Hi kids.
It has been awhile, hasn’t it? Life crept up and hit this humble author over the head.
I am only now returning to what one might call a regular schedule. So I am back here to unleash the chatter going on in my cavernous noggin onto an unexpected public. Now things might not be as you remembered them (that is if you three haven’t moved on by now). I am expanding the scope of this little corner of the interweb to include all of my creative endeavors whether they be written, illustrated, or sculpted. I am also going to beat such dead horses as film and game reviews. I am also going to go out of my way to be more positive. I think that there is enough negativity floating around without me adding to the cacophony. I hope these words can serve to help rather than hurt, and inspire rather than deter. In turn I hope all of you can help me. From time to time I’ll ask your opinions and direction on various projects I’m currently scribbling down, and you can help add to wood to the creative fire. Some say too many cooks spoil the broth, but I believe that there is no such thing as too much support.
So let’s get to work!
And in this episode our hero gets back to business…
Posted: September 28, 2010 in Creativity, Game Design, WritingYes, I know loyal readers (all three of you), that it has been more than a week since my last post. A bout of the swine flu and a pretty nasty injury to my right hand put me out of commission for awhile, but I’m back. I will now pause so you can get all the exuberant joy out of your system…Are you quite finished? Ok, I’ll wait a little longer…Done now? Good, let’s move on.
Today’s subject is Setting and Mechanics. I want to get this out of the way first; Setting and Mechanics are equally important. Yes, you can have Setting without a Mechanic (Green Ronin’s Freeport for example), and vice-versa (may I present D20, Savage Worlds, and Burning Wheel as Exhibits A,B,&C), but they are incomplete; only half of a greater whole of your gaming experience. For your consideration, the noble peanut butter and jelly sandwich. The peanut butter is the foundation; it gives the sandwich substance. Peanut Butter by itself is dry, hard to swallow, and a bit bland. Jelly adds complexity and depth to the sandwich; in a word, Flavor. By itself, Jelly is overly sweet, overpowering you might say, and leaves one feeling a bit empty. Apart, they are edible, but unsatisfying. Together, they form the the cornerstone of childhood and are most defiantly Good Eats. (Yes, I’ve been watching a bit too much Food Network lately, why do you ask?) You see Mechanics is the peanut butter, substantive & strong, and Setting is the Jelly (jam, marshmallow fluff, bananas, whatever floats your boat), sweet and deep. Apart, they can be enjoyed but leave much to be desired, but together they form something greater to be savored and enjoyed. Now that’s settled, let us move along.
Settings + Mechanics = Role Playing Game
A simplified formula, but for our discussion it works. The question that we are attempting to explore is not whether the formula above works, but whether it also equals fun. Like tastes in music, everyone has a different opinion on what “fun” is. Even when you subset the population to table top gamers, fun is relative to the individual’s perspective. So does the formula work? It depends. There are two elements that determine how much fun you get out of a given game; what you want, and what the GM presents. For the creator of a given game it is all about marring the right mechanic with the right setting.
The Love Marriage
Sometimes a creator falls in love with an idea, a play style, or a mechanic. This is not necessarily a bad thing. Sometime this leads to innovation in game play and design, and sometimes it leads to Calculus the RPG (You know, the game so mired in its own complexity that it takes a slide rule and a week of work to do make a character, and every roll of the dice is an exercise in exponents) or the Amazing Mismatched Role Playing Game (great setting, horrible system or horrible setting, great system; AKA the Marriage made in Hell). Role playing games should never be created in a vacuum. If you are going to go create an RPG from the ground up, your friends shouldn’t be the only ones to play it. Take your game to a convention (after you believe that you have ironed all the kinks out) gather a group of people you don’t know, play the game with them, and repeat this process over and over again. Take all the information you collect and fix all the new problems. Repeat this process until the words of praise outnumbers the complaints, or you are satisfied.
The Arranged Marriage & the Shotgun Marriage
You may find that you have a great setting, but have no inclination to create a new system. Luckily there are multiple Open Game Licenses and granted Game Licenses for the creator to utilize with their setting. The big issue here is one of flavor, or rather the mixing of flavor. As I said before, the setting has a flavor, but the mechanics have a flavor all their own. Some say that the system does not impact the flavor, but I strongly disagree. I give you three example from the D20 glut; Trinity (AKA AEON), Spycraft, and Mutants & Masterminds. In its original White Wolf form, Trinity was a dark view of humanity’s future after the fall of an age of super heroes. The D20 version’s setting was unchanged, but the mechanic felt cobbled on, and in a word, wrong. Spycraft was created using the D20 3.0 system, but took the system and twisted it to their own needs, creating a chase mechanic that helped to highlight the cinematic nature of the game. Mutants and Masterminds was a super hero game that delivered the feel of a classic comic. The system was a hyper modified version of D20 to the point that it could be considered its own system (this is also the game that convinced me that Yes is better than No). The system’s flavor must complement the setting. You can’t have a cinematic setting full of the fantastic, promising fast paced action, and use a highly realistic system where pulling a rusty kitchen knife sets a dangerous president (for reference, see Legend of the Five Rings 1st Edition). Also picking a system just because it happens to be the “most popular” at the time is a huge mistake, and the d20 glut at the first part of this decade is the best example of why. Not only did it slow innovation in the industry but it nearly killed the industry altogether (with a little help from WOW, but I digress). So if you go with a licensed game system, make sure that it fits well with your setting.
