Sunday, September 13, 2009
4e Sandboxing
Sunday, September 6, 2009
My Gaming Style
High Power Fantasy (1) vs. Low Power Fantasy (10):
Narrative Mechanics (1) vs. Simulation Mechanics (10): I don't think this is a valuable distinction. If I had to decide, I'd say that I like creating realistic stories - but that simulation does not appeal to me at all. A solid 3, maybe.
Strategic Chargen (1) vs. Simple Chargen (10): Simple Chargen is for people who don't like to think too much, and doesn't aid role-playing in any way. Cookie-cutter characters... yaay! I like to have a lot of options, and to have as many of those options as possible be viable, valuable and useful. Of course, in many systems, lots of the mechanics and options are blind alleys - they appear interesting, but aren't really worthwhile when you are actually playing (I'm looking at you, craft). So I'd say I'm a 3 - I like it strategic, but it has to be worthwhile choices.
Tactical Encounter (1) vs. Strategic Adventure (10): This is another worthless distinction. An encounter can be tactical within the sandbox structure. Tactical to me means "interesting features or structure", and I try to ensure there are a lot of those - but I never build with the exact party in mind - better to build something interesting and see how the party deals with it. Strategic, I guess, means a lot of boring shittly little encounters that use up healing potions. Did enough of those playing Final Fantasy. I'll put myself down as a 3.
Combat Balance (1) vs. Adventure Balance (10): Because you can't have balanced combat mechanics unless you unbalance the rest of the game right? Balderdash. I can balance my adventures just fine and still have mechanically balanced combat thanks. I'll take stupid distinction for 5, Alex.
Balanced Encounters (1) vs. Balanced Adventures (10): Holy god, these categories annoy me. The DM decides what populates the world. All encounters come from him. If he decides there is a lv 20 dragon in the woods when the party is lv 2, there is. We had a name for that GM. It was Asshole. Balanced encounters mean that you can control what you throw at the party with a reasonable degree of certainty. Balanced adventures means that you create an environment where the characters can (hopefully) choose things that will challenge then without massacring them. But then you get to laugh and say "You have chosen -- poorly" when they attack the really tough troll under the bridge. So once again, I'll take a 3. I balance encounters, but give them Adventure options that will make encounters easier or harder, based on their choices.
Wargame Combat (1) vs. Abstracted Combat (10): Wargame, put me down as a 2. I started with abstract combat, got into arguments, got confused, got a blackboard and never, ever went back.
GM as Player (1) vs. GM as Referee (10): I like to PLAY role-playing games. Impartial referee, I am not. My role is to have fun, and make sure everyone else has fun too - you do that by playing.
Fantastic Characters (1) vs. Common Characters (10): If I wanted to play a choleric beggar scrounging for pennies in the slums of a city, I would say that I like common characters. But I already said I like Heroes, soooo, 2.
Established Setting (1) vs. DIY Setting (10): I used to love me some Forgotten Realms. Bought all the splats, read all the books. Darkwalker-cover Grey Box, too, not your fancy 3e realms. But I'm totally a DIY-guy now. I like to create, write and draw maps - so it's the perfect outlet.
Resource Optimization (1) vs. Creative Problem Solving (10): I think the challenge of the game should come from overcoming obstacles with skill, flair and a dash of magic. Not counting tent pegs or rationing your dried fruit. Holy Shit, do people actually do that for fun? Who, accountants? Logistics officers? I'll take a solid 8 on this - I do still like to make sure that you actually brought a tent.
Wednesday, April 22, 2009
Incorporating High Level NPC's
Thursday, April 9, 2009
Psychology and "Enchantment"
Tuesday, March 31, 2009
The Myth of Causality
*Reposted from my comment on Whitehall Paraindustries*
A post I read recently on causality got me thinking about the "direction of causality" issue in gaming. I think that a lot of this discussion and disagreement comes down to people misunderstanding what the purpose of the "rules" in games actually do.
When we really boil down what game rules are for, it's very simple:
Something might happen in the narrative and you determine how likely/unlikely that is to happen.
Factors that are commonly considered are the difficulty of the action and the skill of the people involved. Add randomization, and voila - you have determined an action.
Pretty much every game rule, in all systems addresses some part of this basic equation. Rules are just shortcuts to these basic questions, and different rules address or combine these questions in different ways.
As an example, lets look at AC (or any defense rating, really). It's a shortcut for "how difficult it is to attack something", and the shortcut includes factors like physical protection and agility and overall skill of the defender.
Attack modifiers are similar - they are a shortcut that say "this is how good I am at striking aggressively".
Different systems use different shortcuts and probability structures to organize this stuff, but the basics are always the same.
It seems to me that the whole concept of "direction of causality" is mistaken - the only causality that exists is the consensual one that the players agree to. Different styles and rulesets imply causality, but they cannot create it.
Maybe an example will help, if only for myself. Let's take one action and look at the different ways that it can be handled, using different shortcuts. In game, a player says "I try to knock the monster into the pit".
You need to determine how difficult this is going to be - factoring in how tough the monster is to knock around, how skilled the player is at knocking things around, adding some randomization (if you like) and then determining the actual in-game effects.
For OD&D, this process is going to be largely up to the GM, with input from the players, and will be primarily based on AC, to hit bonus and a generous helping of "common sense", which really means deciding what you think might be realistic and then arguing about it. This is because OD&D doesn't use a lot of shortcuts.
In 4e, there are more shortcuts built into the game system. Rule of 42 gives mechanical guidelines for determining how difficult things are generally, and the player may have a power like "Tide of Iron", which is just a shortcut for saying "this character is hella-good at smashing things around by running at them".
The difficulty here is that the shortcuts are implying possibility - things like the rogue power that hits as a close burst on multiple targets, and can be done with a crossbow. Now... I've used a crossbow, brother, and there ain't no bursts with em. The power is a shortcut for saying "this character is really good at shooting a bunch of people in the face with missile weapons", but it asks you to agree that the possibility is there in the first place - which is where people who like OD&D have issues with 4e, it uses shortcuts that imply possibilities that they would rather not have.
I like 4e because it's made the mechanics of determining lots of this stuff more transparent and easier to use, but you need to be willing to use the shortcuts they built as well, and those don't sit well with everyone.