draft/elements01nov02.txt
author fabien
Wed, 30 Aug 2006 21:32:44 -0400
branchecjdr
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400 Mise à jour préventive.
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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.gencon.com&imageURL=http://www.rpg.net/images/ads/indy-2006.gif>
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_/Advertise with RPGnet/_
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 <http://www.rpg.net/ads/info.phtml>
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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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    Elements of Tactics
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*by Brian Gleichman*
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Nov 01,2002
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    Elements of Tactics
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As many know, RPGs had their beginnings in the miniature wargaming
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hobby. The first systems were extensions of many of the same concepts
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and were highly tactical games in their own right.
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The old wargame empires (SPI, Avalon Hill, etc) all but died and those
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that survived to a noticeable extent (GW) did so by moving to extremely
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simple rules in order to appeal to the widest possible user base. RPGs
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(with the exception of D&D) followed the same course with "Story" and
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simple mechanics becoming more and more commonplace and rules taking an
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ever decreasing importance. Entire game lines became based on such
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mechanically shoddy grounds as a core dice mechanic that increased your
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fumble chances the more skilled your character became. It seemed that
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few noticed and even fewer cared. It almost looks like the need for
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solid, let alone tactical, game systems were a thing of the past.
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However much of that appearance is illusion. D&D always remained at the
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top of the market and new games designs are once again returning to more
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traditional styles at least in part. The interest in tactical games
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actually is as strong as ever.
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A couple of the newest entries into "tactical rpgs" are Riddle of Steel
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and Rune. Both games that market themselves in part on their combat
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systems. A welcome change of pace for old timers like myself, but are
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they actually tactical games? What does one look for? How can a system
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design be optimize for it? How do we judge a system's suitability for
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tactical play in an era where nearly everything the old wargame
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designers learned has been forgotten? We need some standards, or at
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least some concepts to used in our judgment.
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I'd like to take a stab at it by defining three major elements of
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tactical game design, one characteristic, and one thing it is not- in
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that order.
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//
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      /Element 1: Resource Management/
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One of the bedrock concepts of tactical play is to make the most gain
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with the least expenditure. After all, if you have unlimited resources
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and no reason to avoid using them- you can do anything. Being able to do
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anything without thought hardly makes for good tactical play.
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The exact nature of resources can vary greatly in rpg design. The number
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of spells you can cast in a day. The amount of ammo you can carry. The
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number of Hit Points you have and the number of healing potions you have
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to restore them. At the most basic, there's the number of characters in
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play and the number of actions each can take in a turn.
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D&D has always been a masterful example of a game design heavily built
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on resource management- limited charges on items, limited number of
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potions, only so many pre-selected spells per day, etc. D&D forces its
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players to decide how to best spend resources at almost every turn.
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As a general rule, increasing the number and types of resources you need
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to manage increases the tactical play of the game.
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//
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      /Element 2: Dissimilar Assets/
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To study tactical battle one must study combine arms. And combine arms
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is nothing but the use of Dissimilar Assets to achieve a goal.
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To use a modern warfare as a model: Artillery is powerful and long
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ranged- but vulnerability to almost any attack. Armor combines
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protection, firepower and mobility into one powerful package- but even
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so encounters major problems in certain infantry defended terrain.
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Infantry is slow and light on weapons- but can make maximum use of
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terrain. Name an asset and you name both strength and weakness in a
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single word.
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Combining Dissimilar Assets into a functional and dangerous whole takes
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skill and knowledge. Failure to do so (like France's failure in WWII)
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can be disastrous in the extreme.
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Early game designs had Dissimilar Assets as a core feature. D&D with its
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classes- Wizards are very different than Fighters who in turn are used
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differently than Clerics. Even later games still maintain this to some
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extent. Vampire has its clans. Deadlands its gunslingers, hucksters, and
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blessed. These games are designed such that each character becomes its
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own niche, its own type of Dissimilar Asset that enhances tactical play
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when viewed within its own group of player characters.
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Other games however consider such stark limits as unrealistic and seek
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to reduce all the characters to common terms. Even D&D weakened its
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class structure in its latest version although it still remains strong
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enough to function as a tactical enhancement.
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As a system weakens character niche, it reduces tactical play. Universal
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Resolution systems, lack of character differences, sole dominating
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weapon selections, all these things can combine to create a tactically
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bland experience where the answer to any problem is obvious and
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unchanging. Even though such reduction is often done from the standpoint
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of realism, a simple look at real world combat would show that it is in
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fact a failure from even that perspective- there are no single dominate
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weapon, no one solution to every threat, no single plan that ever
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survives contact with a foe.
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//
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      /Element 3: Maneuver/
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Managing resources is the bedrock of tactical play. Controlling
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Dissimilar Assets each with their own resources is the first step to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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being a tactician instead of an accountant. It is however with Maneuver
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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that one masters the subject. Sadly, it is in Maneuver that most rpg
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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design perform worse.
