Thursday, May 18, 2006

Does Setting Still Matter?

Heya,

The quick answer is Yes, of course Setting still matters. I won’t deny for a moment that when I’m working on a design, I feel the System > the Setting, but they are both necessary for good play and good design. Okay, so why does Setting matter?

Well, first off the PCs need to BE somewhere. So in the very basic sense, there must be a Setting in which they exist. But that’s a non-helpful answer. Setting matters because it is the material the participants build conflict out of. Yes, the resolution systems detail how you resolve those conflicts, but the mechanics themselves don’t spell out where the conflicts come from. The Setting provides the context for the conflicts. It helps the conflicts make sense.

For instance, my game Cutthroat is VERY light on Setting. I barely mention it at all (basically I can sum it all up with “Biker gangs in the 1970’s”). But even though I just barely touch on it, that is enough to give the players all the context they need to create hilarious stories and rivalries among the characters. Take that small bit of Setting away, and everything from the Challenge to the Status Rolls to the Top Dog stop making any kind of sense. Dogs in the Vineyard’s setting focuses heavily on religion. And it is out of the religion that the characters follow that the conflicts in each town arise. Strip out the setting, and you just have a nifty way to roll dice, IMO.

So what about Setting Agnostic/Generic RPGs? Good question. I’m going to divide these two kinds of games into two camps for the purposes of this essay. The first kind is the type of game that gives you procedures for creating your own Setting. Universalis and Prime Time Adventures are examples of this sort of game. The games do not contain an exact Setting, but provide explicit rules for making your own. In fact, it’s part of the fun! The other kind of game is where Setting is implicit. For instance, the core books of ADnD2e had no official “setting”, yet it was very clear that you would be playing in some kind of fantasy world. People often point to GURPS as a game with no Setting. But I would in turn point to the insane amount of supplemental books that’s come out of SJG that deal directly with Setting elements. To say GURPS as a whole doesn’t deal with setting is absurd. It most certainly does. And each group that plays GURPS will have to deal with it in some way also.

So what’s the best use for Setting? That’s another long essay. The main thing to keep in mind when creating the Setting for your game is to make the setting elements drive the conflicts. If your Setting isn’t involved in what the characters are fighting for, then it’s time to redesign it.

Peace,

-Troy

PS: On the topic of Settings, the grandaddy of all settings is coming out soon: Ptolus! I've seen a few previews and from what I read and seen, I give it a preliminary thumbs up! If you're into D20, you really should check this thing out.

Monday, May 15, 2006

Just So Ya Know...

Heya,

Just throwing out a little FYI here. I am officially signed up to be at the Forge booth at GenCon this year! It runs August 10-13ish I believe. If you regularly read this blog and will be there, drop by the Forge booth. I'd love to shake hands and meet ya! :)

Peace,

-Troy

Tuesday, May 09, 2006

When should a Character Die?

Heya,

When designing an RPG, the issue of character death always comes up. Some people feel it is a necessary part of design (untrue), while others feel it should be avoided because it is un-fun play (also untrue). It can be hard sometimes to know when to include and when to leave out character death. To my way of thinking, there are only four reasons to include it in your design: 1) it adds to the atmosphere, 2) it increases the stakes, 3) it fulfills the player’s goal, and 4) it escalates the overall conflict/scenario all players are participating in. Let me break them down one by one.

1. It adds to the atmosphere
It certain games, mainly those that explore the setting or situation, character death can be an integral part of play. In fact, character death is expected, and the lack of it will diminish the fun. I am reminded of many Call of Cthullu games I have participated in and read actual play reports about. There was even a really hilarious thread on RPGnet many years back where people posted the most outlandish and fun way their characters died. For this game, at least the way I’ve seen it played, character death is well accepted, and honestly it’s anticipated. The thing that really makes it work, IMO, is the speed of Chargen. I know many CoC players who can draw up a brand new character in 5 to 10 minutes. So when their character dies, they jump right back in during the next scene no biggie. To me, that’s the key for using character death in this way. If your game has a time-intensive character creation and advancement process (imagine recreating a level 15 character in DnD 3.5 from scratch) then I would counsel against using character death to add atmosphere to your game. Three things to remember for this use of death: Frequent, Fast Chargen, Expected.

2. It increases the stakes
In my game, The Holmes and Watson Committee, players have the option to put their character’s life on the line. Choosing to do so grants them an additional bonus, but also makes the situation a lot more crucial. This is an example of character death increasing the Stakes. Sometimes it’s important to put everything you have on the line to accomplish something important. In RPGs, that can mean everything from nabbing the bad guy (like in Holmes and Watson) or saving a town from corruption (like in Dogs in the Vineyard). For designers, using death to increase the stakes means limiting the conditions where a character death is possible. Usually, that means making it a player option of some kind. Choosing that option ought to grant the player beneficial but dangerous bonuses of some kind. Sorcerer, Dogs in the Vineyard, and The Holmes and Watson Committee are the best examples I can give you of games that do this. Three things to remember for this use of death: Optional, Bonus, and Lethal.

3. Fulfills a Player’s Goal
Some games have players create a destiny or goal for their character to achieve by the end of play. The death of a beloved character can be a very moving experience. I can easily envision a game that incorporates that fact into the mechanics. The payoff would be the character dies with *something*. For instance, a character could die in redeeming himself. He could die with dignity in a war. He could die saving another person. Or he could die in order to allow another character ascend to a great position. The point of using character death in this way is to allow the player to choose the outcomes, but not necessarily the means of the character’s death. I can see a functional design that allows another player to choose the way a character dies so long as the character’s player gets to choose the conditions leading to and the consequences of that death. Three things to remember: Resolves the Character’s Story, Player Controlled, Consequences.

4. It Escalates the Conflict
Escalating the conflict means that the death of one PC impacts all the other PCs and their enemies in a way that makes the conflict more meaningful. Using character death in this way requires that all players be invested in everyone’s characters in some way or fashion. A dungeon crawl where everyone is out for himself to grab as much loot as possible and then skedaddle is not an effective atmosphere for character death that will escalate the conflict. A game where characters are dependant upon each other or where characters are related to each other in some way (blood, sex, loyalty, duty, etc) is the type of game where the death of one will add meaning to the final victory. In cases like this, character death IMO should still be at the option of the players playing the characters. However, the conditions that the game puts the characters in can make and should make death an attractive option. For instance, if I sacrifice my character, everyone else gains two bonus die and has enough time to rescue the princess from the evil sorcerer. Without my character’s death, the mission might fail. Of course now the sorcerer is really pissed and will take his vengeance out on the whole kingdom. Three things to remember: Sacrifice, Relationship, Meaningful.

In any of the four examples, character death needs to be explicitly mechanically supported by your game. Just including a rule like “When your hit points equal zero, your character dies” is not good enough. What does that death mean? Why might a player want his character to die? What does the character’s player get in return for putting his character’s life on the line? What does everyone else get if he does die? Answering these questions will add a lot of depth and meaning to the death mechanics of your game. Consider them carefully as you design.

Peace,

-Troy

Thursday, May 04, 2006

Yet Another Process

Heya,

I have found a third Game Design Process I thought I’d share with you. If you haven’t checked out Ron Edward’s thread on The Forge (Click Here) about his new game “It Was a Mutual Decision” then go check it out. He has a very thorough run-down of the process he used to bring that game from concept to finished product. Also, other people chime in with their own experiences. This thread is a treasure trove of helpful hints, models, and suggestions for designers who intend to write and publish a RPG. Troy’s Rating: two thumbs up! Enjoy :)

Peace,

-Troy