| author | fabien |
| Sat, 21 Apr 2007 22:24:56 -0400 | |
| branch | ecjdr |
| changeset 93 | 2365462d45a5 |
| parent 92 | bdef1afd1170 |
| permissions | -rw-r--r-- |
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RPGnet <http://www.rpg.net> |
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://endgameoakland.com/mini_con.html&imageURL=http://www.rpg.net/images/ads/eg-day.jpg> |
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Reviews <http://www.rpg.net/reviews/> Forums <http://forum.rpg.net> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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News & Press <http://www.rpg.net/news+reviews/press.phtml> Columns & |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Info <http://www.rpg.net/columns/index.phtml> RPG Wiki |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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Elements of Complexity |
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*by Brian Gleichman* |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Sep 20,2002 |
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Elements |
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Hi, everyone. Welcome to an experiment. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Seems it was column search time at RPGNet again, and of all things I was |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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asked to contribute. Let's take a few moments for the cries of rage to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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calm down a little... |
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Now then, first thing up is "what should the column be about?" In my |
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case there is a rather obvious choice- the examination of game design |
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with a focus on complex and detailed rulesets. After all, that's what I |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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do. What are their characteristics? How does one highlight specific |
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concepts? How have others' games attempted various things, and where |
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have they succeeded and failed? |
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At this point, one wonders if RPGNet has any need for such a column at |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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all. That's the experiment part. Let the guys in charge know if this is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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a good idea or a waste of space; it's up to you. Isn't it wonderful to |
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be in charge? |
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First up is a reprint of an article I did for Unclebear's. I've expanded |
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it a little (I was working under some space limits originally) and |
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present it here to kick things off by defining a few important terms. |
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------------------------------------------------------------------------ |
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Elements of Complexity |
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Go onto any gaming forum and you'll quickly run into someone making the |
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comment that a certain RPG is "complex." It's not unusual for such a |
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statement to draw replies of disagreement, and it quickly becomes |
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obvious that we have yet another case of people using the same word for |
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very different purposes. |
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Given how common it is to see the question "How complex is this?", I |
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think it would be useful to explore the term some. Not only might it |
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reduce some misunderstandings, it could even have a direct influence on |
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game design. |
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It seems obvious to me that complexity in game design is the result of |
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various elements- for that is the heart of exchanges like "Rolemaster is |
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too complex!" "No it isn't, it's just a d100 roll with some charts!" |
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Both people are telling the truth from their POV, and what we're seeing |
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is a simple case of different people looking at different specific |
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sub-meanings of a single word. |
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For my use, the complexity of a game's design can be broken down into |
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three elements: *Implementation*, *Mass*, and *Concept*. Each of which |
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has its own characteristics and appeal, the highlights of which I'll |
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detail below. |
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Complexity of Implementation |
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This is how difficult the actual mechanical steps are. Let's look at a |
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couple of examples pulled out of the middle of damage resolution: |
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/ / |
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* /Example 1: Roll 1d8 and add 1 for every point over 12 in the |
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character's strength. Subtract these points from the target's hit |
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points./ |
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* /Example 2: Determine which body location on the target was |
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struck, take the weapon's penetration factor and subtract the |
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armor rating for that location, multiple the result by the |
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weapon's impact factor which results in the final Damage |
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Potential, divide the Damage Potential by the target's location |
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Structure Points to get the damage ratio, cross reference the |
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damage ratio on the Ballistic impact chart to determine the wound |
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level and final effects./ |
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In implementation terms, Example 2 is far more complex than Example 1. |
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It has more steps, and those steps include more types of operations |
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(multiplication and division as well as subtraction plus a table |
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lookup). And of course we're talking about more than single digit whole |
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numbers in the second example as well. |
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Games like /Phoenix Command/ are representative of designs with high |
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Implementation complexity, as are elements of other systems- such as |
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/GURPS Vehicles/ or /Hero System/ Character design, systems that call |
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for many to reach for a spreadsheet instead of pen and paper. |
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Some people love games with high Implementation Complexity. There are |
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entire websites devoted to characters worked up in HERO while others |
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spend days designing vehicles for their GURPS campaigns- much of this |
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109 |
seems to be simply inspired by the joy of creating something and in the |
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110 |
mastery of the method. |
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111 |
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112 |
Yet another common draw for this type of complexity is found in the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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113 |
desire of some people to model in detail specific elements of a game. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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114 |
Not content with the typical high level of abstraction used in many |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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115 |
games, they wish to see more detailed influences and a more detailed |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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116 |
breakdown of events. Combat in Phoenix Command is a prime example of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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117 |
this type of thought. Here the desire for detailed objective simulation |
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118 |
drives the need for complex mechanics. |
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119 |
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120 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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121 |
Complexity of Mass |
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122 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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123 |
Rules may be simple to Implement in every case; however, there may be a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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124 |
large number of very specific cases, each with their own simple rules. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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125 |
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126 |
/ / |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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127 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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128 |
* /Example 1: The system defines all one-handed weapons as doing 1d8 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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129 |
points damage with a +1 strike and +1 initiative bonus./ |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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130 |
* /Example 2: This system defines 50 different one-handed weapons |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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131 |
each with their own specific damage (a 1d3 to 1d20 range) with |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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132 |
strike and initiative bonuses independently ranging from +0 to +3./ |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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133 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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134 |
Any game that defines large numbers of simple modifiers (say combat |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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135 |
modifiers for position and environment and/or attack options) has |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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136 |
increased its Complexity of Mass. Having large numbers of specific |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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137 |
powers or spells has the same result- individually each are easy, but in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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138 |
total one is looking at a large number of rules, and for many that is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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139 |
overwhelming in itself. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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140 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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141 |
Complexity of Mass is the easiest and quickest to judge; one can almost |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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142 |
weigh the rulebook (however, be sure to leave out the setting |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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143 |
