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Topic: Using graphical methods to demonstrate how to play...
Started by: Andy Kitkowski
Started on: 3/8/2003
Board: RPG Theory


On 3/8/2003 at 3:11pm, Andy Kitkowski wrote:
Using graphical methods to demonstrate how to play...

From the Marvel thread, at the end:

Sorry, three layers of quotes to follow:

Bankuei wrote:
Jonathan Walton wrote:
The obvious thing, it seems to me, is to have almost 1/2 of the game text (or, heck, all of it) be done in a comic book format.

Jonathan, this is a WONDERFUL idea. And I can't believe no one has done it yet. The Marvel RPG would have been perfect this way. It even uses "panels" and "pages" instead of turns and rounds.


I believe several japanese rpgs use this idea to demonstrate "how to roleplay" in their manuals, often using one set of panels to show the players in "real life" sitting around the table, talking rules and points and such, and another set to show "in the game" with the various characters.

It's a great idea that hasn't made its way to the US probably solely due to the costs of artwork.


Here's one of those from Tenra Bansho Zero:
http://www.z-builder.com/trpg/tenra/38.jpg

Thing is, there's not a huge amount of these things in Japanese games. I'd say that I know of only about 2-3 games that do this (all by the same compnay, too).

And there's not a lot of art involved: The above picture was about 3/4 of one page. There was one other page like this elsewhere in the book, but that was about it.

Which leads to an interesting question: Some games have tricky rules at times, using charts or dice in a certain way. Many of us in the New Generation (? I'm 28) are visual learners, that is to say have no attention span. Verbal descriptions of play, or examples of how to roll dice, in screenplay or other format don't do anything more to help me visualize a rule or method than, say, the original description text.

I'd say that it might be worth it for designers to represent some rules visually. You don't have to put the entire RPG in comic form, but if there's some core rule that "takes getting used to" (like Chargen in Sorcerer (maybe a bad example, as its already pretty easy) or Running Your First Combat in TRoS, or how the Franchise die in Sorcerer works, or even how the core mechanic of Donjon works), I think it would be cool to see it demonstrated visually rather than just with a longer explanation. For me, visual demos are far more effective.

And again, you wouldn't have to do it with the enitre game (that would be interesting, though), just the complicated bits that throw new players off the first time they try them- Y'know, the stuff that's easily conveyed in a demo game, but is hard to explain to someone not privy to a demo session.

Thoughts?


Tangent (in my own thread!)

Other weird Japanese gaming inventions:

* In Japan there are RPG "Replays", that is gaming sessions written out in screenplay format, and sold as books (and are as big as normal books). There are lots of these, especially homemade (indie) ones at indie/regular gaming and comic conventions.

I couldn't understand why so many folks liked them, and why there's barely any published adventures in Japan. My (Japanese) friend explained it as: "Who wants to read some empty adventure where it's hard to imagine what the PCs will do? We get far more ideas by looking at how other gaming groups approach specific problems, puzzles, interactions and other situations." I guess I agreed with him there, because I remember having a lot of fun reading Tynes' playtest accounts in the DG: Countdown adventure with the (spoiler free): Stuff. And Indian Youths. And the Dog Head. It was an adventure interjected in "difficult areas for the GM" with playtest accounts from Tynes. That was what made reading that adventure really stand out in my head.

However, Replays are a little more like this:
"Harvey (as Tharoth): 'Mister, you better sell these to me cheaper or we're gonna have some real issues here...
GM (as the merchant): 'I'm sorry sir, that's as low as I can go. Anthing less and my boss wouldn't let me live.'
Jenny (as Xak): I'm going to try to find him in the crowd. (rolls)
GM: You can't see him, but you think for a brief second that you..." etc

* There's also entire manga (graphic novels) about roleplaying, but there's only a few, they're produced by RPG companies, and enjoy a VERY limited circulation: Basically they can only be found in game stores (although they can be ordered from any bookstore in the country).

-Andy, who will put the link back into his Japanese RPG page at http://www.z-builder.com/trpg once the awards are over.

