgently, and it will cost me one point for each, or seven for all. Let us also suppose that they are founded on the same attribute, so that for five points I can raise them all that 10% by raising the attribute instead. It would seem in the overall picture that I want to collect five points and raise the attribute; but in the course of play, if it's going to take a long time to raise those five points, it may be a better deal for me to raise the skills one at a time. Even though it will take more points to increase them all, I'll get the benefit of increasing some of them considerably sooner.

It has been observed that you could reduce the advantage of high attributes by requiring a skill to perform the task at all; in this case, it is suggested that first level skills with high attributes will always outperform higher level skills with lower attributes in overall character effectiveness, because the attribute will make more skills better. This overlooks a mechanic that has been present in skill-based games since at least Star Frontiers: the idea that not only the skill but the skill level impacts what a character is able to do with it. For the Star Frontiers example, a level 1 tech can drive a car, but he can't drive a truck until level 2, and he's got to be level 4 to fly a jet copter, and so on. Thus your high attribute level one tech might be a better driver on the ground, but he can't do a thing in the air.

Beyond that, there's a presumption that the only thing involved in a skill check is chance of success. This is patently false. If other aspects are tied to skill level, the attribute advantage minimizes. In Multiverser, several of these are incorporated. A higher skill provides an effectiveness multiplier in many skills (such as increased levels of damage in combat skills) which a high attribute does not. A higher skill increases speed or repeat time of a skill, which a higher attribute does not. A higher skill makes a better quality of performance possible (such as the creation of a quality weapon instead of an ordinary one) that is not available for a higher attribute. There are many aspects of skill performance that can be tied to the skill ability. The attribute in an attribute+skill system will still make your chance of success the same, but it won't make the two characters equal in the game. The analysis is too simplistic; it has not been thought out in sufficient detail for examination of a simulationist or even a complex gamist system.

--M. J. Young

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On 2/9/2003 at 2:15pm, btrc wrote:
RE: Re: Rethinking Simulationist character creation

I'm jumping on the tail of a fairly dense thread, but if I read everything thus far correctly, let me point out one of my efforts that might have some merit re this topic.

In Hollyworld, resolution is a simple stat+skill that is rolled against. But for terms of character generation and style of play, the stat the skill is added to can vary based on the situation, and will vary about evenly between two different stats over the course of an adventure. And since the stats involved are inverses of each other (the sum of the two is a constant), a player *cannot* be a combat god all the time. If they are excellent in stat#1+skill, they are poor in stat#2+skill. They can still have a high skill, but the stat is the most important part of the equation.

The same applies to the non-combat skills.

It makes reverse-engineering almost impossible. The stat-switching really only works because of the nature of the game background, but the idea of a game mechanic that averages out abilities over time will let players be combat gods in some fights, but be forced to rely on creativity and other players for support in other fights. Ditto for non-combat tasks.

And when players realize that they cannot effectively min-max the system, they get more into the play and less into the stat-mongering.

Greg Porter
BTRC games

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On 2/10/2003 at 5:16pm, Mike Holmes wrote:
RE: Rethinking Simulationist character creation

Good points Greg. I covered all this in my Standard Rant #4. That thread didn't go real long, but there's hopefully some interesting stuff there.

That said, there are some erroneous assumptions being flung around here. First is the assumption that there will be a point based system, or one that will allow a player to select specific levels of traits and skills. There are simple ways around this. Take random attributes, for instance. Another idea is to just have two separate pools of points from which to buy skills and stats.

Now I wouldn't advocate these methods neceessarily, but one can see how the problem instantly vanishes with either solution. A more reasonable solution whould be exactly the one that's being bandied about, which is to have some sort of lifepath concept. Basically, the character is generated in a simulationist method, so the result is a non-min/maxed character.

Same goes for guns. Why buy the teeny-weenie gun? Because your character is a gansta, and that's what they carry. Or whatever. Andrew is correct that without context the only choice is to take the best thing. But if I procide context suddenly the Gamists and Simultionists spearate from each other. The Gamist ignores the context and still buys the most effective weapon. The Simulationist looks at the context and buys the weapon that makes the most sense.

This is, in fact, the most clear example and accessible example of the difference that I've found.

So, again, if you are designing for Sim play, you needent make all options exactly the same in effectiveness, you simply have to make effectivness subordinate to the elements that are to be explored.

Mike

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Topic 2051

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On 2/10/2003 at 5:17pm, Mortaneus wrote:
RE: Rethinking Simulationist character creation

A few observations:

Another system similar to Fading Suns is Blue Planet. It places little emphasis on balance among the characters, rather focusing on accurately portraying the capabilities of the character based upon their life-experiences in the various stages of their background (youth, adolescence, education, profession). It is not random, but rather chosen based on planned life-path and player desire, and each choice is well integrated into the setting.

Avatar13:
Banking your Wager as fortunes could encourage gamist players to attempt a multitude of simple tasks, make huge wagers, and bank them when they succeed.

On an assist, since a player does not roll their action dice anyway, what purpose does it serve to limit them to keeping one action die?

I like the 'narrate a detail' aspect of wagers. It has the potential (with a good group, mind you) to really draw out some spectacular actions.

The wagering system seems to possess a quirk shared by L5R and 7th Sea, in that aiming for a greater success increases your chance of outright failure. I've had players protest this mechanic many times when I ran 7th Sea. It seemed to run counter-intuitive to them. Additionally, they weren't willing to attempt more dramatic actions because it increased their overall chance of failure. It places a barrier between their desire to show off, and to succeed, altering the dynamic of play.

One trick that might help emphasize 'high-flying' action is to not base the damage from an attack on the equipment used, but rather on the skill of the wielder. Let equipment counter equipment, and nothing more. Perhaps equipment based defenses (armor and such) directly reduce the damage taken, but better weaponry is capable of ignoring some/all of the armor's absorbtion ability, leaving the damage-dealing capability of an attack to the skill of the attacker. In a high-tech setting this makes sense, for technological weaponry is likely to be nasty enough that even the smallest weapons are capable of an instant kill.

I note that you have the defender roll first in a contested situation. This defines the psychological dynamic of the contest in an interesting way. When the agressor rolls first, and the defender is aware of the roll's result, for the defender it falls to a 'I hope I make it' mindset, increasing tension. Having the defender roll first places the onus of success on the aggressor, leading to 'oh, well, I missed'.

At any rate, I'm very impressed by what you've done with Avatar13, and would be quite interested in seeing the finished work.


Gamism vs. Simulationism:

When modifying/creating a system to de-emphasize gamist tendencies, you must be careful in adjusting the degree to which you tailor it. ANY possible system can be approached from a gamist perspective. Even cops-and-robbers has this problem, with people who refuse to admit someone 'got them'.

And for a system where combat is a real possibility, as Avatar13 seems to be, for there to be NO emotional onus to 'win' in a fight (that is, not die or get stomped) requires a certain psychological distance between the player and the character, which makes acting 'in-character' quite difficult, thus causing problems in the simulationist model.

I think what I'm trying to say is that, rather then attempting to discourage the gamist mindset, it is better to tailor the system in such a way that a gamist mindset is encouraged to mimic a simulationist play-style.

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