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Topic: Game Rule Clarity: Monopoly vs. any RPG
Started by: Christopher Kubasik
Started on: 12/29/2003
Board: RPG Theory


On 12/29/2003 at 6:09am, Christopher Kubasik wrote:
Game Rule Clarity: Monopoly vs. any RPG

Hi All,

On my way out to my cousins on Christmas eve, I listened to a NPR program. The theme was games: computer games, board games, old tactical wargames from the 19th century... And more. A different guest for different topics.

One of the guests was a former employee of Parker Bros, who had written a book about the founding of Parker Bros, its history and the reasons for its success. The book is called "Game Makers." The author and guest for the show was Phillip Orbanes. http://www.amazon.com/exec/obidos/tg/detail/-/1591392691/qid=1072677177//ref=sr_8_xs_ap_i1_xgl14/002-8778266-1044856?v=glance&s=books&n=507846

The author puts the bulk of Parker Bros. success at the feet of George Parker, natural game designer and dreamer with actual drive.

One of the things Orbanes credits George with is a knack for writing game rules. George prided himself on the clarity of his writing. In Orbane's phrasing, "George knew that even though the game was published the east coast, anyone, anywhere, somebody in Los Angeles had to be able to open the box and play the game without any recourse to anything but what was printed on the pages of the rules."

This got me to thinking. RPG aren't like that. Has there *ever* been a game that either a) wasn't so contradictory that you had to feel your way along and make your choices in the fog because there were nothing solid to grab onto, or b) even if the game rules are solid, demanded a solid dose of Old School letters to the Question Guy in game magazines, or the regular use of this new fangled internet thing to get immediate clarifcation on something you couldn't figure out.

This is not a post to wrap on lack of clarity. This is a thread that asks, "Do RPGs have to be like this?" I really don't know. But I think its significant that the hallmark games of this country are damned easy to understand.

Even if we strip out the arcana and minutia fetish of a lot of AD&D style games, we're still always left with, "But I don't get the initiative system."

And books that are... well, books, as opposed to almost any other board game rules people buy for each other every Christmas.

Two things: Diplomacy I'll count as a classic. (If a game makes it to the White House, I'll call it a classic.) The rules are long, but complete. So I don't think the issue at hand is only about length. Because once you've got the rules for Diplomacy in your mind, you're done. There are couple of fuzzy spots on the map, a couple of strange circumstances can crop up, but the rules cover them.

Thus, complete and final is one of the items here on the angenda. Does the nature of RPGs deny the possibility of "complete" and "clear" rules? Maybe yes, maybe no. I don't know.

(And please, no straw man, "Not everyone gets every rule," arguement. You know what I mean. Let's move on.)

Second, I'd say the White Wolf Golden Rule is a desperate (and sad) attempt at avoiding this problem. Faced with insoluable problem of making the rules actually clear to anyone who picks up the book, Mark et al just threw up their hands and said, "but if the rules are getting in the way of your fun, just think, 'there are no rules.'"

George Parker's rules were clear, compact, comprehensible. Rules written for anyone to read and play.

Can it be done for RPGs? Has it been done? If not, why not? If so, how? If not, is it because it can't be done? Or have we simply missed something very obvious as a vital parameter for game design?

Christopher

PS I am no authority on the games racing out the door of a lot indie shops, so if something is bluntly solving the problem here, school me.

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On 12/29/2003 at 7:15am, rafial wrote:
Re: Game Rule Clarity: Monopoly vs. any RPG


This got me to thinking. RPG aren't like that. Has there *ever* been a game that either a) wasn't so contradictory that you had to feel your way along and make your choices in the fog because there were nothing solid to grab onto, or b) even if the game rules are solid, demanded a solid dose of Old School letters to the Question Guy in game magazines, or the regular use of this new fangled internet thing to get immediate clarifcation on something you couldn't figure out.


Well, let me offer an anecdote.

I did not originally come to the world of RPGs via the traditional oral culture. When I was about 12, the drug store in our small town had a weird blue box show up on its game shelf, called "Basic Dungeons & Dragons". I'd never seen anything like it before. After a couple month, I saved up whatever it cost to buy the thing, and when I got home and opened it up, after initial confusion (where's the board? What are these weird dice?) I read through the book, and rolled up a few characters. Later, I showed it to some friends at school, and they rolled up some characters, and I started running them through B1: In search of the Unknown. None of us had ever seen or heard of an RPG before, yet I don't recall any degree of hopeless confusion, we just did it. You read the flavor text to your friends, listened to them say what they were going to do, and then when the monster popped out, you followed the rules for combat in the book until either they or it were dead. Easy Peasy. No fog. There was no internet, and I didn't write to any games magazines, because I didn't know any existed.

About a year later, I did the same thing with Gamma World (1st ed).

I didn't run into other people I hadn't taught to play the game until I started college. Nobody taught me. We learned from what came in the box.

Now here is the weird thing. If handed that same blue box today, I'd probably find a dozen contradictory and confusing things in an hour, and be off to the internet forums to bitch about them.

I'll totally agree that many RPGs that get published could have used a good vetting by somebody skilled in technical writing, but I wonder if the "lack of consistency and clarity" that Christopher is bemoaning here is not in part a perception born of our own sophistication. As experienced players, we have a sense for where the fracture lines are, where the rules break down, and so we immediately look to those parts of the rules in any new system, and find the flaws. The unsophisticated newbie who has just picked up a book goes by their best understanding, wrong or right, and plays the game, and either has fun or doesn't.

Another point to consider in the writing of modern games is that many are now written for just such sophisticates as ourselves, with many exceptions and detailed special handling for edge cases. Stuff like that just wasn't in the classic 1st editions. You had the core system, and if you ran into an edge case, you and your friends just made a ruling, and moved on. After all, that's what most people do when playing a traditional board or card game (apart from the highly regulated ones such as chess or bridge). If the rules printed on the inside of the box lid are unclear or confusing, they make something up, and move on. Perhaps in the quest for "more official rulings", we've increased the verbiage and complexity of our rule books and simply multiplied the confusion, rather than reducing it. We've certainly made it more intimidating.

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On 12/29/2003 at 8:10am, anonymouse wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

For reference, can you recall the name of the program? Many of the NPR programs keep online archives, would be interesting to give it a listen.

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On 12/29/2003 at 11:03am, Ian Charvill wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

I can echo Rafial's point about the teach-yourself thing. But I'm adding two caveats.

1. I've never heard anybody tell that story and it not be about basic D&D (red box in my case).

2. I can't think of a rpg I've come across in recent times that put the same effort into teaching you to play as that old red box did.

The lack of 'gateway' products out there is, I think, a real hinderance to the hobby as it stands.

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On 12/29/2003 at 3:06pm, Christopher Kubasik wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

The show was a Los Angeles homebrew, Talk of the City (I think), with Kitty Feldman (I think). I might be syndicated out of LA. I don't know.

I, too, taught myself RPGs out of the old D&D box. So it can be done. In part because the D&D set had no expectation of modelling "reality" (ie, the current grail of so many RPGs and so many burned dollars in the computer/video gaming world.)

I, too, think the "gateway" issue is a crucial one.

But I think the question stilll stands: what would a game be like that could be written up clearly?

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On 12/29/2003 at 3:36pm, efindel wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Personally, I'd say the problem is one of scope. In a traditional board game, your choices are very limited; actions that the game designer did not imagine simply are not possible. In a "standard" RPG, on the other hand, your choices are nearly unlimited. It's at least implicit -- and often explicitly stated -- that you can have your character try anything.

