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1 The Internet Home for Independent Role-Playing Games |
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2 [1]The [2]About the Forge | [3]Support The Forge | [4]Articles | |
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3 Forge [5]Reviews | [6]Resource Library | [7]Forums |
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4 |
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5 |
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6 Applied Theory |
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7 by [8]M.J. Young |
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8 |
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9 Introduction |
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10 |
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11 There are among gamers those who like to theorize, to attempt to |
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12 understand and explain our hobby, why we do what we do, and why it works |
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13 when it does. For some gamers, this makes no sense. We play to have fun; |
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14 we design games in whatever way seems to be the most fun. Some despise |
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15 theory, and see no use in it. If you have no use for theory, then this |
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16 material's only offering is that perhaps someone else might. I am among |
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17 those for whom theories are fundamental, so I would be interested in |
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18 theories if they had no practical value to anyone. However, since I |
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19 think that theory is the foundation for action, I can't imagine any |
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20 theory that would have no practical application. I am thus exploring the |
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21 practical application of role playing game theory. |
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22 |
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23 Specifically, I'm looking at the theory commonly known as GNS. This |
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24 theory suggests that role play styles divide into Gamists who enjoy |
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25 facing the challenges of play, Narrativists who enjoy great stories that |
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26 involve themes or issues, and Simulationists who seek to know what |
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27 another reality might be like. The theory, which owes much to many |
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28 people over many years including the discussions on the |
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29 rec.games.frp.advocacy newsgroup, first took this form with these names |
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30 when formulated by Ron Edwards in his article [9]System Does Matter, |
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31 originally published on [10]Gaming Outpost, but since lost and |
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32 republished at The Forge. Mr. Edwards has expanded on this theory with |
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33 [11]several other articles, and debates and discussions of the details |
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34 have been held on the forums of several gamer web sites. Periodically in |
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35 those discussions, someone suggests that the theory isn't much use, |
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36 because it doesn't tell you how to design a better game. |
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37 |
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38 In response to this, it can be and often is answered that this is not |
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39 really a theory about how to design games. It's a theory about what |
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40 gamers are seeking when they play, and as such has its most effective |
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41 application as a diagnostic tool for play groups that seem to be |
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42 internally at odds. In this context, if we have players who are trying |
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43 to get different things out of the game, having some terminology and |
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44 definitions by which to discuss what each is seeking can be invaluable |
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45 in resolving conflict. If all GNS theory did was resolve such conflicts, |
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46 it would be valuable. However, one cannot read so much as the title of |
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47 that first article, System Does Matter, without absorbing the idea that |
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48 game design itself is part of the problem, and therefore could be part |
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49 of the solution. Those who are asking how to do narrativist, or gamist, |
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50 or simulationist design are asking valid questions; the answers |
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51 generally given to these budding designers have been inadequate, as they |
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52 in essence amount to telling people to design whatever they like and |
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53 then test it through play to see how it works. |
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54 |
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55 Answers need not be quite so nebulous in this area. Once the theory is |
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56 understood, there are aspects to it which suggest practical approaches |
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57 to designing consistent games that support particular sorts of play. |
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58 This isn't about rules heavy versus rules light design, or about setting |
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59 detail, or even about things like whether you play your character in the |
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60 first person or the third person or have control over things beyond the |
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61 character. It's about how to create games which support and facilitate |
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62 one approach to play under the theory. Once you have the basic concept |
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63 of a game idea, application of the theory can greatly aid many of the |
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64 design details. |
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65 |
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66 Game design has many areas; no one area will completely control how the |
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67 game is played, nor is it necessary for design priorities to be |
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68 considered in relation to all of these areas to be effective. The social |
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69 context of the gaming group playing the game can have a significant |
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70 impact on whether the game works at all, and whether it is played as |
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71 designed. Once it is agreed that a particular group of players is |
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72 interested in playing a particular kind of game, designing to that |
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73 desire need not be so mysterious as some imply. Character generation, |
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74 resolution mechanics, credibility distribution, advancement, and rewards |
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75 are some of the aspects of design through which particular GNS |
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76 preferences can be facilitated, and designers can devise approaches to |
