draft/elements11dec02.txt
author fabien
Sat, 21 Apr 2007 22:24:56 -0400
branchecjdr
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[svn] r2435@freebird: fabien | 2007-04-21 13:00:42 -0400 Ajout du lien vers Exploratory Surgery.
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RPGnet <http://www.rpg.net> 	
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.polymancerstudios.com&imageURL=http://www.rpg.net/images/ads/polymancer3.jpg>
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	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
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News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
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Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
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<http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
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<http://www.rpg.net/members/>
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      Elements
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    Layers of Design
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*by Brian Gleichman*
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Dec 11,2002
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  Layers of Design
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    (or RPG design from the ten thousand foot view)
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What do people think of when they think of game design? Generally things
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like character generation, resolution mechanics, combat rules, etc.
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Sadly this common view often causes people to miss most of the game as
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it is actually played. This in turn results in either poor design that
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fails to achieve its goals, or in poor evaluation of existing games
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(which causes endless flamewars).
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In the simplest terms, an rpg campaign consists of two very different
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influences- the Game itself and the Meta-Game. These terms are generally
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understood by most gamers and are a useful short hand. That split
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however covers too much ground for my taste and I've identified five
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layers (one in Game, and four in the Meta-Game) that differ
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significantly enough from each other that a solid treatment of the
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subject must give each their due.
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Any game operates within (and is in effect designed for) these five
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layers. Let's consider each of them in turn:
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      Game
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This layer is made up completely of the actual rules, i.e. the game's
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mechanics. These rules must be objective and visible.
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By objective, we mean that the mechanics would be resolved the same way
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and produce the same outcomes (assuming equal rolls, card picks, etc) no
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matter who the players are (assuming they are of course following the
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rules). For example, in HERO it takes a roll of 11 or less on 3d6 to
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succeed with an unadjusted 11- skill. Thus a die roll of 10 will be a
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success for any player in any group no matter the opinions and thoughts
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thereof.
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By visible we mean that all data, resolutions and decisions in respect
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to the mechanics are visible to all players at all times.
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It is very important to realize that this level's primary purpose is to
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define LIMITS on the available actions and results. In chess rooks can
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move vertically and horizontality but never diagonally. A broadsword
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does a specified amount of damage- no more, no less in D20. Etc. It is
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by forcing limits that the mechanics assure objectivity, visibility and
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provide a framework for play.
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Game play at this level is based upon known certainties. Examples: "The
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orcs have massed their greatest fighters in the center, we should..." or
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"I have a 68% chance of taking down the goblin, but only a 33% chance on
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the bigger hobgoblin. We're outnumbered right now and that's gives heavy
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modifiers against us so I'll..."
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In general tactical game design if done (the subject of a previous
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article of mine) exists at this layer.
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      Near Game
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This layer consists of any hidden mechanics.
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This includes but is not limited to such things as pre-plotted movement
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(seldom used in RPGs, one example slightly modified is /The Burning
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Wheel/), various rock-scissors-paper resolutions systems (hand-to-hand
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combat in /Top Secret/, RSP itself in many LARPs, etc), hidden movement
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(defined by Line of Site rules for the most part, D&D 3rd edition for
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example defines the range limits of sight under various conditions),
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hidden damage, and simultaneous assignment (such as the drop of the
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initiative die in /The Riddle of Steel/)
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The effect of this layer is to move decisions away from the visible
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certainties above to one of predicting the decisions of other players or
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guessing what information that they are hiding. Examples: "Tom tends to
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mass his power in the center but he likes the cover forests give as
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well. Let's deploy here so as to be within range of both and send scouts
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in those two directions" or "I'll buff with this hand, Bill can never
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tell when I'm buffing".
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It should be noted that this layer remains objective and as such
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contains many of the characteristics of the Game layer. But it has moved
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into the Meta-Game to a large extent as the focus switches from visible
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characters and their abilities (stats, locations, resources) to players
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and their abilities (to guess and deceive).
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In general, strategic game design if done (a subject of a future
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article) exists at this level.
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      Near Meta-Game
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This layer consists of any subjective or invisible mechanics.