To put it more concretely: consider, say, Risk. You want to take over a space on the map, and there's someone already there? Then you fight for it. There's no other way to do it within the rules. How you fight for it is explicitly mapped out as well, and there's no real player choice involved there, beyond what resources you want to devote to it, and when to give up trying.

Now consider an RPG. There's a room full of orcs, and you want to get in there. There's myriad ways you could do it. Straight-up fighting them is obvious, but you could also sneak in and try to do a surprise attack, try to lure them out and attack them, try to lure out just one orc and get rid of him, disguise one or more of the party as an orc and try to con them, try to con them in some other way, and so on, and so on.

The only way to have a simple set of rules which covers all the possible actions in an RPG is to abstract them to an extreme. Have actions like "attack", "con", "sneak" which cover all possible modes of attacking, conning, or trying to sneak in. Don't allow any bonus for having a "clever plan" or the like -- that's just another way for GM judgement to sneak in.

In some ways, it's a difference in scale. Consider how complex and full of edge-cases Monopoly could be if it tried to handle things at the level of detail most RPGs try for. "Okay, my mob boss is going to go send the boys over to rough up the owner of Park Place so we can convince him to sell it to me cheap..." or "I'm going to put some dead cats in the trash cans of Joe's hotel at Marvin Gardens, then call the newspaper. Let's see what that does to his asking price..."

There are such vaguely RPG-like games that can have short, clear rules... things like HeroQuest (the old board game, not the new RPG), the old TSR Dungeon game, some of the old Dragon games (e.g., "Search for the Emperor's Treasure), and Dungeoneer.

(And note as well that in a true RPG, players are not limited by/to whatever scenario the GM might have in mind. To quote Robert Plamandon's Through Dungeons Deep, "if you want to, you can have your characters stay home and paint wallpaper."

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On 12/29/2003 at 5:08pm, Christopher Kubasik wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

I don't know about the "scope" arguement anymore.

Games like The Pool, and even Sorcerer and HeroQuest tend to handle all things in pretty much a simple, direct and uniform way. It requires a healthy shaker of common sense to run them well though.

The questions become then:

Are the rules of The Pool clear enough for anyone to pick up and get them?

Do people "experienced" with RPGs read rules differently than other folks. (In other words, would someone reading The Pool's rules be baffled *because* he'd played a lot of RPGs, whereas someone without RPG experienece would read the Pool's rules without thinking, "where did all the rules go?"

Using discussions and thoughts on the preceding question, could the actual writing/text of Sorcerere and HQ (to use two great examples), be simpler than the published versions if the authors had not been catering to an audience with a lot of front-loaded expectations of what an RPG is? (Since of these authors tends to hang out around here *ahem* I hope he'll comment.)

What I'm getting at it this might be purely rule/mechanical issue. It might also be in how we approach what the rules are *supposed* to read like, be like.

Certainly whatever the game was, it would have to be more of a "focused" game, the kind we find around here. But given that there might be a tight design premise, ("You're making a story to decide how far your character will go to get what he wants,") how much can we strip away in term of both rules *and* text to reach a point of clarity for all to understand.

Christopher

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On 12/29/2003 at 7:32pm, jdagna wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

1) I think it's a focus issue as well. A board limits the number of possibilities. Even a board game with an infinite number of possibilities still has fewer possibilities than a simple RPG.

I think of it like good software design. If you restrict the allowable inputs, then you can very easily write code to handle each and every one very specifically. The more allowable inputs, the more complex your code must be. Computers get better every day, but they still deal with a finite, definable set of inputs and ignore everything else.

In an RPG, we're told that good GMs will bend or make up rules to cover weird situations. Thus, we're not limiting the input, and we're inevitably going to come up with weird situations. Even in good old Basic D&D, there are such issues - what happens to a magic missile (or fireball) if you cast it while using a spell of breathe water? And if a power can be used once per day, does it reset after 24 hours or sunrise or what? Most of the questions I get on my game have to do with people tweaking the system or setting. "Your game doesn't tell me how to make cat people!" "There aren't any cat people in this setting." "Right, but I want to add them and you don't tell me how."

2) Anecdotally, I taught myself to RP without any outside influence using Warhammer Fantasy Role-Play, so it can be done with games other than Basic D&D. Prior to WFRP, the closest to role-playing I'd done was Choose Your Own Adventure books.

3) I know for a fact that experienced gamers have more questions on my system than newbies do. Usually the questions are generated by paradigm shifts (like spending experience to buy benefits instead of hoarding it for level gain). I liken these questions to someone playing Risk asking if they can morgage North America since that's how Monopoly worked.

Many questions I get are also about the why behind the mechanic. For example, in my game you spend 10 XP for a new skill. That's clear enough for anyone to follow procedurally. But experienced roleplayers keep asking "Well, is that learning process from training or experience? Can I spend 5 and get half the skill? How good is my character if he's halfway through learning the skill? What does the experience represent before I spend it?" All of these questions are a bit like a Monopoly player asking "Why am I moving around the board in the first place? Is the Monopoly city really a squared circle? Why can't I buy Free Parking, if its free?" You just wouldn't see that asked in a board.

Board gamers expect to follow an arbitrary procedure and they don't ask these questions. Newbie gamers have no problem with this either (as long as the procedure is clearly explained). But experienced gamers hold the game's procedural elements up to some higher standard - be it games they've played in the past or their own concept of real life. Perhaps they simply realize how arbitrary mechanics are? Or perhaps they really want the System of Life, with no arbitrariness at all?

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On 12/29/2003 at 7:38pm, C. Edwards wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Well, had a post, but Justin just took the words right out of my mouth. Particularly with the arbitrary rules issue. So yeah, what he said. :)

-Chris

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On 12/29/2003 at 11:26pm, M. J. Young wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

I was getting all ready to post my story, and then Rafiel posted it for me.

Well, a few tweaks. Yes, it was the blue box Basic D&D first edition (pre-dice--it had chits in the box, remember those?). I knew no one who played--didn't meet any such person for about a decade, during which time our group learned, quite on our own, BD&D1, MetAlpha, GammaWorld (3&4, I think, but Bob had those books), StarFrontiers, Traveler, and OAD&D. The biggest problem was OAD&D, because it was not at all clear that this was a different game from BD&D1--it seemed as if it should be "the rest of the game", and it's actually got a lot of compatibility problems that had to be resolved to keep play going. But once we figured out that this was actually not the same game, it all fell into place.

Of course, I was already out of college and playing with college graduates, in the main. I thought we were the target audience, really (and maybe originally we were, as mostly college students, young adults, and military people seemed to be in the original groups). So maybe part of the problem is figuring out what the target audience is, and writing something within their grasp.

Has anyone here seen/played Vincent Baker's Matchmaker? I'd bet it's on his website. It seems to me like a wonderful entry-level game, although I'll confess to not having had a chance to play it yet.

--M. J. Young

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On 12/30/2003 at 12:39am, Paul Czege wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Hey M.J.,

We played Matchmaker.

Paul

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On 12/30/2003 at 6:39am, Noon wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

1. Board gamers don't try and get in to a state of suspension of disbelief. If they did, you would get questions like "Why am I moving around the board in the first place? Is the Monopoly city really a squared circle? Why can't I buy Free Parking, if its free?"

2. Also, older roleplayers think its their god given right to question rule implementation. "The game only works if I believe and I don't believe in this/this isn't letting me believe. Therefore I have a legitimate beef!!" being their motive. Of course, game designers don't have the magical ability to brainwash the gamers into believing, no matter how good their writing.