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At its most basic, Maneuver is getting the right resources into the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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right position at the right time in order to maximize your chance of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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success while protecting against the same from your opponent.
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Of course for Maneuver to matter, you have to be able to maneuver. Many
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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designs forgo the use of a map completely and either ignore movement or
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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abstract it out of the realm of character decision. In so doing, the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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remove this element of tactics completely from their design.
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A design that focuses on tactical movement will likely include rules for
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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facing (and flank and rear attacks), multiple opponent rules, the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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effects of range, the impact of terrain and other factors that can (when
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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properly used) allow a force to defeat unskillfully played opponents
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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with greater resources.
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//
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      /Characteristic: Pace of Decision/
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The three elements above, added to the rule system in use determine
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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something I call "Pace of Decision". Pace of Decision is at its most
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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simple how fast can the player lose. It's a measure of the importance of
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each individual decision and movement.
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While a number of factors determine a game's Pace of Decision, how
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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lethal a system is may be the most important. For example: D&D provides
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Resource Management by having Hit Points. However these same Hit Points
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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reduce the game's Pace of Decision since they act as a buffer to bad
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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tactical choices. You can lose a few hit points by moving to an inferior
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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position, but it's easy enough to move again afterwards and use a
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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healing spell or potion and thus carry on the battle. In other games,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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that single bad decision could result in a disabled or dead character.
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Hence the Pace of Decision can be said to be Low (D&D like systems where
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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many hits are needed to kill) or High (one hit means a dead character).
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If Pace of Decision is too low, any tactical error of Maneuver or even
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Dissimilar Asset can be forgiven since its impact is minor at best. The
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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winner is almost solely determined by who had the greater resources. On
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the other hand if it is too high, the battle is over before it started
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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with initial deployment likely determining the winner.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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The ideal position between these two extremes is one of personal taste.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Indeed, what combination of the three elements above and how that works
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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with the system's resulting Pace of Decision is a question that can only
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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be answered by each individual. Everyone has his or her own tastes and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the possible range of answers here is immense. And this explains more
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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than anything else, why there is room for more tactical games.
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//
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      /A non-element/
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Something this isn't a true Element of Tactics needs special note
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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because (all too sadly) it is what some people think of when you say the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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words Tactical Play.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Rock-Scissors-Paper (RSP) is not tactical game design. RSP design is the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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use of options that have provided little or no in-game reason for the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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selection of one over the other.
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Riddle of Steel for example requires players to drop either a red or
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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white die to determine if they are attacking or defending.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Top Secret used a combat maneuver matrix (low kick vs. high block for
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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example) where the result mattered- but the player could only base his
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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decision upon what maneuver he (the player, not his character) thought
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the opposing player (and again not his character), would select.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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There is a certain skill in using such mechanics, same as bluffing and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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mind games are part of poker or chess. However this is playing at the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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meta-game level and isn't really part of the game design itself. Chess
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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for example includes no rules for psyching out the other player, nor
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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does poker include mechanic rules determining when to bluff.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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In addition to that fact that this type of mechanic is playing at the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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meta-game (using information not available to the character, such as
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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"Joe tends to drop red")- it often completely overshadows the real
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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game's tactical elements detailed above, thus reducing skill at the game
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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itself to a sideshow.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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The actual effect is to remove a key determing factor of play outside
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the game. A worthwhile goal sometimes- but not something that should be
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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seen as tactical game design.
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//
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      /Tactical Elements in Combinaton/
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Each of the three elements and one characteristic I noted above combine
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to produce the final tactical favor of a game system. D&D has high
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Resource Management and Dissimilar Assets together with rather low
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Maneuver and Pace of Decision. A combination that produces a style and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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result that is famous or infamous depending upon one's viewpoint.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Age of Heroes on the other hand has very high Pace of Decision and
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Maneuver, medium Dissimilar Assets, and comparatively low Resource
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Management. As a result it plays very differently from D&D, so
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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differently that I've seen D&D players encountering it almost reduced to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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a state of shock.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Some games may do completely away with one or more elements. Others will
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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select completely different mixes. There are a huge number of possible
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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combinations, a fact that puts the lie to a common statement I've
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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encountered saying D&D has covered all that needs to be covered in
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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tactical rpgs. Indeed, it seems clear that the subject has barely been
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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scratched.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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//
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      /Finally, an Observation/
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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If one reads between the lines above, you'd find an interesting common
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thought. The core of tactics is providing options (resources, different
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assets, movement options)- but its framework is one of limits.
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A resource once spent is lost for an important period of time. A
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dissimilar asset can't do everything. Requiring maneuver means that you
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can't be everywhere. Etc.
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The heart of tactics is operating with limits to bring the best assets
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and resources to bear at the correct point at the correct time. The
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theme of tactics is overcoming limits. Consider that the next time you
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look at a game that promises to let you do anything...
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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.gencon.com&imageURL=http://www.rpg.net/images/ads/indy-2006.gif>
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_/Advertise with RPGnet/_
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 <http://www.rpg.net/ads/info.phtml>
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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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