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77 each of these through such considerations long before test play begins. |
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78 |
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79 Underpinning this article, which will be somewhere on the edge between |
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80 theory and practice, is this basic principle: conduct will be preferred |
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81 if it is rewarded, and avoided if it is penalized. |
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82 |
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83 There's a lot to cover, so coverage will of necessity be sketchy; |
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84 however, it is hoped that this will provide some foundation for |
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85 practical applications of the theory to game design. |
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86 |
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87 Character Generation |
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88 |
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89 Nearly all role playing games include a section on how to create a |
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90 character. Very few give more than a line or two to considering what you |
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91 are creating when you do so. Failure to consider this aspect leads to |
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92 design problems; in GNS terms, an understanding of what you are creating |
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93 is far more important than how you are creating it. Put another way, if |
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94 you know what you're creating, how to do that will more often than not |
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95 fall into place. Too many games create characters without thought to |
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96 what they are. Characters are not really people; they are functional |
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97 components of a game world which are manipulated by players to achieve |
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98 goals. They are, in a word, tools. It is at this point in play that you |
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99 are attempting to guide the players into designing the right tools. |
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100 |
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101 Put that way, it becomes obvious that GNS considerations are very |
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102 important to the question of what you are designing. If you guide the |
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103 players into designing hammers, they're going to wind up with tools that |
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104 are very good for hitting things; if you want them instead to write |
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105 stories, you need to have them design pens. You need the right tool for |
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106 the job; if you don't have it, there will be a tendency to try to make |
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107 the job fit the tool. |
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108 |
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109 So what kinds of tools are needed for the major types of jobs? |
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110 |
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111 Gamist tools are easy to recognize and easy to design. A gamist |
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112 character has to be up to the challenges which lie ahead. What that |
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113 means in detail depends on the nature of the game in play and the |
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114 preferences of the designer. Some gamist characters can be extremely |
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115 focused on the central challenges of the game. Combat is the most common |
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116 example of this, and a character's effectiveness in a certain type of |
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117 gamist design would be measured by his abilities to deal damage and |
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118 survive damage, to stand up to the fight. In a very different sort of |
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119 game, racing could be the challenge, and character design would be |
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120 narrowly about how fast the character is without reference to much else. |
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121 However, skill-driven games can also have a strong gamist design |
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122 foundation, if the skills are geared to meet potential in-game |
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123 challenges. Driving or piloting skill, medical skill, hacking, picking |
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124 locks, and hiding are all candidates for gamist design, because they are |
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125 there to provide the player with options, ways to beat challenges |
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126 presented in play. |
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127 |
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128 That's not to say that narrativist characters can't have either power or |
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129 skills; they can. However, narrativist characters need to be connected |
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130 to the world. They need to be built such that things matter to them, and |
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131 they matter to things. |
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132 |
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133 Just as there are multiple ways to design a character effective against |
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134 the challenges ahead, so too there are multiple ways to integrate a |
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135 character into the world. Creating relationships with other characters |
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136 is a valuable factor; giving the character beliefs or principles which |
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137 will be challenged by events is also useful. Character history and |
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138 character goals might matter, provided these are of a sort from which |
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139 issues arise. A long-standing feud might be merely fodder for another |
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140 fight; done right, it might become an issue for exploration. To build a |
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141 narrativist tool, you should have something that is already tied in to |
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142 the ideas you hope to explore. |
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143 |
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144 Simulationist tools are perhaps the most difficult to see or to design. |
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145 There is a sense in which no words which describe a simulationist |
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146 character don't apply equally well to another sort. He must be |
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147 effective, able to change his world; but then, gamist characters must be |
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148 effective in that sense. He must be human, seeming like a real person; |
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149 this is true of narrativist characters, certainly. Perhaps the most |
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150 important characteristic of a simulationist character is that he must be |
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151 accurate, that is, he must clearly express something real and credible |
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152 within the setting such that he has exactly the amount of impact on |
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153 events and persons around him that he should have, no more and no less. |