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On 3/8/2003 at 3:32pm, quozl wrote:
RE: Using graphical methods to demonstrate how to play...

Interesting idea. I quite liked the comic explaining roleplaying in Pokethulu ( http://www222.pair.com/sjohn/downloads.htm#Pokethulhu ). Is that what we're talking about here?

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On 3/8/2003 at 5:40pm, ks13 wrote:
RE: Using graphical methods to demonstrate how to play...

Which leads to an interesting question: Some games have tricky rules at times, using charts or dice in a certain way. Many of us in the New Generation (? I'm 28) are visual learners, that is to say have no attention span. Verbal descriptions of play, or examples of how to roll dice, in screenplay or other format don't do anything more to help me visualize a rule or method than, say, the original description text.


I don't consider myself to have an attention span deficiency, but I certainly am a visual learner. Whenever possibly, I convert the original text to a mental picture. For me, it makes understanding much easier.

One thing I have considered doing is having character creation layed out in a more graphical way. Something similar to software manuals where you see menus or parts of the on-screen software shown in the book, to get a clear idea of what the text is refering to. Take portion of the character sheet and use a diagram method to explain the parts, how they are are determined, and what they mean during gameplay, etc. For electronically distributed games, this could even be done in an interactive manner.

Likewise for rules, a flow chart can be much more useful if in one glance you can see everthing that a dice roll affects, or what modifiers need to be considered. And this doesn't really require any extra artwork.

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On 3/8/2003 at 9:24pm, Torrent wrote:
RE: Using graphical methods to demonstrate how to play...

2nd Edition Changeling had a few spots where they did the Comic Book thing. A comic book page had a few panels of action on the entire page. Then it was reprinted with the comic panel much lighter with test overlayed. The text them sort of described the various players in that game and how what they rolled converted into the action in the comic. So there are limited examples in even the mainstream/non-indie world of RPGs. I actually really liked that, and kinda wish they would do more of that style.

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On 3/8/2003 at 10:05pm, Jack Spencer Jr wrote:
RE: Using graphical methods to demonstrate how to play...

FASA's Masters of the Universe RPG had all of the game text provided in comic book form. It suffered IMO. It made it nearly impossible to look up this-or-that rule with it presented in this manner. True, they did have a rules summary, but not every rule was accounted for.

I guess the main thing here is if you're going to go that way, do it well. The art in said comic was fairly cheesy and the game had the feel of badly cobbled house rules cooked up over a weekend of many beers. Done right, it should work well, I guess. Like anything else.

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On 3/8/2003 at 10:38pm, Sidhain wrote:
RE: Using graphical methods to demonstrate how to play...

Gah. I missed this thread. I do know that I was planning for the last month to have an illustration from Hearts and Souls intro, and then in sidebar break down that art as game "term" and pacing.

However its expensive, so, that may be the only peice I get done that way.

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On 3/8/2003 at 10:50pm, Jonathan Walton wrote:
RE: Using graphical methods to demonstrate how to play...

ks13 wrote: For electronically distributed games, this could even be done in an interactive manner.


Again, something to think about. There was a while where I seriously considered distributing a game as a swf (Flash) file. The possibility of having little movies and interactive parts that showed you how to do this and that seemed really cool. Imagine the Color (in the GNS sense) that you could show with animated graphics explaining your game. In fact, doing semi-animated comics in Flash would be really cool too. And swf files are much smaller than people think; you can pack a ton of stuff into a fairly small file, because it's all vectors.

However, the issue there would be printability. If you were designing a game (like I eventually hope to do) to be played solely electronically (PBeM or Chat), it's not really an issue, but if it's meant to be LARPed or played as tabletop, people are going to want to print it out.

But this may be moving more into the area of Publishing...

Later.
Jonathan

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On 3/9/2003 at 5:05am, Bankuei wrote:
RE: Using graphical methods to demonstrate how to play...

Hi Andy,

Can't remember where, but I do recall seeing some examples(maybe in a anime/manga magazine) where they showed something like 10 or 12 pages of the stuff, and it looked like a neat way or at least interesting way to explain roleplaying to folks who never heard of it.