3. Rules tend to make a threesome from what would otherwise just be the GM and the Player. This third party is the influence of a writer who is far far away and will never meet the group. It's sort of like having a second GM to operate through, who is always pretty consistant. Of course the real GM can overide the rules to various extents, but social contract, written or implimented through dirty looks, tends to dissuade that. In fact I hypothesize the reason behind there being so many rules is to help avoid the real GM overriding them, including through casual mistakes (GM Nah, you could never run that far P: But you let joe do that the other day...man I wish my speed was written down...perhaps in rules and stuff).
The fewer the rules, the more the GM can override them (for better made rules, he just needs to be smarter). What's so bad about GM override? Well a large segment of gamers, IMO, don't sit down to play 'please the GM most'.

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On 12/30/2003 at 11:11pm, Jack Spencer Jr wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Noon wrote: Of course, game designers don't have the magical ability to brainwash the gamers into believing, no matter how good their writing.


They don't? Maybe it's because many say things like "do what you like with the rules" instead of "See here, now. This is how the game is played"

What's so bad about GM override? Well a large segment of gamers, IMO, don't sit down to play 'please the GM most'.


Perhaps it would work if everyone played "please everyone else most?"

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On 12/31/2003 at 1:49am, rafial wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG


Are the rules of The Pool clear enough for anyone to pick up and get them?


Almost, I think. I just went and reviewed them, and with a little more explanation of "this is what a GM does, this is what a player does" (probably as an example of play) the Pool could be handed to a group of people who had no experience with RPGs, and they could do something successful with it.


Do people "experienced" with RPGs read rules differently than other folks. (In other words, would someone reading The Pool's rules be baffled *because* he'd played a lot of RPGs, whereas someone without RPG experienece would read the Pool's rules without thinking, "where did all the rules go?"


I think some "experienced" folk come to the games with certain expectations for what is supposed to be in an RPG. "Hey, there's no rules for falling damage! This sucks!" A true novice would not have these expectations, and so would not be negatively influenced.

Interestingly, novices would come with a different set of expectations that might confuse them "Hey, there's no board" "Do I roll to move?"


how much can we strip away in term of both rules *and* text to reach a point of clarity for all to understand.


Christopher, I'm curious if you can explain in more detail the purpose of the clarity you are seeking. Is the idea that lack of clarity in rules writing is a barrier to people entering the hobby? Why is more clarity needed?

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On 12/31/2003 at 4:21am, Noon wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Jack Spencer Jr wrote:
Noon wrote: Of course, game designers don't have the magical ability to brainwash the gamers into believing, no matter how good their writing.


They don't? Maybe it's because many say things like "do what you like with the rules" instead of "See here, now. This is how the game is played"

What's so bad about GM override? Well a large segment of gamers, IMO, don't sit down to play 'please the GM most'.


Perhaps it would work if everyone played "please everyone else most?"


Nope, got no idea of where your going except its a pretty curt place. Bit more info? :)

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On 1/2/2004 at 5:05pm, Scripty wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Christopher Kubasik wrote:
Games like The Pool, and even Sorcerer and HeroQuest tend to handle all things in pretty much a simple, direct and uniform way. It requires a healthy shaker of common sense to run them well though.

...

Are the rules of The Pool clear enough for anyone to pick up and get them?

...

What I'm getting at it this might be purely rule/mechanical issue. It might also be in how we approach what the rules are *supposed* to read like, be like.

Christopher


I have often said amongst many a protesting gamer that the RPG market will not expand significantly until you can fit the rules on the back cover of a book. For the most part, I believe that. It's not just about clarity, IMO. It's also about the amount of time needed to get from opening the book to actually playing a game.

FWIW, you have mentioned HeroQuest, Sorcerer, and the Pool as examples of rule clarity. I agree with you for the most part, but there are a few pitfalls even in those systems, as written.

For HeroQuest, the breakdown, IMO, comes in when magic shows up. This is where a very streamlined rules system goes on holiday. I like the way that magic works in HeroQuest, but I do wish that the rules for magic could just be condensed into "this-->that-->this" like the rest of the system. Also, the default magic rating of 14 runs counter to the rest of the rules, in some instances. For example, if I had a character with a magic ability of JUMP OVER STUFF at 5w and I wanted to jump over a tree, I would roll against a 14. If I had the same magic ability and tried to jump over a giant with a Tall 1w, I'd roll against that 1w. If I used the same ability against a Hobbit with a Size of 10, there are some arguments for using the 10 and some for using the 14. It depends on which section you read and what you read into it.

Clarity, to me, is an issue here. If we could just distill the HeroQuest system down to its core concepts (which the Hero's Book almost does), I think that we would be onto something big. I honestly wish that Greg Stafford would release the core HQ system to a group of designers so that they could do a system/setting book outside of Glorantha that Issaries could (then) publish. So, to steer all this back on topic, I think it's important to have the rules all in one place (ala the back 6 pages of handouts in FengShui) or the two page rules synopsis of Over the Edge both for ease of reference and the importance of being able to see how the rules interact (or are supposed to).

Secondly, you mention Sorcerer. I have a handle on Sorcerer's mechanics but have yet to honestly commit myself to reading the book front to back. I love Sorcerer's supplements (both "Soul" and "Sword"; I haven't gotten "Sex" yet (make of that pun what you will)) but for me the big hangup with Sorcerer is terminology. I don't want a magic sword to be my demon. I don't like thinking of demons in those terms at all. For me, just calling the thing a demon is nearly a misnomer. It's a darkside, a temptation, etc. etc. but so many people that I know think that Sorcerer is about a bunch of demon-worshipping PCs. Primarily, it's because of terminology. Granted, there are lots of funky terminologies for other games as well ("Armor Class" anyone?) but I think this illustrates a point where clarity can be lessened by the wrong word representing the right thing. So, call a demon an obsession, a dark self, a death wish, whatever, but unless it has red horns or runs around making small children vomit pea soup, I think you risk clarity by pushing terms into the abstract boundaries of their meaning. Most people that I know don't think about things in abstract terms such as this. I do, but I'm a wierdo. My wife doesn't and she's the most "normal" person I know (opposites attract).

Of all the games mentioned thus far, I think the Pool comes closest to what we're talking about. It's brief. It means what it says and says what it means. But there's also a shortfall, to a degree, in what happens at A and B and why, IMO. From my readings, I think the Puddle is the most coherent of the Pool/Pool-variant crowd. I came away knowing what to do when and knowing my place in the list of instructions as a player and narrator (or player/narrator). I think it's a good example of how a game can achieve clarity. Its only pitfall in the Monopoly-model, IMO, is with the FIFO of play. Most players that I know are not interested in writing a paragraph about their character. In my experience, there are players who will either write a novella about their characters or who want a list of numbers and a name. I'm not so sure that narrative creation would appeal to those players (hence the genius of HeroQuest's "3 ways to make your character").

Putting all that aside, however, I think you are on to something here, Christopher, and that, by following this "Monopoly model", RPGs could take a step into a new, more user-friendly direction. Perhaps, we could get the kids (10 and under) playing again, rather than playing video games. Continuing on, as I tend to do, I would really like to see RPGs take on this model:

1) Core system explained in 10 pages or less (in plain English, with examples).
2) Setting explained in non-specific, non-metaplot terms in 15 pages, giving people something to play in and not memorize.
3) 10 pages of character templates.
4) 10 pages of 1-page sample campaigns or adventures.

