The Alexandrian

Go to Part 1

All of this can be somewhat difficult to discuss because game structures have become invisible partners in our games. They are generally not spoken of. We don’t even really think about them.

Apocalypse World - Vincent D. BakerIn The Elfish Gene, Mark Barrowcliffe writes: “When D&D is played it sounds like a series of questions and answers.” Similarly, in Apocalypse World, D. Vincent Baker says, “Roleplaying is a conversation. You and the other players go back and forth, talking about these fictional characters in their fictional circumstances doing whatever it is that they do. Like any conversation, you take turns, but it’s not like taking turns, right?”

So as we begin looking at game structures in traditional roleplaying games, what we’re really doing is cracking open this conversation at the game table and looking at what makes it tick. And, just like a formal debate, we’re also looking at how we impose rules onto that conversation and what effect those rules have. (Some of those rules are the actual mechanics of the game, but most of them are actually looser and more universally applicable than that.)

With that in mind, let’s start by imagining ourselves sitting at a hypothetical game table. We want to start playing a traditional roleplaying game. What needs to happen?

(1)   A player needs to propose an action for their character.

(2)   The GM needs to adjudicate that action and provide an outcome.

Once that outcome has been determined, this cycle repeats itself. (The player proposes a new action for their character and the GM then adjudicates that action.) This is the fundamental basis for the conversation at the heart of all roleplaying games.

But, as we established at the beginning of this essay, this is not as simple as it looks. Complications arise once we consider two questions:

(1)   What, exactly, is the action being resolved?

(2)   How, exactly, do we resolve that action?

The first question can be largely thought of as conceptually chunking or breaking actions apart. (Is “exploring the dungeon” a single action or is it made up of many different actions?) Sometimes the GM will need to break a proposed action down into smaller actions; sometimes they’ll need to figure out how to get the player to chunk multiple actions together into a meaningful package. Ideally, of course, both player and GM would get on the same page about what type of “chunk” to propose and resolve. (And this is, of course, where shared game structures come into play.)

The second question is often answered by the mechanics of the game, but not always. (And often those mechanics will only provide a partial answer.)

For a relatively simple example at the micro-level, consider a situation in which Elizabeth the Duchess of Canterlocke is providing a formal introduction for her friend, the Duke of Donalberry. But, in reality, the Duke of Donalberry is a fraud and Elizabeth knows this (she’s trying to smuggle him into some formal affair for reasons that aren’t really important). Is this resolved with a Bluff check? If so, is the check made by the duchess or the duke? Or both? Or should the duchess make a Bluff check while the duke makes a Disguise check? If the duchess fails her Bluff check, does that mean the whole fraud has been discovered? Or does it just alert the target that something funny is going on (thus applying a penalty to the duke’s Disguise check)?

There is no “right” answer here. But which structure you choose will have a significant impact on how this scene plays out at the table.

MICRO vs. MACRO

For the sake of convenience, I’m going to conceptually break down my discussion of game structures into two types:

At the micro-level, game structures usually take the form of GM rulings: As in our example of the Duchess of Canterlocke, the PCs propose an action and the GM determines how that action will be resolved. (In some cases this ruling is straightforward – the players want to do X; there is a rule for X; the GM uses the rule – and in other cases it will require greater innovation.)

At the macro-level, game structures become scenario structures. These larger scaffoldings determine how the players move through complex environments (physical, social, conceptual, or otherwise).

For example, imagine a simple scenario concept: “The PCs go to Castle Osterkark and investigate the rumors of cultist activity.”

A GM could choose to use any number of game structures to flesh out this concept: Is it a crawl from room to room? Is there a network of clues that will take the PCs to various locations throughout the castle? Will the PCs seek out particular NPCs and question them? Is there a timeline of events? Some combination of these techniques? Some other technique entirely?

At both the macro- and micro-level, game structures have a significant impact on what happens at the actual game table.

To help us get a better grasp on what scenario structures look like in practice, let’s take a peek at the grand-daddy of them all: The dungeoncrawl.

Go to Part 3: Dungeoncrawl

Legends & Labyrinths - Art Logo

Preliminary Cover Sketch - Viktor Fetsch

Preliminary Cover Sketch – Viktor Fetsch

Getting the art I need for Legends & Labyrinths continues to be a struggle. It’s a project that has been a monkey on my back for a long time; and as Zeno’s Paradox seems to invoke itself as I get closer and closer to its final completion, it feels like that monkey has been chowing down on neutronium.

But the process has not been without its joys. And watching Viktor Fetsch’s beautiful illustration for the cover slowly evolve and emerge has been a particular high point. Over the next week, I’m hoping to share a (rapidly accelerated) version of that experience with you.