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Subjective Mechanics are those that rely upon the interpretation of the
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GM (or a player) to determine the final effect. D&D alignment is the
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classic example of such a subjective mechanic, the GM is required to
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determine when and if a character violates his Alignment and the player
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is required to role-playing with its goals and limits in mind. Another
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example is fumble mechanics where the actual effect is left up to the GM.
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Another way of looking at these mechanics is to view them as "guiding
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mechanics" or "advisory mechanics'. They may point in a direction, but
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how far you go and sometimes even if you make the trip at all is
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squarely a heavily subjective decision of the GM/Player.
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A number of systems even toss combat modifiers that they normally
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reserve for the Game Layer here. In HERO System for example the GM is
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advised to give a bonus (+1 to +3) for creative and/or unexpected types
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of attacks. In /Age of Heroes/, I leave specific terrain modifiers up to
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the GM after providing a few examples.
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      Meta-Game
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This layer consists of pure subjective resolution/methods, "group
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contracts', and role-playing itself.
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Subjective resolution is free form or mechanic-less play. The classic
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example is a GM or player just calling the outcome of an action: "I
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think your character is more than able to track down the guy by using
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legwork, you find him that evening at 8 PM".
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However subjective methods covers more ground first comes to mind
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including the "world" and adventure design essential to RPGs. If the GM
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has decided (without resort to mechanics) that the mob boss has three
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bodyguards, each highly skilled- he has engaged in the pure subjective
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resolution of a question.
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Huge sections of most games are turned over to Subjective
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Resolution/Methods. One of the interesting aspects of that is that by
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nature you can't design rules for it, each person does that himself
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according to his own needs and desires. At best one can provide advice.
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Thus in game design terms, this method is defined not by rules enforcing
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limits, but by the absence of rules preventing subjective
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decision-making. It is worth remembering that not including rules is as
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a result game design as well.
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Group Contracts are those agreements made by members of a group to
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either engage ("we want to do a lot of hack and slash," "Let's try to
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keep the game focused on court intrigue," "players should create
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characters that work with others") or refuse ("we don't want evil
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characters," "no rape will occur in this campaign) events, ideas or
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storylines. Such group contracts are often informal although there are
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exceptions, and they tend to be added on top of the game outside the
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control or influence of the designer.
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Role-playing itself is typically done at this layer with the players
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determining the personality, actions and reactions completely on their
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own without input from mechanical rules.
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The main characteristic of this layer is that it's subjective. It is
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also limited only the constraints accepted by the players themselves.
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Since it's contained mostly within the minds of the players, it is also
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in large part hidden with uncertain influences or outcomes.
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      Far Meta-Game
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These are influences unrelated to the game itself, but even so they
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still carry great impact. There is almost no way to define all the
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possible examples for the extent of their reach. Common ones are "GM's
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girlfriend syndrome" or "Sherri worked late and is off her game, let's
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be easy on her."
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There is however one point in this layer where game design does matter:
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the decision to play the game at all. Here we get game design that
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attempts to make entry easy and attractive either by way of light and
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simple rules, by seductive settings, or "new" concepts. These days we
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see lots of effort to design at this layer in an attempt to expand or
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open up new markets, often at the cost of other Layers.
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      Designing by Layers
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One of the first things a designer should do is decide which parts of
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the game are to be handled by which Layer and for what reasons.
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This will in large measure determine the character of the game and the
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campaigns that result from it. Those things contained at the Game layer
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will be highly defined and limited. Those at the Near Game will defined
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and limited, but unknown to some in the short term. Those at the Near
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Meta-Game will be guided, but not specifically controlled. The Meta-Game
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level itself is its own lord and master. The Far Meta-Game may cause the
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design to forgone certain mechanics as "too complex for his market" or
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otherwise unacceptable.
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For example, I designed /Age of Heroes/ to handle character creation,
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advancement, combat, etc at the Game Layer. A few elements (like the
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Personal Appearance Stat) are covered in the Near Game. I assigned a
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large number of areas (all the world design, storyline, and
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role-playing) to the Near Meta-Game. I gave no attention to the Far
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Meta-Game not really caring why people chose to play.