A whole rpg in under 50 pages. Roughly an entire game the size of the Hero's Book, and (like the Hero's Book) priced at under $12.

Any of the rpgs that you listed (HeroQuest, Sorcerer or the Pool) could accomplish that, IMO, with a minimum of fuss. It may not be a model for maximum profits for the big game publishers. But it might be a recipe for an indie revival. Heck, my FLGS carries Ninja Burger and Kobolds Ate My Baby.

You think Stafford would go for something like this, branching the HeroQuest system out beyond Glorantha? What about the Puddle? A book for the Puddle could go:

1) 3 pages for the rules, with explanations and graphics.
2) 15 pages for a setting, with character templates and campaign ideas included.
2) 15 pages for another setting, with character templates and campaign ideas included.
2) 15 pages for another setting, with character templates and campaign ideas included.

If you were a 12-year old with a $20/wk allowance and you had a choice between the Player's Handbook in 2-3 weeks (with nothing else to go on) and a $12 book with 3 kewl settings ready to play...

Well, I know which one I'd choose in my old twelve-year old self.

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On 1/2/2004 at 9:42pm, James V. West wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

I kinda like the idea of a game like this. Short, clear, easy to pick up and run with. I don't have any time to sit and read hundreds of pages of rules or to have to constantly refer to obscure rules here and there when I'm playing (hell, I don't have time to play these days!).

The Questing Beast clocks in at 32 pages. With a smaller font it would probably be 24 and if you took out the artwork we're talking 16 pages or so. I think it's pretty clear and I think it's pretty easy to run with. But I wrote it so I might be biased (anyone think TQB is difficult or unclear?).

On the other hand ('cause there's always one isn't there?), I have a great appreciation and love for big, fat tomes of rules. The sheer impressive size of them! Thumbing through the dense pages for hours on end! But I think this is merely a symptom of nostalgia, common in many of us who grew into role-playing lugging the DMG, PH, MM, FF, and UA around in tattered duffle bags.

What do the new kids see in that? Probably nothing.

(edited to fix a mistake in the link)

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On 1/2/2004 at 9:59pm, Ron Edwards wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Actually, James, before you posted, I was planning to chime in and point to The Questing Beast as my first pick for a game that meets these criteria.

Best,
Ron

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On 1/3/2004 at 2:31am, Christopher Kubasik wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Hi all,

Sorry I've been away for a while. Someone asked me a good question and I had to spend some time getting an answer.

The question was:

What is the purpose of the clarity I'm seeking?

Well, the real question was, is such clarity possible. (What people want to do with it is up to them.) I had no agenda beyond these following mysteries (mysteries to me at least.)

1) Are RPGS of a completely different bread of tabletop entertainment that the rules can't actually be clear, concise and jargon free?

2) If we answer yes to the preceding question, are we indulging ourselves in being a tad lazy, letting ourselves off the hook? (After all, it is common publishing practice to expect a v.2 of any game now to clean up as much as possible what wasn't clear before.)

3) Given that I'm not talking about Sim games here (the quest for modelling everything is not going to fit in *any* book as far as I can tell), and I'll take for granted someone sly could slip a good Gamist game into one slim volume, would the tools, techniques and temperaments required for Narrativist play require a manual along the line of "How to Draw?" or "Jazz for Beginners"? The truth is, the rules might be tight, but think over how much bandwidth has been spilled here going over scene framing and such. In other words, is Narrativist play, with all its best bells and whistles, less a game than a craft and art form, requiring texts and teachers? Or, and this really could be true, could a stripped down version of Sorcerer (lacking all arguments against older RPGs (which are threaded througout every page)), or The Pool, be picked up and played by people who didn't know any better. Would scene framing even need to be mentioned? Would groups find such things on their own, or not miss them if it never occurred to them? Or would/could it be built into the concise rules themselves.

4) Can the rules be written in such a manner that if and when a question does arise, the answer can found quickly, and the rule is definitive enough not to require debate, further page flipping, or wondering, "I thought it was in this section, but maybe its over in this one."



I admit, this is one of those kinds of threads that I sometimes start, and sometimes baffle people, where I don't have a point to make, a score to settle, or an agenda at hand. I heard an interview on the radio talking about well written, clear, concise game rules.* I wondered about RPG rules. I posted because this place is where you go to overturn the paradigm. I'm curious about the answers, but also curious to see what such thoughts might stir in other people's heads.

*A note about clear, concise game rules. The other night I played Scrabble with friends. Hadn't played in a long while. We started fast. We didn't check the rules, we knew *enough* to get going. But here's the deal: every time we had a question (and we had a lot), we could check the rules printed on the inside of the box cover and get the answer within seconds. No need to debate, no need to mull, no need to get on line and see if we could snag an answer off a chat room. My point is, its not simply a matter of getting the game up and running fast, it's a matter of keeping the game going once its under way. Comparing the page flipping that went on when I was playing Mage for the first time (all four of us with a copy of the rules, every eight minutes rifle through the books like competative scholars) and the Scrabble game ease and finality to a question illustrates, I think, what I'm pondering.

I really don't know the answer to these matters. I do know we're *used* to the big fat books James is nostalgic for. But is that the same thing as not having a choice in the matter?

Christopher

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On 1/3/2004 at 5:29am, James V. West wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Damn this thread. Now I'm thinking that writing a "narrativist" game is a lot like pinpointing both the exact location and exact speed of a bullet. That is, if you find one you negate the other.

I think "non-gamers" pick up on abstract rules commonly found in narrativist games quicker than "veteran gamers". They don't have hit points and levels in the back of their mind. They probably remember cops and robbers better.

I'm way outta my league here, but I'm gonna give some gut takes on your specific points:

1) I'm not sure what you mean by "jargon" since all games have jargon. But I'm inclined to say RPGs are not that different from other games. Pictionary is a good example of a boardgame that has a lot of abstract qualities yet doesn't suffer from lack of clarity. I don't see why an RPG couldn't be just as clear, just as concise. I think any problem we're seeing stems from our own muddled notions we bring to the table.

2) Yeah, I'd say so.

3) Yes, again our waters are muddy before we start to swim. I've talked to gamers and non-gamers alike about The Pool and the non-gamers usually seem to have less trouble grokking.

4) I think so, but that's probably the absolute hardest part of designing such a game. How the hell do you make a concise and all-encompassing rule about how a person can be creative in a game that takes place entirely within the imagination?

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On 1/3/2004 at 8:29am, Andrew Martin wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

James V. West wrote: How the hell do you make a concise and all-encompassing rule about how a person can be creative in a game that takes place entirely within the imagination?


I think that this can be done by staking out starting points in the imaginary space. For example, supply finished characters, which can be very easily customised, as examples of character generation. Supply a starting relationship map which fits with the above characters, which again can be customised. Supply starting bangs for the characters and an example play session/transcript so players can see how it's done.

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On 1/3/2004 at 8:49am, Christopher Kubasik wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Hi James,

Good call on the "jargon" question. I take it out of the mix.

Christopher

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On 1/3/2004 at 1:57pm, James V. West wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Andrew:

Examples, of course!

I suppose a game like this requires faith in peoples' ability to be creative while maintaining boundaries. Setting those boundaries is the tricky part for me. But I think you're right in saying that clear examples from point A to point Z are one of the keys to doing it.

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On 1/3/2004 at 3:52pm, Ian Charvill wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Scripty wrote:
1) Core system explained in 10 pages or less (in plain English, with examples).
2) Setting explained in non-specific, non-metaplot terms in 15 pages, giving people something to play in and not memorize.
3) 10 pages of character templates.
4) 10 pages of 1-page sample campaigns or adventures.