We start today with the preliminary sketch Viktor gave me for approval before launching into the final piece. Prior to this, I had given him an art order which looked like this:

3 CORE ELEMENTS: 3 iconic heroes; fighting a dragon; in an evocative ruin.

DRAGON: Dead or alive. (Or both.)

RUINS: A sense of preternatural age. The majestic contours of long-lost civilizations. Whisper the suggestive echoes of a thousand, limitless stories.

HEROES: Three major fantasy archetypes — Fighter, Wizard, Rogue/Assassin. There should be no sense of these characters as “posing dramatically”, but rather being captured in a real moment. We want realistic armor. At least one of the heroes should be female. Consider having the heroes facing “away” from the camera: I don’t know if that’s necessarily right, but I am struck by how it invites the viewer to either identify with the characters or think of themselves as “the fourth member of the party”. Not a passive viewer, but a participant sharing in the same experience/vista.

3 KEY NOTES: A depth of field which invites the viewer into the sense of a wider world. The heroes and dragon interacting with the environment (dragon gripping a piece of ruin; flame washing around a rocky protuberance; one of the heroes hiding behind a wall; something like that). A “wow” element that’s not immediately apparent, but makes the image more than just a generic scenario.

If you had to describe the perfect cover for a fantasy RPG, what would it be?

Game Structures

April 2nd, 2012

One of the most overlooked aspects in the design and play of traditional roleplaying games is the underlying game structure. Or, to put it another way, there are two questions which every game designer and GM must ask themselves:

(1) What do the characters do?

(2) How do the players do it?

These questions might seem deceptively simple, but the answers are complex. And getting the right answers is absolutely critical to having a successful gaming session.

Some of you may already be challenging this. “How difficult can it be? The players tell me what their characters are doing and then we resolve it. What could be easier?”

To demonstrate the oversight taking place here, let me give you a quick example of play:

Player: I want to explore the dungeon.

GM: Okay, make a Dungeoneering check.

Player: I succeed.

GM: Okay, you kill a tribe of goblins and emerge with 546 gp in loot.

Is there anything wrong with that? Not necessarily. But it’s certainly a very different game structure than the traditional D&D dungeoncrawl.

And, of course, that example already assumes that the PCs are fantasy heroes who do things like dungeoncrawling. Given the exact same setting and the exact same game system, they could just as easily be monarchs, dragons, farmers, magical researchers, planar travelers, gods, military masterminds, or any of a dozen other things for whom these dungeoncrawling game structures are irrelevant.

BOARD AND CARD GAMES

The reason game structures become an issue for us is because roleplaying games are functionally open-ended: There is an expectation (and a reasonable one) that the players should be able to say “I want my character to do X” and then we’ll be able to figure out if (a) they’re successful and (b) what happens as a result.

Twilight Imperium - Fantasy Flight GamesTraditional board and card games don’t run into this problem because their game structure is rigidly defined and limited by the rules: Each time you take a turn in Monopoly or Chess or Arkham Horror there is a precisely defined sequence of actions for you to take. The complexity of this structure can vary quite a bit – in Candyland you simply follow the instructions in order; in Twilight Imperium your decisions would require an incredibly complicated flowchart to model – but the structure is invariable and comprehensive.

Or, to put it another way, boardgames and card games always have an answer to the questions of “What should I be doing now?” and “What happens next?”

ROLEPLAYING GAMES

Consider a hypothetical scenario in which you drop a group of PCs onto a random street corner. Now, take the same group of PCs and drop them into a random room in a dungeon. Why does one group say “I head through the north door” while the other says “I go looking for the local police station”? Why doesn’t the guy in the dungeon say “I go looking for the treasure” and the guy on the street corner say “I take the street on the left”?

Partly, of course, this is a matter of each group of characters having a different set of immediate goals. But it has a lot more to do with habits that have been casually engrained into us through years of playing RPGs.

Another example: Consider the difference between playing D&D and playing the Wrath of Ashardalon boardgame. Both feature similar mechanics, similar settings, and similar character goals. Why is my D&D group likely to spend time examining the walls and investigating arcane circles while my Wrath of Ashardalon group isn’t? Because the game structure is different.

In addition, as our example of dungeon vs. urban scenarios suggests, roleplaying games will often switch game structures. By contrast, computer games usually don’t swap game structures, choosing instead to unify their gameplay: In Elder Scrolls you use the same interface and commands whether you’re exploring a dungeon, traveling through the wilderness, or shopping in town.

On the other hand, games like Final Fantasy VII give you an overland map for travel. And Elder Scrolls V introduced a “fast travel” system that also changes that structure. Meanwhile, at the other extreme, the engine for the original Bard’s Tale was so limited that the town of Skara Brae was a murderville in which citizens attacked like monsters and the gameplay was almost completely indistinguishable from the dungeon at even the micro-level.

In a similar fashion, when I was twelve years old, I tried to run my earliest wilderness adventures as if they were dungeoncrawls: “Okay, you see some trees. What do you do?” “We go north.” “Okay, you go about a hundred feet. There are still trees. What do you do now?”