As far as visual representations, the most recent "Oooh" that I was pleased by was the (only) simple chart in Runequest Slayers, which showed a die with a Six on it for a hit, two dice with 6's for a Vital hit, and 3 dice with 6's for a Critical. Yeah, it's simple, but it really worked for communicating the idea quickly and well. I don't know, but some visual stuff just works.

Chris

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On 3/9/2003 at 6:52am, Simon Ringwood wrote:
WW...

White Wolf does (or did) this all the time. Reference Mage, Wraith, Changeling, and Werewolf. While I find the concept interesting, it doesn't particularly do anything for me by way of explaining the rules -- just seems like a nice twist on the standard "sample RPG session" you find in almost any sourcebook.

Then again, I was already quite familiar with the WW rules via Vampire by the time I saw those books, so I can't speak for their usefulness to novices of a system.

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On 3/9/2003 at 6:03pm, Sidhain wrote:
RE: Using graphical methods to demonstrate how to play...

I don't recall White Wolf actually having a graphic representation of how the game works in any book. Can you perhaps point one out? Specifically? (I don't have anything but Aberrant, Adventure! and Mage and they aren't in there that I see) I've owned other ones as well, and don't recall offhand seeing it in any first or Second Editions of their works (Mage, Changeling or Werewolf)--but mayhaps it's what your calling "Graphic"?


So describe what they show and how they show it?

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On 3/9/2003 at 6:24pm, szilard wrote:
RE: Using graphical methods to demonstrate how to play...

Sidhain wrote: I don't recall White Wolf actually having a graphic representation of how the game works in any book. Can you perhaps point one out? Specifically? (I don't have anything but Aberrant, Adventure! and Mage and they aren't in there that I see) I've owned other ones as well, and don't recall offhand seeing it in any first or Second Editions of their works (Mage, Changeling or Werewolf)--but mayhaps it's what your calling "Graphic"?


So describe what they show and how they show it?


I think the reference is being made to the examples of play bits which are near the ends of the books.

I don't think it is in anything but their WoD books, but I don't know.

Stuart

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On 3/9/2003 at 10:51pm, Simon Ringwood wrote:
Fair enough...

In Wraith: The Oblivion 2nd Edition, this format is used from pages 264 - 269. The lefthand page has a comic book-style layout, and the righthand page has a detailed description of what is happening OOC over each panel. This describes both a "typical RPG session" and gives insight into how particular skills, traits, and Arcanoi are used.

Werewolf: The Wild West has the exact same layout from pages 262 - 267.

Werewolf: the Apocalypse 2nd Edition has the same layout from pages 240 - 245. (This is right after the nifty page-by-page of two werewolves duking it out).

In Changeling, the same layout occurs from pages 252 - 257.

In Mage 2nd, it's from 266 - 271.

In Mage: Sorcerer's Crusade, it's from 216 - 221.

The layout in all of these books is precisely the same: lefthand page a comic book of action, righthand page an explanation of what is happening in game terms, and what's going on with the hypothetical gaming group.

From what I can tell, the practice was entirely abandoned in 3rd Edition runs.

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On 3/9/2003 at 10:53pm, Sidhain wrote:
RE: Using graphical methods to demonstrate how to play...

Appearently it is only in the WOD books (I went and looked and saw one example in one of the older editions, its also in my copy of Mage--2E--frankly I'd never even noticed they had game terms in there (Black writing on a black and grey background..).

Its not a bad idea, just make sure it is /obvious/.

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On 3/10/2003 at 4:10pm, Ron Edwards wrote:
RE: Using graphical methods to demonstrate how to play...

Hello,

Unless I'm mistaken, the technique that White Wolf uses is not at all what's being discussed on this thread.

The technique is merely delivering the "what happens in play" example as a comic. Again, if I'm not mistaken, what's being asked about is more directed toward using the mechanics and numbers and play-objects (dice, etc) as a procedure, and whether diagrams or flow-charts can be utilized better to explain them.

Andy, is this correct? Can you provide some clear examples of exactly what you mean? And could you please be more specific in general when posting a new topic?

