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Archive for the ‘game design’ Category

[D&D4] Skill DCs Rebuilt From the Ground Up

In game design, role-playing games on September 8th, 2008 at 8:00 am

As I said in my last post, I am less than impressed with the skill check system in D&D 4th edition. Most of these problems are rooted in the idea of resolving checks using d20 roll + skill modifier. The high variability and flat probability curve are a nightmare to work with. Actually fixing the problems would require starting from zero, and pitching the d20 heritage, though.

Instead, I just want to hack the skill system a bit, to get it working well enough to be fun. There will likely be several stages to this, but the first starts at the foundation. The baseline DCs in the Dungeon Master’s Guide and in the first batches of errata released for it just do not match the game’s mathematical structure. They need to be replaced. Read the rest of this entry »

The DC 5 Skill Check Must Die!

In game design, role-playing games, techniques on December 2nd, 2007 at 9:40 pm

After helping Jay Little out with this year’s tournament adventure for XCrawl, I decided to check out a few other D&D/d20 modules. I was curious about the current state of the art, at least from major publishers, in adventure design. While D&D isn’t something that fits my style as a GM, some quality stuff is being published. I’m even a little tempted to tweak the modules in Paizo’s new Pathfinder series and run them.

I have seen one disturbing practise repeated by numerous designers across all publishers. The DC 5 skill check sets a terrible example for new GMs, and it is a blight on the hobby.

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GenCon 2007 and Me—Dirty Secrets

In game design, role-playing games on July 25th, 2007 at 2:12 am

(designed by Seth Ben-Ezra, published by Dark Omen Games)

Like Jason Little, Seth Ben-Ezra and I know each other because of boardgaming. In fact I had no idea that Seth was a RPG designer, let alone an influential one, until about a year ago. Seth was there at the birth of so-called “Forge theory,” and the Forge community itself. He just published his first game, Legends of Alyria, but he developed it in public on the defunct website The Gaming Outpost, and it floated around in various forms for almost a decade. Legend is also a major influence on other, more famous games like Polaris (the tao-games website is undergoing maintenance just now) and Universalis.

He is also one of My Play’s few regular readers :)

When I stumbled across a playtest report on his blog to a hardboiled detective fiction RPG he was working on, I left some words of encouragement. Within a couple days, Seth e-mailed me, asking if I’d take a look at what he had.

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GenCon 2007 and Me—XCrawl Phoenix Open 2007

In game design, role-playing games on July 23rd, 2007 at 11:14 pm

(GenCon 2007 tournament module designed by Jason Little, to be published later by Pandahead Productions)

XCrawl is a d2o Fantasy (aka Dungeons & Dragons) variant that embraces the dungeon crawl, and pushes it beyond its natural limits. XCrawl is about dungeon crawling as modern mass media sports spectacle!

XCrawl has been a minor hit for Pandahead, and they are trying to raise its profile among hardcore D&D players, so a tournament at GenCon is a natural idea. The Phoenix Open is the dungeon it will be taking place in. There are also plans to publish Phoenix as a part of the XCrawl line later in the year.

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GenCon 2007 and Me—Grey Ranks

In game design, role-playing games on July 23rd, 2007 at 2:24 am

Howdy.

Sorry for imposing another long delay between posts. I’ve been busy helping some friends out with gaming-related projects, and that has eaten up my desire to think hard about gaming. Those projects are done with now, and I hope to return to a semi-regular posting schedule again.

For someone who is neither attending nor publishing, this will actually be a big GenCon for me. My name will be in the credits of two roleplaying games that are being released there, and in the fine print of one of the tournaments.

I thought I’d take a few posts to fill you in on these projects a bit, since I think they are all very interesting. I suppose I could be a little bit biased ;)

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The Importance of Being Elegant — The Upside of Elegance

In boardgames, elegance, game design on April 30th, 2007 at 12:03 pm

While I did a bit to ameliorate the most common complaints about elegant games last time, they still have some clear drawbacks. Without some positives to tip the scales, we might as well tell game designers, “Forget about elegance, it’s just a way of showing off. You’d be better off focusing on other qualities when you design.” Fortunately, I can think of several aspects of elegance that, together, rise to the occasion.