Use the wrong game structure and you can end up with a really lousy game.

Go to Part 2

GAME STRUCTURES
Part 2: Game Structure Basics
Part 3: Dungeoncrawl
Part 4: Combat
Part 5: Mysteries
Part 6: Hexcrawls
Part 7: Playing With Hexcrawls
Part 8: The Importance of Clean Procedures
Part 9: Archaic Game Structures
Part 10: Incomplete Game Structures
Part 11: Complete Game Structures
Part 12: Using Scenario Structures
Part 13: Custom Structures
Part 14: Scenario Structures for Between the Stars
Part 15: Generic Scenario Structures
Part 16: Player Known and Unknown Scenario Structures

Game Structure: Party Planning
Game Structure: Thinking About Urbancrawls
Game Structure: Tactical Hacking

Addendum: Katanas & Trenchcoats
Addendum: System Matters

Site News and Stuff

March 30th, 2012

Comments are now open again. They’ve been going down quite a bit lately (after having been stable for a good long while). Unfortunately, there’s still no indication that WordPress intends to fix this problem. If you ever see the comments closed on a post here at the Alexandrian, please drop me an e-mail and let me know.

March has proven to be a horribly dismal and frustratingly unproductive month for me. (And the silence ’round these parts has only been one small part of that.) My fingers are crossed that I’ll get things turned around and April will be better in all respects. At the very least, I can promise that things will be more active here at the Alexandrian as I’m currently laying in a full slate of content that will launch on Monday.

While I’m here, let me chat about a couple of movies I’ve seen recently…

JOHN CARTER OF MARS

John Carter of Mars

John Carter has become another victim of the “nobody saw it opening day, so it must not be good” fallacy that plagues the toxic combination of Hollywood’s front-loaded marketing schemes and the cult-like worship of the box office in media news.

Were the trailers terrible? Yes.

Have the mainstream reviews been mediocre? Of course. (Mainstream reviewers will always rip apart a genre movie if they’re given free rein to do so.)

But what about the actual movie? It’s very good. Not perfect, but very good.

If you’re a fan of science fiction adventure stories — particularly ones which are mind-blowingly beautiful — then you owe it to yourself to give John Carter a chance to wow you on the big screen before it disappears from theaters entirely.

THE HUNGER GAMES

The Hunger Games

Recently re-read the books and then watched the movie.

The film is a very good adaptation of an excellent novel. If I had any quibble whatsoever, it would be that Katniss ends up being a slightly weaker character in the movie. This is partly the result of needing to push exposition out of Katniss’ head and into the mouths of other characters (which results in other characters taking away some of her decisions and insights), but it’s also a minor structural issue in which Katniss remains almost constantly reactive and is never allowed to capture the initiative or take control of her situation. (Which is in marked contrast to the book, where I’d argue that Katniss’ unique quality is her ability to force her will onto situations over which she should have no control.)

Despite this, however, Katniss remains one of the strongest female protagonists in film history. (Which is kind of a sad indictment of female protagonists in film. But I digress.)

I have a general rule of thumb about adaptations: If the only thing I didn’t like in the movie were my favorite moments from the book, then the adaptation is a good one. (Why? Because they’re my favorite moments. The odds of the film perfectly capturing my personal vision of those moments is almost nonexistent; and because they’re my favorite moments, any deviation is going to come up lacking in my judgment.)

The Hunger Games passes that test, and also clears another important hurdle: Instead of just regurgitating the book onto the screen, it takes the opportunity to explore the story in ways that the book couldn’t and didn’t.

(This assumes, of course, that the book was good in the first place. In a situation like Field of Dreams — where the original book, Shoeless Joe, was mediocre at best — a different set of rules applies.)

Legends & Labyrinths

Things have been quiet around here lately because I’ve been frittering away on a number of projects. One is a lengthy series of essays that I’ll be posting here once they’re done… but they’re not done yet, so you’ll have to wait a little longer.

And one of the reasons they’re not done is because I’ve been working hard to finish up Legends & Labyrinths.

Basically, the current status of L&L is pretty easy to sum up: Flaking artists.

This was to be anticipated. Unfortunately, some of the outstanding pieces are actually crucial: The cartography for the Tomb of the Crypt Spiders bonus; the character sheet; and one of the pieces I’m contractually bound to include in the printed book as a sponsor reward. The character sheet is probably not 100% essential, but I literally can’t print the book without providing that last one. I probably should have pulled the plug sooner and moved onto a different artist.

Expect more preview stuff in the near future. And for those of you who missed the 8-Bit sponsorship but have been hammering my e-mail to know when the book will be available for general sale: You have been heard. There will be a pre-order system set-up, but it will probably not be made available until the book is ready to go.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.