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154 |
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155 This does not mean and should not be confused to mean that a |
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156 simulationist character is more detailed than any other. A simulationist |
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157 character could have history, principles, character, goals, |
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158 relationships, skills, and all the things that support other forms of |
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159 play; he could as easily be three numbers on a statistics sheet defining |
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160 his effectiveness. What matters is that he is given form as an |
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161 integrated part of the world, where he fits as if he were born and |
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162 raised within it. To understand him is to understand the essentials of |
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163 the world in which he lives, and vice versa. He is what he is, and in |
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164 some sense not what anyone outside his world wants him to be. He is in |
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165 the world and of the world, and as a tool he reveals the world to us |
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166 through himself. |
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167 |
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168 Now that we've got some idea of what kind of tool, what sort of |
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169 character, we're trying to create, how do we create him? Do we use point |
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170 systems for gamist characters, lifepaths for narrativists, and dice for |
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171 simulationists? Wrong on all counts. Those methodological considerations |
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172 in themselves have nothing to do with what we are creating. You can |
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173 create any sort of character with any of them. |
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174 |
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175 Take lifepaths for an example. We could start a character in his teens |
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176 and move him, by a combination of die rolls and choices, through |
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177 military training, education, private sector work, and other areas |
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178 through which he builds up skills that prepare him for the challenges |
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179 which will come. We might instead start a character younger, take him |
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180 through his early years, develop school friends, relationships, family |
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181 connections, life partners, coupled with the sort of moments that form |
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182 opinions and beliefs, and so derive someone ready to explore the themes |
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183 of the game. We could have a much broader selection of options, creating |
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184 characters who have far less focus and more breadth of background and |
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185 experience, who thus feel more real, as the tools we will use to explore |
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186 the world. The idea of using lifepaths didn't matter; it was the way we |
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187 used them that made the difference. It isn't how you build the |
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188 character, but what kind of character you build. You'll certainly have |
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189 to adjust the character generation system to build the right sort of |
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190 character, and you might find that you have more luck making one |
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191 mechanic type work than another for what you wish to do, but the answer |
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192 isn't so much in the type of mechanic as in the targeted result. |
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193 |
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194 I make some suggestions on character generation systems in [12]Game |
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195 Ideas Unlimited: CharGen (which gives some general thoughts and focuses |
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196 on freeform design) and [13]Game Ideas Unlimited: Negative Points (ways |
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197 to smooth out some of the problems in dice and points systems). |
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198 |
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199 Resolution Mechanics |
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200 |
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201 Mr. Edwards has said that system within a game is the equivalent of |
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202 time. To understand this, you have to understand something about time: |
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203 it is the medium for change. Without time, nothing changes. In the game, |
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204 the system determines what happens, what changes; without it, nothing |
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205 changes. Thus the system determines and controls change, and therefore |
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206 is effectively time for the imagined world. |
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207 |
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208 Yet this, too, can be very important in supporting or impeding GNS |
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209 preferences. How outcomes are resolved matters very much. |
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210 |
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211 Although it has been said many times, it is worth saying again that |
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212 diceless systems don't in themselves support narrativist play. They may |
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213 be used for narrativist play, but they may equally be used for gamist or |
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214 simulationist play. So, too, such general matters as dice pools, bell |
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215 curves, granularity, and the other aspects of system which garner so |
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216 much discussion (particularly from system monkeys) are not in themselves |
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217 relevant to GNS concerns. As with character generation, it is what you |
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218 do that matters, and not these questions of how you do it. |
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219 |
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220 What are you attempting to do? The function of system is to provide the |
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221 medium for change; more specifically, resolution mechanics are there to |
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222 empower players to make the kinds of changes they wish to make within |
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223 the game world and to interact with the consequences. To the gamist, |
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224 resolution mechanics are in a sense both the obstacles to overcome and |
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225 the means by which to overcome them. To the narrativist, they are the |
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226 means by which the theme impacts the character and the character |
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227 addresses the theme. In simulationist play, these are both the |
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228 limitations on change and the power to explore it. |