Just as I did not discuss every argument against elegance in the last part, this is not an exhaustive list of the benefits of elegance. In addition to being a futile effort, trying to compile a complete list of the advantages of elegance, with even cursory analysis, would be far more than anyone would want to read. Instead, I will focus on what I feel are the most significant advantages elegance has to offer.

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The Importance of Being Elegant — The Case For the Prosecution

In boardgames, elegance, game design on April 22nd, 2007 at 9:23 pm

In order to critique games — and, if absolutely necessary, gamers — intelligently, you must understand the strengths and weaknesses of the major aesthetic priorities. Developing a grasp of why different priorities makes games fun, which priorities play well together and which ones do not, what the limits of their advantages and disadvantages are, and how the problems they can cause have been overcome in the past are all important to developing a thorough understanding of games and how they are designed.

Here and in the final part of this series I shall try to develop such an understanding of elegance, starting with the problems that emphasizing elegance can cause. I won’t pretend that I discuss every complaint about elegant game design here, though. This article would become (even more) unwieldy if I did, and I feel that some of the common complaints are straw men that anyone can see through. In addition, I am not aware of a comprehensive Encyclopedia of Complaints About Elegant Games that I can use as a reference. I’ve used the Alex Rockwell piece that is quoted in the introduction to this essay as my primary source for serious complaints. There are certainly serious issues with elegance that I have forgotten about.

It should also be obvious that I have a strong bias in favour of elegant designs. Because of this, I doubt that I have done complete justice to the arguments against elegance. I have tried my best to be fair, but I have probably not been as eloquent or as forceful as I should be when presenting the case against elegance.

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The Importance of Being Elegant — Concerning Aesthetic Content in Games

In boardgames, elegance, game design on April 17th, 2007 at 4:26 pm

[This is the second part of my essay on the role of elegance in game design. The first part, introducing the topic, can be found here. Parts 3 and 4 will be coming soon.]

Before getting into the advantages and disadvantages of elegant game design, it is important to understand the role that elegance plays in game design. It is not an objective measure of success or failure in game design, and it is not a goal that a designer sets for himself. Instead, elegance is one of a wide array of aesthetic qualities that a designer can choose to emphasize or ignore. The priority a designer gives to elegance, and every other aesthetic quality, has a huge influence on which players enjoy a game. Elegance only affects a game’s quality indirectly, though.

Advanced Squad Leader is an excellent example of a high quality game whose designers did not give much emphasis to elegance. At the time of this writing, ASL is ranked among the top 50 board games of all time on Boardgamegeek. It has also sold thousands of copies, has been in print for most of the last 25 years, and has spawned dozens of expansions and spin-off products. It is also one of the most inelegant games ever published. Even by wargame standards, its rules are almost (repeat almost) ludicrously detailed. Nevertheless, it has to be accepted as one of the best boardgames of all time. If elegance were an objective measure of quality, ASL would have disappeared shortly after publication.

The list of aesthetic values that a game design can possess is enormous, and each value has both fans and detractors. Every game design features a unique mix of them, and determining this mix is one of the most significant decisions a game designer makes, even when he is not aware that he is making it. Deciding involves trade offs, though, and no game can be all things to all players. How should a designer make this decision? What does this mean for the art of game design? How does this necessity affect the role of elegance — or any other aesthetic quality — in game design?

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The Importance of Being Elegant — Introduction

In boardgames, elegance, game design on April 16th, 2007 at 1:29 pm

[Presented here for your amusement, at long last, is my second essay on elegance in game design The Importance of Being Elegant. Well, actually, this is just the introduction to it. The whole thing is much too long to read comfortably in a single blog post, so I have broken it into four parts, and I will post it over the course of the next couple weeks.
I thought that I would start you off easy ;)

The entire essay consists of

  1. Introduction
  2. Concerning Aesthetic Content in Games
  3. The Case for the Prosecution
  4. The Upside of Elegance]

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Designers, This is the Key

In boardgames, game design, role-playing games on April 3rd, 2007 at 3:33 am

The best summary of what design is about that i have ever seen.

Yes, it applies to game design. Board and roleplaying.

Courtesy Jeff Tidball.

Game Chef 2007 is Here!