A whole rpg in under 50 pages. Roughly an entire game the size of the Hero's Book, and (like the Hero's Book) priced at under $12.


Prince Valiant.

(Actually the first rules section, plus sample adventure plus pregenerated characters runs to all of three pages).

The whole book - which does includes optional Advanced Rules and a lot of illustrations - runs to about 100 pages and retailed at $19.95 in 1989 dollars.

It's OOP - I snagged a copy off Ebay - but it's well worth looking at w/r/t this discussion. Hmmm, I was sure Ron had a review of it up, but when I looked I couldn't find it (that could be me being a numpty, though).

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On 1/3/2004 at 4:06pm, Scripty wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Much like James. I have to say I'm out of my league here too, but you've raised some interesting questions, Christopher, that I think deserve some answers.

Christopher Kubasik wrote:
1) Are RPGS of a completely different bread of tabletop entertainment that the rules can't actually be clear, concise and jargon free?


No. That's my gut reaction. I've seen non-RPGers laugh it up at an RPG table-top mystery game. I've seen kids aged 5-6 break out into spontaneous roleplay during a game of LIFE. I don't think that RPGs are a different breed of entertainment. I think that roleplay is a very natural and even an intrinsic activity. I just think our hobby did an end-around by starting with wargaming first. IMO, RPGs started because wargamers wanted to roleplay. We're still moving back from that, IMO. And, regarding jargon, I agree with James' point that most games have jargon built in. I do think it's important, however, for the jargon to correctly identify (in concrete terms, not abstract terms) what it is describing. For instance, calling Armor Class a Defense Rating instead of Armor Class. Or calling Hit Points, Health Points or some such. The more direct the jargon, the less explanation that is needed.

Christopher Kubasik wrote:
2) If we answer yes to the preceding question, are we indulging ourselves in being a tad lazy, letting ourselves off the hook? (After all, it is common publishing practice to expect a v.2 of any game now to clean up as much as possible what wasn't clear before.)


Well, I answered "No" to the question. But your point here is still worth a comment or two. Aren't MOST rpg designers lazy in their designs? How many RPGs are designed for the non-gamer? Most of them that I know are designed by gamers, playtested by gamers in games run by (gasp!) gamers. I once built (and still have it around) a solo "roleplay" engine. It was a great deal of fun and followed your starting character from a mere rascally weasel all the way to becoming a warlord. My friends and I, all gamers, used to play it (not as a roleplay game, but concurrently as several solo sessions) for 8 hours at a time. Hence the funky quotes around "roleplay". It was only roleplay in that you interacted with the elements of the setting (such as ticking the Chandler off for running around with his daughter; or running off the faeries by spraying on some Faerie Repellent), but it was a lot of fun. With all the character templates, I think it clocked in at 360 pages. We loved it and I never once had to walk any of the other gamers through it. They were like fish to water. But then I introduced it to a couple of non-gamers. They didn't know what to do with it at all. They didn't know where to start. I could take any gamer off the street, hand them a ten-sider and leave them alone for the rest of the day. But the average-Joe and Jane couldn't quite put the pieces together (not without considerable help at least). My problems were jargon, presentation and examples of play.

I don't think RPG books are written for the public as a whole. I can understand, to a point, why D&D and other games would rather exploit the market that is there instead of fish around for a new one. But isn't that lazy, to a degree? When CRPGs have finally overtaken us and the last few copies of the Fiend Folio sit collecting dust on a library shelf somewhere, wouldn't we have considered it a mistake NOT to make RPGs more accessible to individuals outside of the hobby now?


Christopher Kubasik wrote:
3) ... In other words, is Narrativist play, with all its best bells and whistles, less a game than a craft and art form, requiring texts and teachers? Or, and this really could be true, could a stripped down version of Sorcerer (lacking all arguments against older RPGs (which are threaded througout every page)), or The Pool, be picked up and played by people who didn't know any better. Would scene framing even need to be mentioned? Would groups find such things on their own, or not miss them if it never occurred to them? Or would/could it be built into the concise rules themselves.


Of my recommendations earlier, I can honestly say that I don't think HeroQuest could fit the bill here. Maybe that's because I'm an old-timer, but I don't think that the rules for HQ *could* be explained without examples. But the Pool and especially the Puddle (sorry, James and Ron, I haven't had a chance to look at Questing Beast, yet) could, IMO. Perhaps, if some of the jargon was re-purposed or clarified. For instance, "Monologue of Victory/Monologue of Defeat," isn't there a better term for these things? I don't see a 9-year-old picking up our $10 setting book and understanding the concept *in those terms.* Couldn't we just call it "Narration" or "Storytelling"? Isn't that what it is? For example, when player A rolls so many sixes he gets to "storytell" his victory. When player B, gets so many ones he gets to "storytell" his defeat, etc. etc. Other than that, I don't see a need to include scene framing or any of our narrative jargon. Most non-gamers seem to understand these concepts better than gamers, IME. And a lot of groups, especially the younger crowd, wouldn't miss them. They might be thankful for being saved from yet another tier of jargon. Of course, you could put out a "Narrator's Guide" akin to Robin Laws' "Guide to Good Gamemastering" for those who want more tools to work with.


Christopher Kubasik wrote:
4) Can the rules be written in such a manner that if and when a question does arise, the answer can found quickly, and the rule is definitive enough not to require debate, further page flipping, or wondering, "I thought it was in this section, but maybe its over in this one."


I believe so. I think the Puddle is definitely there (for the most part). Your suggestion with the Castle Falkenstein Lite is also a good candidate, IMO. Again, I don't know much about Questing Beast, but Ron and James seem to think that it also fits the bill.

Recently, I myself had an epiphany when playing the "Zombies" boardgame. The system is pretty simple. You run into an obstacle, you roll a d6 (jargon alert!), on a 4,5 or 6 you overcome the obstacle ("zombies"). If you roll a 1,2 or 3 you can either spend a number of "bullets" to boost your roll to a 4 *or* lose a point of health. While playing this game, I felt that it would make a GREAT basic rpg for gamist play. The resulting play of the boardgame was akin to a videogame. The only thing that was really needed was the impetus to interact with the pieces on the board. Find that, and you have a gamist RPG that fits on a postcard.

I definitely think that rules for these games can be written in a manner of which you speak. I'm not sure that a group of gamers alone could do it, however. Non-gamers would be needed. That's where we find out where we've used jargon (like d12) that has honestly become a part of our cultural spectrum over the years. It's NOT jargon to us, but I think we forget that it is to others. That's how we find out where our rules need clarity. I don't think we can force our rules to be clearer. We need fresh eyes, IMO.

And non-gamers too.

Scott

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On 1/3/2004 at 4:08pm, Scripty wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Ian Charvill wrote:

Prince Valiant.



Kicking...

myself...

now...

Good call, Ian. Prince Valiant. Were it a hotter license at the time I don't think we'd be speculating about this issue on this forum.

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On 1/3/2004 at 10:28pm, rafial wrote:
Does it have to be Nar?

Pool variants seem to be getting the most press as far as lightweight (therefore accessible to the non-initiated systems), but how about something like Deep7's like of 1PGs? I have not myself personally looked at them, but they continually get great reviews, and my understanding of the design principles is that the rules basically fit on the character sheet. This certainly meets the criteria of "fast lookup" laid out above, and my understanding of the system is that it is pretty simmy, taking advantage of the fact that genres (pirates, secret agents, cowboys & indians) are ones that people understand the conventions of without need for exhaustive setting writeups or detailed rules.