Best,
Ron

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On 3/10/2003 at 6:48pm, Andy Kitkowski wrote:
RE: Using graphical methods to demonstrate how to play...

Ron Edwards wrote:
Unless I'm mistaken, the technique that White Wolf uses is not at all what's being discussed on this thread.


Unfortunately, I don't own any of the above titles (and all my old core WW books were 1st editions, not second). Could someone scan one of those pages (email it to me or something) so I can tell what's being discussed?

Again, if I'm not mistaken, what's being asked about is more directed toward using the mechanics and numbers and play-objects (dice, etc) as a procedure, and whether diagrams or flow-charts can be utilized better to explain them.


Exactly. Here's what I was talking about- Scanned more examples:



In this pic, which takes up a little less than half the page it was displayed on, we see the "optimal" layout of play materials in front of the characters. This fantasy RPG uses a special tarot as well as dice, and this diagram shows how to arrange them in front of the players around the table, as it's kind of a confusing mechanic to newbies. I thought that something like this would be great for, say, Universalis or other game that uses something more than just one sec of dice for playing (like InSpectres).



Here, I scanned an entire page to show how the picture is arranged with the gaming text. This picture demonstrates how to shuffle the tarot deck (without damaging them), and how to read the cards- you bascially share them with the GM, one side facing the player and the reverse facing the GM. Not a lot of folks know that much about Tarot, so this makes the game virtually idiot-proof. The grey lump in the bottom of the illo is the GM.



This is one of 4 or so full-page manga illustrations (these full pages aren't continuous- each one references a specific set of rules, which are explained in grainy detail on the facing page (not shown).

This is showing the very basics of the game- Ideas of difficulty numbers, where to look on your character sheet to see what to roll, and how to determine what to roll for which situation. Finally, it shows how to roll and read the dice (the middle section).

This game is from the second edition ("Zero" edition) of Tenra Bansho. It's a game that was marketed, then remarketed, for RPG newbies. I think this is why there's so many of these kinds of illustrations.



Here's another similar example. This manga's focus is on the down-time in between important scenes (so that the game doesn't get bogged down in useless details, like interacting with EVERY merchant, etc). It also shows how you can use special chits in this game to influence the fate of other NPCs during those down-time parts.

I was talking about this kind of thing.

Sorry about bringing other things into the picture (Replays, etc), as they might have confused things. I was clipping this post from the end of the Marvel thread after it was closed and left that part as is. Oops.

-Andy

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On 3/10/2003 at 6:59pm, Mike Holmes wrote:
RE: Using graphical methods to demonstrate how to play...

Does that look like KODT to anyone else?

Mike

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On 3/10/2003 at 7:01pm, Bankuei wrote:
RE: Using graphical methods to demonstrate how to play...

Yeah, this was the kind of stuff I was referring to. As far as I understand it, the WW stuff is basically comics displaying the "imaginary action" in the game(Ooh, vampires and werewolves and mages, oh my!) used primarily as color and kewl stuff to hook players, as opposed to literal, "How to play this game here" type stuff.

Even though I can't read japanese, I think some very interesting things are communicated nonetheless. These comics allow folks to pick up on subtle aspects of actual play social communication issues. Check out expressions, confusion, irritation, devious looks, etc. Emotional experiences of the players about the game, dealing with the rules or in game events, etc are available for the new reader.

Consider some emotionally laden events that people talk about in gaming: "I hate having to look up the rules!", "What about problem players?!?", etc. All of these have to do with stuff like being irritated having to pause play to look up unclear or complex system stuff, dealing with miscommunication, etc.

I think its a great way to quickly communicate what's going on with the players as much as how to play the game. The closest thing we have in simply written word is the FAQ question and answer type thing, which is usually stated in a very conversational tone, and comes across with more emotion than typical "instructional" writing.

Chris

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On 3/10/2003 at 8:58pm, Jared A. Sorensen wrote:
RE: Using graphical methods to demonstrate how to play...