In game design, gaming society, role-playing games on March 17th, 2007 at 1:54 pm

Who among you is mighty enough to create an entire roleplaying game in two weeks?

Oh yeah?

Prove it! Read the rest of this entry »

Do Mega-Conventions Hurt Game Quality?

In boardgames, game design, role-playing games on August 29th, 2006 at 10:45 pm

Publishers have taken to heart the lesson that buzz sells. If this had no effect beyond achieving greater sales, I would say “kudos” to the publishers. Instead, I am writing this article.

The problem is that many—dare I say most?—publishers take a rather simplistic view to the generation of buzz. The thinking to be something like “The bigger the event, the bigger the buzz.” This leads, inevitably, to the idea that the product should debut at the largest possible event, probably GenCon or Essen.

The effects that this has on the gaming industry are myriad, and many of them deserve some thoughtful consideration. For now there is only one I want to pay attention to, though. Many games get rushed to completion in order to be ready “on time” for release at a large event, rather than staying in development until it is as ready as its publisher can make it.

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An Introduction to Elegance

In boardgames, elegance, game design on August 14th, 2006 at 11:32 pm

This article is second runner-up, 2006 Board Game Internet Awards, Best Industry ArticleElegance is not the prerogative of those who have just escaped from adolescence, but of those who have already taken possession of their future.

-Gabrielle “Coco” Channel

Prior to 1995, there was little tradition of elegant design in the North American gaming industry. Hex ‘n’ Counter wargames that had 20+ page rulebooks were still thriving, and, while block wargames had been invented in the mid ’70s, they were still a niche within a niche. Quasi-RPG wargames like Car Wars, Battletech and Star Fleet Battles, which had their heyday in the ’80s before petering out during the first half of the ’90s, were almost an order of magnitude more complicated than the standard hex games.

A few oddballs, like Illuminati and Cosmic Encounter, had digestible rulebooks, but they relied on chaotic wackiness, including a healthy dose of Take That, to provide fun. Most hardcore boardgamers are no longer interested in Take That games (although Cosmic Encounter still has a loyal following), preferring light or heavy strategy games of various stripes. The primary market for that sort of chaotic game is now crossover buyers from the comic book and RPG markets. Judging by the number of Munchkin and Chez Geek sequels that Steve Jackson Games has published, it’s a winning strategy.

Don’t get me started on role-playing games. This was the era of Rolemaster and Palladium and Torg.

There were elegant boardgames around, of course. Aside from two player abstracts, which have been elegant since the beginning, hobby boardgames like Dune, Empire Builder, the 18xx games (which actually date back to the mid-’70s), and the designs of Sid Sackson were all pleasantly compact designs. They were few and far between, though, and except for the Sackson classics like Acquire and Bazaar, these gems also suffer from playing times in excess of 2 hours.

Then Settlers of Catan came to North America, and everything changed. The idea that you could have meaningful choices and a rulebook that is shorter than 10 pages (ironically, the layout of Settlers rulebook obfuscates that) started to spread. Soon, other games followed that offered greater depth of strategy and tactics than Settlers, but still had rulebooks short enough to be understood in a single reading. The German Boardgame Invasion had begun, and elegance— meaningful decisions coupled with compact rules—was along for the ride.

Even though elegance lies at the heart of the German boardgame revolution, in-depth discussions of elegance and boardgame design are hard to find. Even the most basic definition of elegance seems to be assumed. Thi Nguyen nibbles at the edges of a concrete understanding of elegance in this GeekList, but doesn’t quite get there (through no failing of Thi’s—that’s not what he was aiming for). Yehuda Berlinger takes more direct aim at a definition of elegance and a rough way of measuring it in an article he wrote for the group blog Gone Gaming in his article Elegance in Games (which he pointed out to me in comments below after this article was first posted). Based on the comments to that article, though, I think it is fair to say that there is still room for further exploration.

This article is the first part of a series whose aim is to clearly explain what elegant game design is, why it is important, and how it is achieved. I will focus on defining elegant design for the rest of this article, with an eye toward tying the definition to other uses of the word elegant. Other aspects of this subject, including why elegance is important and how elegant designs are created, shall be examined in later parts of this series. Read the rest of this entry »