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229 |
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230 For gamist mechanics, you want something resolute; there usually needs |
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231 to be clear victory conditions, clear failure conditions. It also helps |
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232 if the system is responsive to player choice, that is, if there are ways |
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233 that the player, through his character, can impact the probability of |
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234 success. This could arise from strategy, or from skill or equipment |
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235 choice, or from any decision which should and does give the character an |
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236 advantage. Few things are more frustrating to gamist play than for the |
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237 character to do things that seem to the player to make sense as ways to |
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238 improve the odds, only to have these amount to no effect. |
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239 |
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240 Even unrealistic strategies are helpful as gamist tools. A game that |
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241 gives combat bonuses for sound, conservative defensive strategy can be |
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242 very gamist, but so can one which gives combat bonuses for brash and |
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243 brazen boldness, charging, screaming, doing over-the-top stunts. What |
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244 matters is not how the bonuses are earned, but that in fact it is |
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245 possible to manipulate the chance of success through character choices. |
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246 |
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247 Although combat is the example here, it should not be thought that it's |
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248 only in combat that such things matter. If a character can improve his |
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249 chance to pick a lock or hack a computer or repair a wound by taking |
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250 particular actions, this gives support to gamist play. There is a |
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251 challenge to meet. The resolution system will tell whether or not the |
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252 player succeeded, with certainty, but the player has the ability to |
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253 tweak his chance of success through his approach to the problem. |
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254 |
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255 Although it may sound strange to say that a resolution mechanic need not |
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256 be resolute, for narrativist play it is often better that it not be. A |
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257 gamist wants to know whether he succeeded or failed; a narrativist wants |
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258 to know whether his efforts had an impact. In a combat mechanic for the |
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259 use of guns, it is quite sufficient for a gamist system to determine |
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260 whether the shot hit the opponent and how severe the injury is; for a |
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261 narrativist system, things are probably a lot fuzzier (from a certain |
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262 perspective). The shot should have the power to frighten the opponent |
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263 and cause him to flee, for example. From the gamist perspective, that |
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264 would be a miss; from a narrativist perspective, that's a success. Thus |
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265 it helps narrativism if the resolution mechanic provides more of a |
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266 degree of success rather than a strict success/failure determination. |
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267 |
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268 Simulationism wants to know what would actually happen, given the |
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269 assumptions of the setting. That doesn't mean realistic, in the ordinary |
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270 sense; it means believable within the bounds of the imagined world. A |
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271 fighter putting his spear in the ground and then using it as a bracing |
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272 point as he runs across the chests of his adversaries kicking them is |
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273 not terribly realistic, but it does fit the imagined reality of a |
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274 certain sort of world, and thus could be incorporated into simulationist |
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275 play in that world. In fact, if it has been established that a |
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276 particular fighter can do that, simulationist play would dictate that he |
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277 do so in any situation in which that would be the obvious response, |
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278 unless there is reason to think he would do something else at that |
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279 moment. |
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280 |
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281 Thus resolution mechanics which support simulationist play are those |
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282 which make outcomes correct within the setting. Much as with |
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283 narrativism, this is often served by some form of relative success and |
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284 relative failure, a determination of how well the character did; but |
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285 like gamism, this generally needs to be resolute. A simulationist |
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286 doesn't just want to know that he missed; he wants to know how close he |
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287 came to hitting. |
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288 |
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289 It might help put the entire question of resolution mechanics in |
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290 perspective by imagining that a character runs, perhaps fleeing from an |
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291 attacker. The gamist wants to know whether he ran fast enough. The |
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292 narrativist wants to know how running mattered. The simulationist wants |
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293 to know how fast he ran. Although in a sense, all three are concerned |
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294 about escaping the adversary, they view this in different ways. |
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295 |
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296 Credibility Distribution |
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297 |
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298 Before anything can be said about credibility distribution, some |
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299 explanation of what this means is important. |
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300 |
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301 In roleplaying theory, it is recognized that there is within the game a |
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302 shared imagined reality in which actions occur. Players, including the |
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303 referee, contribute to the content of this reality through statements |
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304 made to each other. These statements amount to, "This is what I want to |