One thing I want to include in a future version of InSpectres is a "dice tank" -- a piece of paper that serves where the players can store Card and Bank dice (with little sections for each type of die pool).

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On 3/10/2003 at 10:29pm, Ron Edwards wrote:
RE: Using graphical methods to demonstrate how to play...

Wow! I agree with Chris, this is necessary information about the conduct, atmosphere, and communication of play which is largely, perhaps entirely missing from the games we're familiar with.

I have always found examples of how-to-play to be impossibly stilted and all-too-obviously fictional. I think something like what Andy's showing us could be a big deal.

By the way, Andy, usually I'm very hard on people who link pics into their posts, but I'll cut you slack this time. They really made an important point.

Best,
Ron

P.S. Ugly thought: Mike, do you think that KODT is, rather than being read as satire, perhaps being read, by someone, as actual how-to-play? Or read, even worse, as confirmation?

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On 3/11/2003 at 12:15pm, Michael S. Miller wrote:
RE: Using graphical methods to demonstrate how to play...

Just found this thread. Andy's pic of "how to lay out the tarot card" is similar to a graphic in the TORG and Masterbook rules about how to read and play those games' Drama Deck.

I can't recall exactly, but doesn't Everway also have a diagram similar to this? I know it has one about how in-game characters read the fortune deck to predict the future. (3 cards--past; over them, 2 cards--present; over them, 1 card sideways--future)

So some of the games that have brought in new visual elements (cards in addition to/replacing dice) have used some visual instructions. This is a very cool idea, especially the comics.

Edited to add: Is it just me, or does this thread remind anyone else about the bit in Scott McCloud's Understanding Comics, where he goes into "Here's how comics are different in Japan"? I guess globalization has its up-sides as well.

Following Ron's off-topic "ugly thought": I do think that there are more than a few KODT readers out there who genuinely aspire to the play-style portrayed in the strips. The KODT letter columns are full of such sentiments, especially bashing "Sarah-type players" (the most functional player in the group) and griping that B.A. (the GM) had overstepped his authority in being mean to the guys. I think it's very odd that people love laughing at something, and then try to emulate it. But people are funny, I guess.

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On 3/11/2003 at 6:56pm, Mike Holmes wrote:
RE: Using graphical methods to demonstrate how to play...

Michael S. Miller wrote: Following Ron's off-topic "ugly thought": I do think that there are more than a few KODT readers out there who genuinely aspire to the play-style portrayed in the strips. The KODT letter columns are full of such sentiments, especially bashing "Sarah-type players" (the most functional player in the group) and griping that B.A. (the GM) had overstepped his authority in being mean to the guys. I think it's very odd that people love laughing at something, and then try to emulate it. But people are funny, I guess.


I think that many of those letters are either tongue in cheek, or they are an expression of GNS incompatibility gripes. The guys in the comic are Hardcore Gamist Powergamers. Sarah is definitely something else; probably even Narrativist as she tries to demonstrate her characters issues. She has little power to do so (unless BA is trying to needle the guys), however, so we'll never know for sure.

The point is that Sarah becomes iconic for players who want to be all "flakey" and not play to win according to the Powergamers view. That icon is something for them, perhaps, to rail at. I don't even want to get into how this all relates to actual play of Hackmaster.

So, no, I don't think that anyone's reading KODT and not getting that it's sarcasm. But I do think that it's interesting to consider why different people consider it a satire. For the Sim player, the constant use of blatant (no glorified; the players congratulate each other for good examples) Pawn Stance just jars as it's not playing the role at all. For the Narrativist Player, the lack of issues being dealt with is staggering. All they do is try to accumulate personal player glory.

Most interesting, however, is the Gamist who must see KODT as simply an exaggeration of normal play. Many Gamist would "kill the baby kobolds" if they weren't worth any points alive, but find it odd that they are worth experience points in Hackmaster. It's the over-the-top Gamist slant of Hackmaster that leads to the odd behavior. Players are encouraged by the system to do things that would make even a D&D player blush (rendering humanoids for meat - there's a way to save GPs). So for the Harcore Gamist Powergamer, it's just that the system is a parody moreso than the play. And the fact that BA is a weak GM in terms of being able to get the sort of play he wants. We'd tell BA that he needs to change systems.