information and other fluff). D&D is a good example of this type of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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144 |
complexity, as is /Rolemaster/ with its dozens of charts, each of which |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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145 |
uses a simple d100 + bonus mechanic. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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146 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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147 |
Why would anyone want to deal with pages upon pages of rules? Two |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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148 |
reasons come immediately to mind. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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149 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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150 |
First, some people love options and different ways to approach things. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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151 |
How often does one hear something like "My last character was a Paladin, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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152 |
I think I'll run a Wizard this time..."? The best way to highlight |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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153 |
options is to include them in the rules and this produces a simple |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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154 |
relationship- more options mean more pages of rules. The very rules |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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155 |
themselves become a reason to expand play. For example, include an |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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156 |
extensive set of castle building mechanics and someone is going to play |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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157 |
with them just to do something different. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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158 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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159 |
A second reason is pride of mastery. It's difficult to master a lot of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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160 |
rules and even more difficult to keep them all at your fingertips. To |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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161 |
some, knowing the rules and using them to achieve a desire outcome is a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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162 |
major source of satisfaction in gaming. The more rules to master and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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163 |
use, the greater the satisfaction. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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164 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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165 |
These two reasons drive the design concepts of entire game lines like |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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166 |
D20 and WoD, a fact easily determined by a passing examination of their |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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167 |
splat books and other expansions. Indeed, this one element is so |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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168 |
connected to D&D that the first reaction I typically see in reviews of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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169 |
high Mass games is to call them a D&D copy, even if mechanically they |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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170 |
have little in common. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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171 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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172 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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173 |
Complexity of Concept |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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174 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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175 |
There are games with few rules, those rules very simple, that are still |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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176 |
viewed as complex in the extreme, with uncounted possibilities that take |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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177 |
even the greatest of players years to master. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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178 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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179 |
Think Chess. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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180 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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181 |
Mechanically, it's simple to move a pawn. The entire rules for the game |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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182 |
can be contained on a few sheets of paper. But which pawn to move? What |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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183 |
will the effect be? Those are questions that are far from easy to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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184 |
answer, and the choice can be far from obvious. I refer to these games |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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185 |
as Complex in Concept to represent the fact that the difficulty isn't in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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186 |
the "how does one do it," but rather in "what does one do and how much |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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187 |
will it affect." |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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188 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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189 |
In one sense, all RPGs rate high in this area due to their open-ended |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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190 |
nature. Even so, I tend to limit this to those games where the player is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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191 |
presented with a wide number of options under conditions that require a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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192 |
great deal of thought in order to find an optimal choice. Games with |
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bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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193 |
complex tactical environments like /Heavy Gear/ top the list here. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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194 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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195 |
Complexity of this type tends to draw players who value the importance |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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196 |
of individual decisions in a challenging environment. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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197 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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198 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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199 |
Just Plain Complex |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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200 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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201 |
Games can be complex in more than one way, and there is a tendency to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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202 |
rate high in others if you rate high in one. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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203 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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204 |
Perhaps the ultimate example was SPI's game /Air War/, which pegged very |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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205 |
high levels in all three measures. Over two hundred pages of rules |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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206 |
concerned solely with jet era air combat, intricate mechanics to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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207 |
represent the fine details of aerial maneuver, dozens and dozens of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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208 |
aircraft with very specific stats and individual rules, and a very |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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209 |
complex tactical environment where each choice could alter the entire |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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210 |
course of the game. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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211 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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212 |
While any RPG pales in comparison to that Wargame, some examples include |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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213 |
/Hero System/ and /Age of Heroes/. A common combination is Mass and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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214 |
Concept, with the prime example being D&D with its volumes of rules and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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215 |
spell lists (Mass) combined with its detailed resource management |
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(Concept). |
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Eye of the Beholder |
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Like everything, how complex a game is depends upon who is judging it. |
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Every person has different levels of tolerance for each of the above |
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elements. Below that tolerance, the game is easy - go above it and it |
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becomes complex. |
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Additionally different people desire different mixes of complexity. One |
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person may like a fairly high level of Mass and Concept and as low a |
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level of Implementation as possible. Another may want a game that is the |
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complete reverse. Games suitable for each are going to look vastly |
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different from each other. |
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And of course, there are people who desire low levels of Complexity in |
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all three elements. At their most extreme, games for such people become |
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completely free form. |
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Knowing the complexity desires of your target players (and attempting to |
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fulfill them) will greatly impact the choice of what games to play, or |
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how to design your own. And hopefully knowing the core elements of what |
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makes games complex will also make it easier to talk about them to others. |
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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://endgameoakland.com/mini_con.html&imageURL=http://www.rpg.net/images/ads/eg-day.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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