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305 have happen in our shared imagined world." |
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306 |
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307 Of course, player statements may be contradictory; after all, players |
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308 have different aims. Bob's character and Bill's character might get into |
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309 a fight, and Bob might say that his character hits Bill's in the nose, |
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310 to which Bill answers that his character ducks that punch and knocks |
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311 Bob's to the floor. Now we need to know what actually happens in our |
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312 shared imaginative space, or we're no longer imagining the same reality. |
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313 Game systems must apportion credibility to address these issues. |
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314 Credibility is the degree to which any person at the table has the power |
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315 to define what is happening in the shared space. |
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316 |
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317 You might think that in traditional games, only the referee has |
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318 credibility. That is incorrect. All players have a measured amount of |
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319 credibility. The referee rarely is able to say what actions any player's |
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320 character would take--only whether he succeeded in that action. Thus |
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321 non-referee players have credibility, too, even in such games, as they |
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322 get to state what their characters attempt. Credibility means someone |
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323 gets to decide what rules apply to the situation, when resolution |
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324 mechanics are used, what the dice mean, and ultimately what happens in |
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325 the shared space; it also means stating what actions characters are |
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326 attempting, what they are saying to each other, and how they are |
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327 reacting. Credibility is always shared. The issue is how it is shared. |
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328 |
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329 This is sometimes confused with something called narration rights, that |
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330 is, who gets to describe the scene. There is some connection between the |
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331 two, but it is not absolute. For example, a game could state that each |
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332 player at the table is allowed to contribute one fact which must be |
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333 included in the outcome of the event, and then the player who has the |
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334 narration rights must state what happened in such a manner that all of |
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335 these facts are included. He himself might not have determined anything |
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336 that happened despite narrating all of it. In most instances, narration |
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337 rights include credibility; yet even in games which pass narration |
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338 rights around, it may be the case that the referee can veto something |
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339 stated in the narration if it goes counter to something known to him but |
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340 not revealed to the players. |
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341 |
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342 Gamist play is best supported in most cases by narrowly and clearly |
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343 delineated credibility. Because the point of play is to overcome the |
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344 challenge, it is not usually effective for the player facing the |
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345 challenge to decide that he was successful. Since it is also possible |
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346 that the players may find themselves in competition, it would be equally |
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347 problematic for that decision to be made by a potentially opposing |
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348 player. It is important to gamist play that credibility be clearly |
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349 distributed, and that the player who determines the outcome does not |
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350 himself have a stake in the outcome. This is why traditional games |
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351 placed this power with the referee. He was viewed as the neutral |
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352 arbiter, and as long as the players trusted his neutrality he could |
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353 determine what occurred in the game world without problem. It is not |
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354 impossible to eliminate the role of the referee from gamist play, but to |
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355 do so the design must clearly establish who has credibility under each |
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356 circumstance, so that disputes do not occur over success and failure. |
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357 Too much player credibility can actually thwart gamist play preferences, |
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358 since a player who can merely decide his character has been successful |
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359 has lost all sense that there was any challenge to the victory. |
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360 |
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361 This does not mean that players cannot be given credibility beyond the |
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362 control of their character actions. The credibility to add color and |
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363 detail to a scene are not contrary to gamist concerns. What matters is |
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364 that such credibility cannot provide ways to eliminate the challenge |
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365 itself. As one of my sons observed, you can't give the gamist player the |
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366 power to invent a plus four sword lying on the table within reach and |
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367 expect the game to be functional at a gamist level. The challenge must |
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368 be maintained. |
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369 |
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370 Narrativism usually requires more credibility in the hands of the |
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371 players. Players are not competing with each other nor trying to beat |
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372 the game, so giving them credibility is not detrimental to play in the |
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373 same way it tends to be for gamist play. Rather, players need to be |
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374 empowered to address the theme. Director stance, that is, the ability |
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375 for the character players to add elements to the setting and events on |
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376 the fly, is not uncommon in narrativist play. It is not essential to it, |
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377 but works better with it than it does with the other preferences. |