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An important concept to keep in mind is the fact that it's quite
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possible to move elements I lumped into specific layers above to another.
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A number of games for example move some parts of role-playing from its
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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normal Meta-Game subjective method to a subjective mechanic in the Near
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Meta-Game. (D&D's alignment) or even to the Game Layer (CoC's Sanity at
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certain points). Another example of crossing Layers is those systems
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that determine at the Game Layer which player has control (and sometimes
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for what ends) in the Meta-Game.
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Since such "crossing" of layers is typically defined in one and resolved
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in another, I've coined the time "Calling to the X Layer" (such as
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Calling to the Meta-Game) for this type of design. It's an increasing
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common method that many are finding exciting.
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      Judging by Layers
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Anyone attempting to judge the usefulness of a game system can benefit
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by considering five layers if they are interesting in not greatly
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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misrepresenting other people's campaigns and tastes.
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For example, it's easy to say that D20 or /Age of Heroes/ are purely
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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hack and slash designs given that most of the rules cover combat and
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near combat events. They have forgotten the importance of the Meta-Game
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level and the fact that both games are specifically designed to use it
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for certain parts of the campaign. It's entirely possible for a group to
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spend five gaming nights in pure role-playing without a single die being
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toss, and then engage in a single evening's combat. To characterized
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such a campaign as hack and slash would be a grave error- and a defining
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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statement of the limits of looking at a single Layer.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Knowing the Layers and your own tastes in them can be helpful anytime
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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you're thinking of trying out a new game system. It will quickly point
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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you towards things not to your taste and allow you to house rule it away
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from the start or to turn your attention elsewhere.
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      What do you think? <http://trio.rpg.net/pf/list.php?f=101>
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Go to forum! <http://www.rpg.net/pf/list.php?f=101>
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RPGnet <http://www.rpg.net> 	
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.polymancerstudios.com&imageURL=http://www.rpg.net/images/ads/polymancer3.jpg>
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	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
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News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
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Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
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<http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
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<http://www.rpg.net/members/>
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 Available Forums
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* About the Industry <index.php?f=4>*
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	  Forum Folder
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     Topics relating to the industry, ranging from game creation through
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    business.
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* Columns <index.php?f=2>*
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	  Forum Folder
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     Individual discussions for the RPG columns
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* Outside RPGnet <index.php?f=82>*
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	  Forum Folder
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     Forums for discussion of specific things outside RPGnet
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* RPGnet <list.php?f=5>*
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	  Posts: *118469*    Last Post: *02-01-2006 06:30*
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     General discussion about the game industry and where it's going,
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    and other topics RPGnet readers would enjoy discussing. 
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* Tangency <list.php?f=61>*
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	  Posts: *40163*    Last Post: *01-04-2002 19:24*
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     Soapboxes, Personal stories, Rants and Dialogs. Keep it friendly,
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    folks! 
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* The RPGnet Awards <list.php?f=84>*
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	  Posts: *235*    Last Post: *05-20-2004 18:07*
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     Nomination forum for the RPGnet Awards
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* Trouble Tickets <list.php?f=57>*
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	  Posts: *741*    Last Post: *01-03-2002 19:00*
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     Please let us know any problems with the site. Missing pages, bad
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    code, tacky color schemes-- whatever you think is broken. We'll read
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    this and fix things. Thanks!
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------------------------------------------------------------------------
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      Previous columns
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    * Elements of Strategy </news+reviews/columns/elements11feb03.html>
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      by Brian Gleichman, 11feb03
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    * Rationales for Mechanics (or the Case for Designer's Notes)
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      </news+reviews/columns/elements14jan03.html> by Brian Gleichman,
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      14jan03
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    * Layers of Design </news+reviews/columns/elements11dec02.html> by
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      Brian Gleichman, 11dec02
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    * Elements of Tactics </news+reviews/columns/elements01nov02.html>
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      by Brian Gleichman, 01nov02
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    * Elements of Complexity
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      </news+reviews/columns/elements20sep02.html> by Brian Gleichman,
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      20sep02
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      Other columns </news+reviews/columns.html> at RPGnet
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[ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
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<http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> |
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Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
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Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
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RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
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