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On 1/4/2004 at 12:49am, Noon wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Christopher Kubasik

1) Well, it's more of a sliding scale with a lot of difference in between the two types of game. Monopoly is sort of 'run spot, run' while RPG's are more in the grown ups newspaper area, in terms of the scope their supposed to be covering.

2) This is kind of a funny question...your asking that if we answer yes, we let ourselves be lazy, ie not consice, ie we write too many rules. Letting ourselves be lazy and do more work on rules! ;)

But no, I do get you. It's answering a problem with proliferation rather than concentration. Quantity, not quality.

3) This depends on the intent of the group. You see, monopoly doesn't create anything. If you tape recorded a session it really wouldn't register as art. However, an RPG session recorded, although it would be rough, would have little moments in it which are like art. If narrativism includes the desire to expand and enlarge these little moments, the manual to help it probably would have to be like 'how to draw' or 'jazz for beginers'. Otherwise people keep re-inventing the same wheels.

However, building them into concise rules? I think that would be like trying to build a guitar that played itself 'correctly' when you used it. It would exclude many of the users abilities.

4) Concise rules are nice, but think of it this way. Does Scrabble or Monopoly encourage you to roleplay? I will say, it is possible to do roleplay in them, if you shove it in. But do they encourage it? No? And why? Because your working with so little room there...rolling dice and walking three squares feels so restricted and is so restricted. You need more complexity before the game itself starts suggesting (in a slightly hypnotic way) that your entering another world, etc. I contend that, ironically, the more rules you have (or at least the more you deal with implications of rules), the less it feels like your entering a game and instead it feels like entering a world. So many options open up you can't consider them like you do in chess...so many options must be considered like you yourself do in the real world. I think that's important.

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On 1/4/2004 at 6:25am, Scripty wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Noon wrote: 4) Concise rules are nice, but think of it this way. Does Scrabble or Monopoly encourage you to roleplay? I will say, it is possible to do roleplay in them, if you shove it in. But do they encourage it? No? And why? Because your working with so little room there...rolling dice and walking three squares feels so restricted and is so restricted. You need more complexity before the game itself starts suggesting (in a slightly hypnotic way) that your entering another world, etc. I contend that, ironically, the more rules you have (or at least the more you deal with implications of rules), the less it feels like your entering a game and instead it feels like entering a world. So many options open up you can't consider them like you do in chess...so many options must be considered like you yourself do in the real world. I think that's important.


Now, this is just a statement from my personal experience and preference, so please take it with a grain of salt.

I'm not certain that what you're talking about is complexity. I think Monopoly discourages roleplay because it is inflexible. The system tightly defines the "if...then...that" of gameplay. In many instances, I have had similar experiences with RPGs whose rules are just as inflexible. One that comes to mind is stopping a game entirely to get scientific calculators in order to do a mass combat in Aftermath. We were still playing the game by the rules but we had definitely slipped out of roleplay.

I don't think it's a scale of layers and layers of rules, so much as it is a versatile ruleset that allows for a degree of flexibility in play. For instance, I think it's okay for a game to say "If PC health falls below zero, PC is out of contest, either dying or unconscious." I don't think it's necessarily okay for a ruleset to say "If you roll the square-root of your ability score your weapon falls out of your hand, five feet away from whichever side of your body on which you were holding the weapon."

Here we have two levels of complexity, which, IMO, doesn't affect their effectiveness in a roleplaying session (outside of breaking out a calculator for the math impaired). But one rule is rigid and the other isn't as rigid. I posit that it would be easier to roleplay under the first rule than the second one. Invariably, a player will not be in a space where dropping the weapon five feet to his side is an option (such as a 5' wide tunnel) or will have gotten wise to the rule and attach a strap around his wrist for every weapon he is holding (thus negating or drawing into question whether the rule had any bearing at all). I hope the example illustrates my point.

I understand your point about Scrabble and Monopoly discouraging roleplaying due to the nature of their ruleset. But I think it has more to do with the rigidity of the ruleset rather than the complexity of it. I have played several wargames (Titan, Twilight Imperium, Throneworld, Time Agent, Geronimo, Gettysburg and, even, Chess). Despite varying levels of complexity, none of them really encouraged roleplaying any more (or less) than the other.

Scott

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On 1/4/2004 at 3:00pm, Christopher Kubasik wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Hi Scripty,

Great post. That's why I still think of Sorcerer rules set as a great model in for the agenda of this thread.

*The conflict resolution mechanic is simple, fun and uniform across the game.

*The Humanity loss/gain rolls evoke all the thematic tension, evoke the color of what's going on, and give the game the clear focus. But remain simple and concise.

*The use of "descriptors" for all the terms and abilities for PCs and demons are there to inspire the imagination of the players, but remain firm and playable.

I do think that if I were hired to edit the book for Parker Bros, there'd be a lot of work to be done. But this almost all comes down the fact Ron was clearly writing the book for the RPG audience and clearly with as a kind of manifesto of: "Well, dammit, what about playing this way. (Now, could it be whittled down to the size my thought experiment requires and still remain Sorcerer? I think so, but that's just a gut guess.)

(What might an example of such an massage to the rules be? Well, let's just look at "conflict resolution." (This is important to Sorcerer, but not currently explicit in the rules, as the concept developed more clearly in the hobby after the rules were published.) If I were massaging the rules, I probably wouldn't even mention it as something different than "task resolution." I wouldn't mention "task resolution" at all. Clear board game rules state what the game is, what the rules do, and how the players play. The fact that "conflict resolution" is still not very clear in RPGdom is still no reason to go on about as an issue that has to be "taught". My rule of thumb would be to always, always choose to write specificly and tightly on how *this* game is played and assume the player was going to come with me on this. I know that this isn't how most games are played... But I'd also offer most games aren't as tightly designed mechanically as Sorcerer. They encourage "playing-all-over-the-place" with the rules. The assumed people are going to "ignore the rules" for their fun to work. Sorcerer was designed to actually work. In this regard, it's got a great leg-up on The Great Parker Bros Experiment.)

"Encouraging" roleplaying, it seems to me, doesn't depend on having a kazilling rules to cover everything and a rule book the size to fit it all. That's been the model for almost all the length of the publishing history. But that' doesn't mean it needs to be that way.

All you need are rules that encourage roleplaying. The thing about the "tight focus" of a lot of Forge type games is that you by definition forgo obsessions with simulating every damned thing, and can focus on: "this game is about this, done through the use of these rules that encourage story/character/color whatnot." Thus, the rules can be set up like Sorcere: clear, tight, and specific, but not unwiedly. They encourage roleplaying not because they cover everything, but because they offer the player specific points to engage their imagination with the rules (the descriptors, bonus dice for evocotive description, the Humanity rules), and the let the players go to town.

So, at this point it seems the requirements would be 1) a simple rules set 2) a simple rules set that encourages roleplaying 3) a focused set of rules (as Monopoly or Sorcerer are focused 4) a committment in the text of the rules to describing what the player does.

(This last point seems espeically interesting to me. Most game texts go on and on about all that a PC *could* do, but finding the rules for what the player does is often a bear. I think one of Ron's greatest contributions to the hobby is his persistent demand, "Yeah, but what are the players doing?")

Christopher

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On 1/4/2004 at 4:04pm, Scripty wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Thanks, Christopher. Your response was thoughtful enough to give me pause in my previous notions regarding Sorcerer. Ron has suggested that I give the game a serious consideration. I'll definitely pursue that soon.