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378 Severely restricting credibility tends to stifle narrativist play, as it |
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379 takes from the players their ability to make the statements they wish to |
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380 make. |
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381 |
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382 It is much more difficult to address credibility distribution in |
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383 simulationism. What matters here is the verisimilitude and consistency |
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384 of the shared imagined reality; that is, all players must see the same |
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385 thing and believe it. This does not preclude broadly shared credibility; |
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386 it does require a solid agreement on the nature of the reality. If we're |
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387 playing in a medieval fantasy world, exploring an abandoned castle, a |
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388 player given credibility could announce that he saw objects on a table, |
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389 and describe the objects he saw. As long as those objects do not upset |
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390 the agreed nature of the reality, such credibility is not problematic. |
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391 Thus it is evident that the objects could include bottles and lamps, |
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392 perhaps swords and daggers, possibly jewelry, all things which would |
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393 typically be found on such tables. Were the player to describe seeing |
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394 laser guns or kinetic blasters there, this would clearly violate the |
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395 agreed reality, and his credibility would cease at that moment. However, |
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396 there are difficult cases here. The player might describe finding the |
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397 famed lost jewel of Prince Balthazzar, or opening a bottle to release a |
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398 djinni, or discovering a scroll with a map to a hidden treasure. These, |
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399 too, are all plausible within the setting, but may be stretching the |
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400 credibility of the player. For this reason, it is more common for |
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401 simulationist games to prefer narrower credibility for the players and |
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402 broader credibility for the referee. It is not a necessary arrangement, |
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403 but it does tend to support simulationism better. |
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404 |
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405 Again, credibility distribution does not determine the sort of play that |
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406 will occur in itself; it tends to support different preferences when |
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407 configured different ways, and thought should be given to the amount of |
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408 credibility players should have to facilitate reaching their goals. |
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409 |
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410 Advancement |
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411 |
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412 It must be asked whether it is necessary for characters to improve |
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413 during play; the answer is that this is never necessary. It is not |
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414 necessary for simulationist play, certainly not for narrativist play, |
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415 and surprisingly not for gamist play. However, it is often desirable in |
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416 each mode that characters have the power to improve and advance in some |
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417 sense. The more significant question is, in what sense can the character |
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418 advance? |
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419 |
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420 Most of us are conditioned to think of character advancement or |
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421 improvement in strictly gamist terms: a character advances by getting |
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422 better at what he does. That is, his ability to face the challenges |
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423 increases. That there could be character advancement that has nothing |
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424 whatever to do with this is surprising to many players. Yet |
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425 consideration of this mode of improvement should give us some clues |
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426 regarding how to improve characters for simulationist and narrativist |
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427 play. |
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428 |
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429 In discussing character generation, it was recognized that the character |
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430 was a tool which the player used to achieve goals. Improving a character |
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431 means making it into a better tool. Thus if a starting character in a |
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432 gamist game is a rubber mallet, improvement might take it through stages |
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433 of being a tack hammer, claw hammer, ball peen hammer, sledge hammer, |
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434 jack hammer, and ultimately pile driver. That is, the character gets |
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435 more effective at meeting the challenge, because it is a tool designed |
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436 to meet challenges. |
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437 |
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438 If we consider the function of the narrativist character, we find that |
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439 it exists to enable the player to address the theme, and as such it has |
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440 to be tied in to the issues of play. Improving the character means |
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441 connecting it more deeply or in new ways with the theme. It can mean |
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442 deeper commitments, stronger relationships, more determined moral |
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443 positions; it could also mean greater conflicts, increased doubts, more |
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444 personal connections. In a game exploring issues of sexual identity, a |
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445 character who has always decried homosexuality as a moral perversion |
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446 could be advanced by the discovery that his best friend is homosexual, |
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447 creating a tension between his friendship and his beliefs. It's not |
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448 impossible for narrativist characters to get better at things they do, |
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449 but it is far more supportive of narrativist play for them to advance by |
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450 becoming more integrated into the issues. The tool that started as a pen |
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451 has advanced to becoming a word processor: it is now able to address the |