So what have we learned? Make the game you want to make, make sure the system and the setting work together, and test it vigorously. If you think that it is fun maybe somebody will agree with you. That is it from the Wombat Cave this week. Next time we will talk about the past, present, and future of the role playing game.
S.E. Messer
Staring at a blank page isn’t exactly the most motivating activity in the known world. The expanse of the white paper ocean is as infinite as the possibilities for the content. It is, however, the lack of content that makes the blank page so intimidating. It is a void waiting for your input, and that vacuous void can suck every idea clean from your cranium. Sometimes those ideas make it to the page, but often those ideas simply disappear into the white vacant page. It is at those times we must turn to our personal muses for the salvation of our creativity. Inspiration is all around us, but only if we understand where to look.
For this humble wordsmith there is no finer wellspring of inspiration than music. My work desk is littered with CDs as my hard drive is littered with mp3s. I am always listening to something. I take joy in the familiar and revel in the newly discovered. I live my life to the rhythm of my play-lists. One of my daily morning rituals is a trip to Last FM to look for new music. For a peak at my personal brand of insanity check out my Atomisk profile.
Actress and scientist Hedy Lamarr once said, “A good painting to me has always been like a friend. It keeps me company, comforts and inspires.” I have always drawn a great deal of inspiration the visual mediums. A stroll through an art museum is a walk through a storehouse of ideas. In my capacity as an art director and as a graphic artist myself, I make it a point to look around on various sites like Deviantart and CGHub to bring a bit of visual stimulus to my day. I turn to these sites when I’m mired down or I have a bit of writer’s block. Each illustration is a story to be told.
Outside of a Dog, a book is man’s best friend. Inside of a Dog. it is too dark to read; to paraphrase the great Groucho Marx. I read, not just for enjoyment. I read because I write. I try to schedule enough time each week to read at least one novel. Over the last few years this has become increasingly difficult. I have three kids, nuff said, but I still make the time. Reading the works of others makes you want to write. BookRabbit, like a Last FM for books, is a great place to learn about new work. You write what you know. The more you read, the more you know, so if you are a writer, read.
Play keeps one young and thinking I love to play. At my heart, I am, after all is said and done, a game designer. I play board games, card games, but my passion is for the art of role playing games. Tabletop Role Playing gives us a chance to shed the mundane, and become something more than ourselves. It allows us to create on an individual level while adding to the group creation of a grand adventure. I am lucky that some of my gaming groups are able to reach beyond the MMO model that seems to be so pervasive in the modern market place (yes, I’m talking about 4th Edition Dungeons and Dragons), and find new systems and settings that allow us to explore. As I get older I find myself gravitating to places like IPR and One Bookshelf to find my odd gaming fix. That is to say, do not ignore the local gaming store. They are a dying breed, and should be cared for.
One final note: relax. Downtime is necessary for some semblance of sanity. Not every minute of your existence should be about putting pen to page. While my hobby of bookbinding is a poor example to distance yourself from the page, you should find something that relaxes you. I also paint landscapes. I take long walks with my kids experiencing nature, and I cook. All these help me to center myself, so when it comes to working I am able to focus all my efforts on creation.
That is it from the Flu ridden Wombat Cave this week. Join me next week when I compare and contrast Dungeons and Dragons, Apples, and Figs.
S.E. Messer
All serve a purpose. Some of us explore, some engineer, some create beauty, some exist as an object lesson in what not to do; I make games. I’ve been told that I’m good at it.
It is in this vein I now scribe down my ideas of RPG design.
I will preface this piece by the following statement: I do not hold to a single theory of Role Playing Game design. I do believe that all the RPG Design theories have their merits, and are worth both study and scrutiny. As I have gotten older I find myself mixing Color Theory, Larry Hols’ Channel Theory, and especially the work of Mike Pohjola and the Turku School of thought (dealing with immersion and player interaction) and distancing myself from from the Threefold Concept and all its derivations.
I will also state that this is not a Role Playing Game Theory in and of itself. The following is merely my thoughts on what I think make for a good game, and the guide lines I follow to make a good game. That being said:
1. Yes is better than No
I’m going to back up a little here. First we must define the terms “Yes” and “No” so there is as little confusion as possible when I am talking about them.