Something that occured to me after re-reading Noon's post is that what he terms as complexity may not necessarily be complexity in the terms by which I interpreted it. Looking closer at what he's saying it seems he's speaking of onion layers of rules. A sort of exploration of a setting through a ruleset. Outside of my own observations that the difference between games like Risk and Vampire:tM may not be the complexity of their ruleset but, rather, their degree of flexibility in play, I'm also picking up a sort of "down the rabbit hole" vibe from Noon's post.

I could be wrong and my inner-Hippie could be coming out here. But I think Noon is also talking about inducing a trance state. Okay. Some people just stopped reading there. But for those who have opted to continue on...

It's repetitive of me to say that watching TV, reading a book, even surfing the net induces a trance state. Going to see a movie, when the lights turn down, it's almost programmed in us to enter a light trance state.

IMO, RPGs aren't much different and it's this trance state that helps along our suspension of disbelief, that puts us "in the zone." Here in our "RPG state" I think that what we're looking at is the game itself (or even the character) being the "focus" while the rules serve as the "ritual."

Now, before you run off and get your black robes....

I think it's important for rules to serve as the "ritual." Think of how the mood around the table changes just after two simple words: "Roll initiative." It's there and, IMO, tangible. I would also posit that this "trance" state is more important in RPGs than in other games, although other games certainly induce it to a degree. I think this is also something that Noon was touching on in his post.

But how would we fit a flexible, coherent ruleset on the back of a box with the added requirement that it is as engaging as other, more robust rulesets?

From my own studies in the matter, I would have to say repetition, repetition, repetition. That's one of the reasons that the solo game I designed wasted so much of my playtesters' time. There was one simple mechanic followed by a lot of shuffling. Once the numerous charts were committed to memory (which occured at a startlingly high rate). The game was just a series of die rolls. Only one die (a d10; sometimes used as a percentile) and one mechanic repeated endlessly. I would leave the game with playtesters and then come over 8 hours later and they'd still be playing. They wouldn't have even eaten sometimes. When I would forcibly take the game away from them, the most they would say about it was: "Man, that's addictive! Can I have it next weekend?"

But there wasn't much to it except for a series of steps that were repeated ad infinitum. Perhaps, by complexity, Noon means that the rules require a "series" of steps to resolution. I don't know.

Personally, I think such a mechanic would benefit roleplaying, but I'm unsure how to achieve it. You'd need a mechanic that was repetitive, that involved a series of non-intensive mathematical hoops to jump through. Most of all these hoops would have to be fun with a robust number of possible results (but not too many as to break the cycle). I think Unknown Armies is a pretty good example. IMO, a certain degree of math is good but, overall, math bad. I can't recall the number of Feng Shui games I've had where play was stifled by math. It's only addition and subtraction, right? Maybe to us. So, no tallying of hit points. Nothing like that. We need something simple, immediate and yet sufficiently layered to constitute a "ritual." A roll...results type thing...perhaps followed by another roll of some sort. Threes seem to work for this kind of thing. (Roll initiative...roll to hit...roll damage, anyone?) But even if it was a one roll and done ruleset, I think that would be okay as long as the results were immediate and recognizable. It's the whole BF Skinner programming thing at work...

I don't know if Sorcerer qualifies. I think the Puddle might, especially in a modified version. Questing Beast might as well. Any thoughts?

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On 1/4/2004 at 7:12pm, Ian Charvill wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Scripty, I know this is somewhat avoiding the point of your post but I've often seen points similar to this made:

IMO, a certain degree of math is good but, overall, math bad. I can't recall the number of Feng Shui games I've had where play was stifled by math. It's only addition and subtraction, right? Maybe to us. So, no tallying of hit points. Nothing like that.


And would simply like to observe that Scrabble requires a fair amount of addition, and that Monopoly requires both addition and subtraction many many times over in the course of play (along with a little multiplication on the utilities).

I don't see maths as the barrier to clarity - though I am in favour of tokens rather than numbers on a page, though that may just be my outer child talking.

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On 1/4/2004 at 8:27pm, Scripty wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Ian Charvill wrote: And would simply like to observe that Scrabble requires a fair amount of addition, and that Monopoly requires both addition and subtraction many many times over in the course of play (along with a little multiplication on the utilities).

I don't see maths as the barrier to clarity - though I am in favour of tokens rather than numbers on a page, though that may just be my outer child talking.


I agree. A game like Monopoly has significantly more math (and more complicated math) than Feng Shui. I don't see math as a barrier to clarity but I do see it as a barrier to play. See, in Monopoly, the math is in support of the whole point of the game: to make insane amounts of money in order to beat the other players. That's the whole point, and math is a part of it. Now, where the math of Monopoly *breaks* with the intent of the game, IMO, is best shown by the "Income Tax" square. How many people actually tally up 10% of their worth when landing on this square or have sat at a game and waited for another player to do so? The math breaks the routine here. It breaks the rhythm. Therefore, 99% of the Monopoly games that I have played have ignored the 10% rule. We've always paid the flat fee. Now, if we were going to *get* 10% of our worth when landing on that square, I bet a more significant number of people would be whipping out calculators at the Monopoly board.

It's just my opinion but I think that excessive math can be a detriment to a roleplaying experience. I have experience to back that up (reference: Aftermath and the scientific calculators). I have sat by and watched fellow players struggle with the plusses and minuses of Feng Shui. Sure, it's simple math. Sure, I can do it in my sleep. But the simple arithmetic is breaking the rhythm of the game for me and everyone else. What that says about the state of our education is another discussion entirely.

My point is that, in terms of trance induction and maintenance, this is not a good thing. The rhythm is broken. The groove is gone. I'm not saying that math has no place in rpgs, just that we should be aware that too much math can counteract our intent.

If the math is the point, however, such as resource managing one's way through a Diablo-esque experience, that's different. But imagine if you had to stop in every room to determine how your Charisma is holding up under such dirty conditions based on a set number of modifiers and percentages. The math would knock you out of the game, because it doesn't apply to what you're doing (or doesn't seem to). Now, if the GM applied those modifiers (no more than three or so), only when your Charisma stat came into play (which is how most RPGs handle it) that would be different, IMO. But even then if you had to take the cosine of CHA times the square-root of the number of hours you had been in the dungeon and multiply that by one divided by the modifier of your appearance enhancing equipment, I think that would be math of a sufficient complexity and a sufficient quantity to cause the game to stop and break its rhythm. My experience with Aftermath was much like this.

My point was that trance states enhance the suspension of disbelief and that overly complex or overly abundant mathematic calculations can break the rhythm/focus of these rituals that maintain/support our trance-state. It wasn't a diatribe about how math is universally bad or makes games incoherent. Because neither of those is true. It was a precautionary to anyone seeking to build a game along the lines that we have discussed on this thread. Primarily, I wasn't saying that math was bad for clarity but, rather, that excessive or complex math is bad for maintaining trance-states at the table.

In my opinion, division by any number other than 2 or 10 should be completely avoided. Multiplication by any number other than 2, 5, or 10 should likewise be avoided. Addition and subtraction should occur in 2-digit number ranges, and no action should require more than three calculations of these kinds, with one being the preference.

Now, that's not a blanket model for all rpgs to follow. I can't think of a single rpg I own that does. And I don't own an RPG that I don't like. But if we're looking to market a game to "the masses" by bringing it into line with Scrabble and Monopoly, I believe those are good rules of thumb to keep in mind because, IMO, our RPG lives or dies by its suspension of disbelief, flow, and immersion in the interactive story. Breaking the trance is like interrupting someone when they're reading a good book. As a general practice, I just don't think it'll go over all that well.