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452 issues at new levels and in more facets. |
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453 |
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454 Since simulationist play is about exploring the imagined reality, |
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455 character advancement is best if it enhances that ability to explore. |
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456 Our magnifying glass gradually advances to an electron microscope; our |
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457 field glasses to become the Hubble telescope. The particulars of how |
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458 this works are greatly dependent on what the game is exploring. If the |
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459 exploration is of a physical world, greater mobility within that world |
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460 is the logical route to improvement. Given exploration of a complex |
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461 society, increased contacts and exposure within the society provide the |
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462 answer. Exploration of historic or fictional events requires greater |
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463 access to the events. Combat effectiveness or skill improvement can be |
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464 simulationist if these empower the player to explore more difficult or |
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465 dangerous areas of the game world. The variety of possibilities makes it |
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466 difficult to be specific, but the answer in any situation is found the |
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467 same way: identify what the tool facilitates, and how to make it |
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468 facilitate this more effectively. One thing that is consistent across |
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469 simulationist play in this area is that character advancement, like |
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470 everything else, must mesh with the in-game reality. A character |
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471 exploring the setting by working as a local reporter can advance through |
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472 being assigned to a larger beat, but only if it makes sense in the |
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473 context of the world that this character would receive that assignment. |
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474 |
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475 Again, it is not necessary in any style of play for characters to |
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476 improve or advance. Gamist play can be about beating increasingly |
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477 difficult opponents with the same resources with which you started. |
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478 Narrativist play can interact with the world through a static character. |
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479 Simulationist play can be limited to that which the character can |
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480 access. All play styles can be enhanced by the ability to improve and |
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481 advance characters within their own terms. More importantly, if a game |
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482 design provides character advancement options, these will influence the |
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483 way in which players approach the game. |
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484 |
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485 Rewards |
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486 |
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487 I have written elsewhere of rewards systems, and the necessity that they |
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488 be two-pronged. I first considered the issue on the forums at The Forge, |
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489 and later contributed a brief statement on it to RoleplayingTips.com. |
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490 The clearest and most complete statement on the subject is in the |
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491 aptly-named [14]Game Ideas Unlimited: Rewards; but as that is for Gaming |
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492 Outpost subscribers only I'll recap some of it here. |
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493 |
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494 There are two aspects to rewards systems, both equally important. Many |
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495 designers fail to realize this, and so design rewards systems that are |
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496 internally conflicted--they encourage opposing play priorities. |
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497 |
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498 There is a clear example of this found in examining the popular |
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499 experience points systems of games in which you kill monsters and get |
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500 treasure, which gives you points, which raises your character level or |
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501 skills, which makes you better able to kill monsters and get treasure. |
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502 This is a coherent gamist rewards system: everything in it is geared to |
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503 encourage the process of killing monsters and getting treasure, that is, |
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504 overcoming the challenges of the game. It is a system that does not need |
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505 repair, because it works extremely well at doing what it is supposed to |
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506 do. |
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507 |
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508 However, there are many referees who don't like what it does. They think |
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509 it encourages players to focus on killing monsters and getting treasure |
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510 (which is correct, because that's exactly what it's supposed to do). |
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511 They don't want that to be the focus of the game; they want to encourage |
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512 role playing, or character development, or dialogue, or helping people, |
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513 or any of uncounted other roleplay preferences. So they strip away at |
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514 least some of the points gained for killing monsters and getting |
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515 treasure, and instead give them for performing the desired conduct, |
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516 whatever it is. Now a player character gains experience points by |
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517 helping the poor, or pursuing his private hobbies; these points increase |
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518 his level--which makes him better at killing monsters and getting |
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519 treasure. The rewards are now given for one sort of play, but they still |
|
520 facilitate the other. |
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521 |
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522 It's not necessary to have a rewards system in a game. Stripped of such |
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523 artificial rewards, many players will discover that play is its own |
|
524 reward. After all, players play because they enjoy the game. They enjoy |
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525 different aspects of the game, but whatever it is that they enjoy is |
|
526 inherent in the play itself. Rewards systems, in the main, are icing on |
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527 the cake. Done right, they encourage the desired form of play. Done |