“Yes” is the ability, or permission if you will, of a course of action within the given rules (Everything from Character Creation to Combat Actions) of a Role Playing Game. When I talk about “Yes” I am referring to the allowance, support, and reward within a game system for creativity. In truth, this is all about Options, from creating the Character you want to create rather to doing the unorthodox during game play. Options are the quintessence of “Yes.” I believe that the core of a role playing game is the role playing, and any system that supports creativity though Options, whether it be leeway for Game Master adjudication, or supporting anything a player may do (setting permitting) through rewards for creativity or, again, leeway within the rules for Game Master’s judgment has the potential to be a good system. Good examples and execution of the concept of “Yes” are Savage Worlds, White Wolf’s Scion (in particular the Stunt Mechanic), and the masterwork Role Playing Game called Nobilis.
“No” is the denial or discouragement of a given course of action within a Role Playing Game as dictated by the rules of the game.”No” is the polar opposite of “Yes,” and therefore represents a lack of Options. In a game dominated by “No” roles are narrowly defined and actions within the game are regimented to a point that anything outside of that rules set are either made very unappealing or simply forbidden. The best example of a game dominated by “No” is Dungeons and Dragons 4th Edition. While all versions of D&D had their fair share of “No”, Class/Alignment restrictions and Class/ Weapon and Armor restrictions for example, but 4th Edition takes “No” to a new level with Statistic control, Build Paths, the elimination of every Skill that has nothing to do with combat, and Build Paths Classes reducing character creation to little more than a choice between Mechanics Set A and Mechanics Set B. While this is all well and good for a video game or a miniature combat game, it is not conducive to my personal Role Playing ascetic. When I sit down to play a new game I find my enjoyment of said game is directionally proportional to the number of times I am told “No” within the first two sessions. The mechanics of a game should be fitted to the character you create not the other way around.
In conclusion, “Yes” is better than “No”, or rather it is better to have Options. The more Options a Player have at their disposal, the easier it is to create a mechanical representation of the character you wish to play. The more options for Game Masters create flexibility, and allows the GM to support the creativity of their players. This is a good thing, and in my opinion, a good game will have a great many Options for both Players and Game Masters.
2. Simple is better than Complex
Within the world of Role Playing Games, the above statement; Simple is better than Complex, says everything it needs to. Simple math within a Game is better than complex math. A simple rules set is better than a complex set of rules. Why, you may ask? First, Hobby Gaming is a verbal culture. When you come to the table to play a game, you will be lucky if two people other than the Game Master have the Game’s rule book (or books). The game must be Simple to understand, and more importantly Simple to teach. Players and/or the GM should find it easy to explain the rules. Second, Complex Math is intimidating, and no one wants to be intimidated while playing a game. It boils down to this; addition is better than subtraction, subtraction is better than multiplication, multiplication is better than division, and anything involving math higher than basic math is not suitable for a game mechanic. Finally Complex Rules breed “No.” The more complex the rules set, the more regimented the game becomes, and regimented the game is, the fewer options both players and the Game Master have playing the game. There are some who might be reading this that prefer a Role Playing Game that is more of a simulation of reality, and that is fine for them. I like to employ the Suspension of Disbelief in my escapism, and Complex rules that remind me about the laws of physics or tell me “No” put a damper on that.
The concept of Occam’s razor, sometimes referred to as the Law of Economy states that the simplest explanation that explains the most data is the best explanation. This idea from the world of Science can easily be applied to the world of Hobby Gaming, and especially Role Playing Games. In a nutshell, Simple is better than Complex.
3. The goal is fun
The ultimate goal of any game should be about fun. The trick here is that the concept of fun varies from person to person, and what is fun for some isn’t fun for all. I have been playing Role Playing Games, of one form or another, since I was about nine years old. I am now 33, and have played more systems than I would like to admit. Throughout this document I have presented the elements of what I think make up a good Role Playing Game; Options, Simplicity, and Fun to Play. You may disagree with me, and that’s great, just as long as you are having fun, because this is what it is all about; Fun. This is what I think is fun, and how I approach game design.
Take this for what you will,
S.E. Messer
Greetings and salutations to the great and glorious webbernets and all the grue and trolls that inhabit its dark shadows. I formally convey my presence, take my stance, and await your onslaught. You see, I am a man of many interests and trades, but my purpose in existence is to give shape to the ephemera of whimsy, then rip it apart, run it through a meat grinder, hit it wit a hammer, and then mash the bits into something resembling a game and presenting it to the public in an effort to separate you from your money.
I am nothing if not honest. This journal is a record of my creative processes, and my thoughts on layout, illustration, and design. I am a one man engine of game production, and I can cook too. Boy howdy, do I have talent, mostly for taking it on the chin and creating temporary setbacks (some call it failure), but I digress. Again, this self indulgent abuse of the English language is about games (board games, card games, role playing games, and other causes of deforestation) and game creation. You have been warned!
Thanks for letting me waste your time, and hope you stick around to see what happens next.
S.E. Messer