Scott

P.S. For the record, I think tokens are the way to go, too. It would keep me from fiddling with my pretzels.

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On 1/4/2004 at 10:24pm, Ian Charvill wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

The point about how germaine the maths is to play is I think spot on, Scott. Something else occured to me, with talking about the tokens and all.

The Chaosium collectible card game, Mythos, used token to mark sanity. They recommended using marbles, so that when you were out of sanity, you'd lost your marbles. I liked that game a lot, and I had it in a draw for close to ten years. I had enough cards that three or four people could sit down and play it, so it was a self-contained thing. But it didn't get played much, not because it was complicated to play, but because it took a few goes before you were playing it well enough to feel like there was a game being had.

Role playing games are like that squared. Games you've run for dozens of sessions, an obscure ruling will come up, and you check the book. I can't think of a single mainstream game like that. It's not a question of mastery - chess is simple enough, but not simple to master - it's a question of gaining a basic understanding of all of the rules.

Incidentally, on the 10% income tax rule, either that didn't make it into the British edition or no one I've ever played with has made the least effot to enforce it.

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On 1/4/2004 at 11:37pm, Noon wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Scripty wrote:
Noon wrote: 4) Concise rules are nice, but think of it this way. Does Scrabble or Monopoly encourage you to roleplay? I will say, it is possible to do roleplay in them, if you shove it in. But do they encourage it? No? And why? Because your working with so little room there...rolling dice and walking three squares feels so restricted and is so restricted. You need more complexity before the game itself starts suggesting (in a slightly hypnotic way) that your entering another world, etc. I contend that, ironically, the more rules you have (or at least the more you deal with implications of rules), the less it feels like your entering a game and instead it feels like entering a world. So many options open up you can't consider them like you do in chess...so many options must be considered like you yourself do in the real world. I think that's important.


Now, this is just a statement from my personal experience and preference, so please take it with a grain of salt.

I'm not certain that what you're talking about is complexity. I think Monopoly discourages roleplay because it is inflexible. The system tightly defines the "if...then...that" of gameplay. In many instances, I have had similar experiences with RPGs whose rules are just as inflexible. One that comes to mind is stopping a game entirely to get scientific calculators in order to do a mass combat in Aftermath. We were still playing the game by the rules but we had definitely slipped out of roleplay.

Given that mass combat doesn't lend itself to character analysis, I'd say its more the element of mass combat that broke you out of roleplay, rather than the rules.

If your saying you couldn't do your characters moves until the battle around them was quantified by the rules then you have a point. But that's one simple rule screwing you up, that you have to calculate the battle as you go.


I don't think it's a scale of layers and layers of rules, so much as it is a versatile ruleset that allows for a degree of flexibility in play. For instance, I think it's okay for a game to say "If PC health falls below zero, PC is out of contest, either dying or unconscious." I don't think it's necessarily okay for a ruleset to say "If you roll the square-root of your ability score your weapon falls out of your hand, five feet away from whichever side of your body on which you were holding the weapon."

The actual complexity of the rules doesn't matter...its not about being precise, its about setting up white noise to hinder playing it like chess. A similar sort of white noise to that which stops us living our RL lives like their chess.

Anyway, my assertion is two stage, and I'm actually thinking of starting a new thread on it.
1. Add more rules (or implications of rules) to give more room to move, so the player feels his PC is less like a pawn in chess.

2. Add white noise, so that the player who has just felt his PC isn't a pawn doesn't end up shooting himself in the foot by calculating all the game odds and running him like a pawn all the same. 'White noise' means a bunch of rules that set up probabilty tables so wide its just impossible to mesh ALL of them mentally and play the game like chess. Instead you play the game somewhat like you 'play' real life.

EDIT: Yes, its also somewhat like a trance state. I'd call it a 'perception overload/stop playing or just accept' tool. And as I said before, I think it could do with its own post. Sadly today I've spent a lot of time on the net already and should probably chase this up tomorrow.

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On 1/6/2004 at 6:23am, Scripty wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Noon wrote: The actual complexity of the rules doesn't matter...its not about being precise, its about setting up white noise to hinder playing it like chess. A similar sort of white noise to that which stops us living our RL lives like their chess.

Anyway, my assertion is two stage, and I'm actually thinking of starting a new thread on it.
1. Add more rules (or implications of rules) to give more room to move, so the player feels his PC is less like a pawn in chess.

2. Add white noise, so that the player who has just felt his PC isn't a pawn doesn't end up shooting himself in the foot by calculating all the game odds and running him like a pawn all the same. 'White noise' means a bunch of rules that set up probabilty tables so wide its just impossible to mesh ALL of them mentally and play the game like chess. Instead you play the game somewhat like you 'play' real life.

EDIT: Yes, its also somewhat like a trance state. I'd call it a 'perception overload/stop playing or just accept' tool. And as I said before, I think it could do with its own post. Sadly today I've spent a lot of time on the net already and should probably chase this up tomorrow.


I think that this would be a great topic for discussion. Unfortunately, though, I don't have much to add in either direction. Certainly, overloading the senses is one way to "force" someone into a trance state. But I'm not so sure it's as effective in maintaining that state nor is it necessarily as effective the second time around. People seem to become deadened to these more jarring means of rapid trance induction, from my studies (e.g. exposure to gory violence, unexpectedly yelling in someone's face at a loud volume, rapidly flashing images in someone's field of vision (as in a rock video or some video games)).

I do think you have a good point, however. I'm just on the other side of the pasture as it were. I'm not an advocate of rules adding "white noise" (at least as you describe it) to a gaming session. That should not discourage you from exploring this idea to its fullest, however. Thanks for expanding on your earlier post. You rose many interesting topics that led me integrate two areas of interest/study that I had not properly connected in the past.

Scott

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On 1/6/2004 at 11:58pm, Noon wrote:
RE: Game Rule Clarity: Monopoly vs. any RPG

Scripty wrote:
Noon wrote: The actual complexity of the rules doesn't matter...its not about being precise, its about setting up white noise to hinder playing it like chess. A similar sort of white noise to that which stops us living our RL lives like their chess.

Anyway, my assertion is two stage, and I'm actually thinking of starting a new thread on it.
1. Add more rules (or implications of rules) to give more room to move, so the player feels his PC is less like a pawn in chess.

2. Add white noise, so that the player who has just felt his PC isn't a pawn doesn't end up shooting himself in the foot by calculating all the game odds and running him like a pawn all the same. 'White noise' means a bunch of rules that set up probabilty tables so wide its just impossible to mesh ALL of them mentally and play the game like chess. Instead you play the game somewhat like you 'play' real life.

EDIT: Yes, its also somewhat like a trance state. I'd call it a 'perception overload/stop playing or just accept' tool. And as I said before, I think it could do with its own post. Sadly today I've spent a lot of time on the net already and should probably chase this up tomorrow.


I think that this would be a great topic for discussion. Unfortunately, though, I don't have much to add in either direction. Certainly, overloading the senses is one way to "force" someone into a trance state.*snip*


Ah, now this is an important bit...it doesn't force the trance...it forces the descision of whether you go into a trance. No half assed in or out (if the technique is applied adequitely), make a descision. And if your already seated and ready for the game, its pretty stupid not to go into trance (yet I've seen it a few times).

Anyway, I'll post what I typed up in word the other day now... :)

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