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528 wrong, they can clash horribly with the entire game. |
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529 |
|
530 Thus when you design a rewards system, you need to look at both sides of |
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531 it. What does this reward, that is, what does a player have to do to |
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532 receive the reward? Winning, exploring the theme, and discovering the |
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533 world are all goals and in a sense rewarding conduct; if you wish to |
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534 encourage one of those, that is what you reward. You must then also ask |
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535 what the reward facilitates. Does it make the character more powerful, |
|
536 give the player greater ability to address the theme, open up new areas |
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537 of exploration? |
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538 |
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539 Rewards systems, when they exist, are usually tied into character |
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540 improvement. Thus if you've solved the one you've often solved at least |
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541 part of the other. It need not be that way; you can provide rewards that |
|
542 advance player goals in one fashion and advancement that does so in |
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543 another. For example, you could have a gamist game in which character |
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544 advancement was built on improving skills by use, such that each time |
|
545 the player brought a particular skill into play in a significant way he |
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546 received credit toward improving that skill. Independent of that, you |
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547 could reward gamist play with success points, a small pool of points or |
|
548 dice on which the player could draw when he wished to improve his odds |
|
549 against a more daunting challenge or in a moment when success was more |
|
550 important. Rewards do not have to be tied to character improvement, even |
|
551 if character improvement is well designed for the goals of the game. |
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552 Games with no character improvement at all may still have effective and |
|
553 functional rewards systems which facilitate the desired mode of play. |
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554 |
|
555 Conclusion |
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556 |
|
557 With sufficient consideration to what a game is trying to achieve, GNS |
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558 theory can be very instructive in how best to achieve it. It does not |
|
559 dictate solutions to all of the questions that a designer must ask, but |
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560 it does inform him of questions he needs to address which he might |
|
561 otherwise miss. |
|
562 |
|
563 In examining character generation, resolution mechanics, credibility |
|
564 distribution, advancement, and rewards, it was shown that there were |
|
565 some ways in which GNS theory could point us to the best solutions for |
|
566 the type of game we sought to build. It is clear that at times designers |
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567 are asking the wrong questions in these areas, because some of the |
|
568 things which we expect would matter are not relevant, but others that we |
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569 often overlook are significant. |
|
570 |
|
571 Although these five areas of game design are a significant portion of |
|
572 most games, they are not a complete consideration of all the areas which |
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573 matter in all games. It is hoped that the consideration of these areas |
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574 will not merely help the designer see that GNS can provide guidance on |
|
575 these game design issues, but also enable him to find the right |
|
576 questions and answers in areas not covered here. |
|
577 |
|
578 I look forward to seeing the application of the theory to more games in |
|
579 the future. |
|
580 |
|
581 M. Joseph Young is co-creator of the [15]Multiverser role playing game |
|
582 and author or co-author of its various supplements. His Internet |
|
583 writings are [16]indexed for convenience. He is available to discuss |
|
584 these ideas through the Forge forums and by e-mail. |
|
585 |
|
586 The author wishes to thank Ron Edwards, Mike Holmes, Clinton Nixon, Ryan |
|
587 Young, Fang Langford, and Ralph Mazza for their editorial suggestions on |
|
588 the draft of this article. To recognize all those whose contributions |
|
589 were made through discussions on the forums of this site and others |
|
590 would require a separate article; please accept my thanks. |
|
591 |
|
592 Similarly, there have been uncounted forum posts here and elsewhere that |
|
593 have contributed to the author's understanding of these issues. It has |
|
594 been wisely suggested that at least some of these be linked; alas, there |
|
595 are again more than can be acknowledged. Two stand out, however, as |
|
596 expanding on specific areas covered in the article, and in both of them |
|
597 the author here has made comments there which he hopes are of value. The |
|
598 concept of credibility appears to have been introduced by Vincent in |
|
599 [17]Vincent's Standard Rant: Power, Credibility, and Assent; this |
|
600 author's comments on the top of the [18]second page and near the bottom |
|
601 of the [19]third page may be helpful in elucidating the use of |
|
602 Credibility in this context, and there is much on the thread that is |
|
603 useful. It appears that the earliest suggestion of the two pronged |
|
604 nature of reward systems was in this author's post, the second, in |
|
605 [20]GNS and Player Rewards. The post illustrates by examples that games |
|
606 do not need reward mechanics for players to be rewarded, as play can and |
|
607 is often its own reward. |
|
608 The Forge created and administrated by [21]Clinton R. Nixon and [22]Ron |
|
609 Edwards. |
|
610 All articles, reviews, and posts on this site are copyright their |
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611 designated author. |
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612 |
|
613 References |
|
614 |
|
615 Visible links |
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616 1. file:/// |
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617 2. file:///about/ |
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618 3. file:///donate.php |
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619 4. file:///articles/ |
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620 5. file:///reviews/ |
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621 6. file:///resources/ |
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622 7. file:/// |
|
623 8. mailto:BestRPGis@multiverser.com |
|
624 9. http://www.indie-rpgs.com/articles/11/ |
|
625 10. http://www.gamingoutpost.com/ |
|
626 11. http://www.indie-rpgs.com/articles/ |
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627 12. http://www.gamingoutpost.com/GL/index.cfm?action=ShowProduct&CategoryID=54411&ProductID=71050&publisherid=54849 |
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628 13. http://www.gamingoutpost.com/GL/index.cfm?action=ShowProduct&CategoryID=54411&ProductID=71772&publisherid=54849 |
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629 14. http://www.gamingoutpost.com/GL/index.cfm?action=ShowProduct&CategoryID=54411&ProductID=71532&publisherid=54849 |
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630 15. http://www.multiverser.com/ |
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631 16. http://www.mjyoung.net/writings.htm |
|
632 17. http://www.indie-rpgs.com/viewtopic.php?t=3701 |
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633 18. http://www.indie-rpgs.com/viewtopic.php?t=3701&postdays=0&postorder=asc&start=15 |
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634 19. http://www.indie-rpgs.com/viewtopic.php?t=3701&postdays=0&postorder=asc&start=30 |
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635 20. http://www.indie-rpgs.com/viewtopic.php?t=4075 |
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636 21. mailto:webmaster@indie-rpgs.com |
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637 22. mailto:sorcerer@sorcerer-rpg.com |