Anyhow, beyond that much of the satire is simple social level stuff, like the guys not knowing how to behave around Sarah. As such, I hope that nobody is dumb enough to think that the book is a manual for the social aspects of gaming. Yeesh. Perish the thought. But that's where the satire begins. It's only because BA has no control that he can't force the system to do what he wants. It's only because the guys are threatened by a girl that they can't accommodate her play style. Etc.

As a satire I can see KODT as a sort of "how not to play RPGs". The anti-thesis of what we're discussing here. But how the lesson will be interpereted will be very much be based on previous play experience and preference. Because it's not designed to be anything but funny; so there's no targeted message.

Mike

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On 3/11/2003 at 9:28pm, Andy Kitkowski wrote:
RE: Using graphical methods to demonstrate how to play...

Mike Holmes wrote: I think that many of those letters are either tongue in cheek, or they are an expression of GNS incompatibility gripes...


Actually, this might be a tangent of the discussion at hand, warranting its own topic? It's all good, though. :)

Seriously, though, I don't know how much further this discussion could go, but I'm hoping that designers would pick up a little on this style, maybe include it in their own games.

As was mentioned earlier, the facial expressions, movements, etc all have meaning in themselves, and can convey a lot more meaning than simple flavor text, if done well.

An example: TRoS, which I recently purchased (see my Dune thread on that forum :) ), has a... VERY... unique combat system. I'm usually not into combat systems and all, but the resource management and other "G" aspects of it have me intrigued, and damned if I'm not going to finally wade through the entire combat section of a combat-heavy RPG until I understand it.

The thing is, it's still REALLY hard to visualize in my head without a couple rereadings. I've been going over it the past 2 days (only for a little while, though), and it's been really slow going. If there were a comic/manga page like the above, showing how manuvers and dice were used in combat, and the dynamics involved in two people facing off, I think it could get into it a little easier.

Don't get me wrong, TRoS has an excellent combat system and all, but it's so different that I feel they should have used more "gimmicks" to make the system a little more understandable. A small comic strip showing how a PC and GM use the manuvers, including a sitation where the PC gets confused and needs the help of other PCs and GM as to what manuver would be best to use, etc, would have been so helpful.

Maybe that's a suggestion that an art-oriented person could use to develop extra source material for various games? I'd say, for most games out there, forget PC character generators and die-rollers, what I'd really like to see more of is examples of play!

-Andy

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On 3/13/2003 at 8:13pm, Michael S. Miller wrote:
RE: Using graphical methods to demonstrate how to play...

Just in the interests in ludographic completeness, I pulled out my copy of R. Talsorian's Dream Park game last night, and it is full of helpful graphics. The first dozen pages or so are a comics-like welcome/introduction to the world of Dream Park. This includes drawings of characters "speaking" to the reader as well as drawings of the authors of the novels and Mike Pondsmith, the game designer.

Further in, each topic is broken down into its own page, with lots of handy little graphics to help out. While there aren't any pictures of how to set up around a table, it does go into things like how to measure movement using grids vs. with a ruler, all using little graphics. It all seems to have been done in the interest of making the game appealing for newbies.

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On 3/13/2003 at 8:22pm, Andy Kitkowski wrote:
RE: Using graphical methods to demonstrate how to play...

Michael S. Miller wrote: Further in, each topic is broken down into its own page, with lots of handy little graphics to help out. While there aren't any pictures of how to set up around a table, it does go into things like how to measure movement using grids vs. with a ruler, all using little graphics. It all seems to have been done in the interest of making the game appealing for newbies.


That's right, that's right! I remember that now! Man, it's been AGES since I flipped through Dream Park (unfortunately I sold it on eBay). For such a low-key game it sure had a lot of art about how to play, and again, as you stated, it did seem aimed at newbie players.

Maybe it'd be reasonable to assume that, if you want total roleplaying newbies to be able to quickly understand your game, it'd be best to incude something helpful like this?

-Andy

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