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    10 
       
    11 
       
    12       The Impossible Dream
       
    13 
       
    14 
       
    15     Player Goals
       
    16 
       
    17 *by Hunter Logan*
       
    18 Feb 10,2003
       
    19 
       
    20 	
       
    21 *Player Goals*
       
    22 The Impossible Dream Installment #3
       
    23 by Hunter Logan
       
    24 
       
    25 Intro
       
    26 
       
    27 The topic of the day is player goals and my thoughts about how to
       
    28 support those goals in the game design. I suppose this also really
       
    29 addresses how to support a player's desired style of play. I know a lot
       
    30 of other people have tackled this. It has resulted in some rather large
       
    31 and impressive bodies of work filled to overflowing with good ideas. The
       
    32 most noteworthy efforts I know of resulted in grandiose three-fold
       
    33 theories called GDS, GNS, and GEN. These are among /The Things That
       
    34 Shall Not Be Named on rpg.net/, and for good reason. Mentioning them
       
    35 often brings about a massive flame war. But before you unleash the
       
    36 flames, rest assured I'm not going to discuss any of those.
       
    37 
       
    38 After a very long campaign of research and discussion, I have concluded
       
    39 that those esteemed (and oft reviled) theories don't work very well.
       
    40 There are a lot of reasons for this, but I'll save the debate for
       
    41 another day. Suffice to say, from my exploration of those works, I
       
    42 developed this list of player goals and suggestions for supporting those
       
    43 goals. Because we are roleplayers and this is about designing RPGs, I
       
    44 formatted the goals on the list as roles that a player can take during
       
    45 play. As always, this is the way I conceptualize these things. The list
       
    46 is hardly all-inclusive, but I think it covers a lot of the important
       
    47 bases and it's a good start.
       
    48 
       
    49 The Big List
       
    50 
       
    51 I don't think many designers consciously choose goals to support or not
       
    52 support from a list like this, but the list may be a useful tool. Some
       
    53 of the names are colorful, but this is out of appreciation, not
       
    54 derision. Thus, I present */The Big List:/*
       
    55 
       
    56     * */Conqueror:/* Wants to kill monsters, smite the unworthy, and
       
    57       otherwise demonstrate the character's superiority over the enemy.
       
    58       The Conqueror really needs only three things to find happiness: A
       
    59       weapon that inflicts heinous damage, plenty of character skill for
       
    60       using the weapon, and ample opportunity to put both to good use.
       
    61       This is more about what the character can do than what the player
       
    62       can do. Also, the field need not be restricted to killing
       
    63       monsters. It might include sneaking around and stealing stuff,
       
    64       bartering with extreme efficiency, lying glibly, etc, etc. The
       
    65       bottom line here is simple: When the Conqueror rolls the dice
       
    66       within his character's area of expertise and gets good results, he
       
    67       expects to see big fireworks. And I want to see them, too.
       
    68           o Players who hold this goal in esteem may try to find what
       
    69             they're looking for in just about any game they play. If
       
    70             they can't find it, frustration may cause them to bend the
       
    71             rules to get what they want. The methods don't have to be
       
    72             pretty; they just have to produce the desired results.
       
    73           o Designers can support this by writing the game so that great
       
    74             expertise and good equipment consistently produce satisfying
       
    75             results.
       
    76     * */Creator:/* Wants direct control over various aspects of the game
       
    77       world and what happens in the game. Creators want to set the scene
       
    78       and determine the course of the action beyond the character.
       
    79           o Most creators end up sitting in the GM seat and may feel
       
    80             dissatisfied when denied the power to make things happen.
       
    81           o It's pretty easy to give Creators what they want, but if you
       
    82             want to put this in your game, this absolutely has to have
       
    83             designer support. Without support, it's really not going to
       
    84             happen. At least it hasn't ever happened for me.
       
    85     * */Detective:/* Wants to gather clues and solve mysteries.
       
    86       Designers can include means for players to find the clues needed
       
    87       to solve the mysteries, but mysteries themselves are more a part
       
    88       of the game world and the adventure than the game's system design.
       
    89       So, designers can support this by writing adventures that include
       
    90       mysteries for the player to solve.
       
    91     * */Explorer:/* Wants to explore the game world. Explorers want to
       
    92       see interesting sights, meet unusual beings, and encounter strange
       
    93       things. The dedicated explorer is probably more interested in the
       
    94       setting than in the game system. So, the designer can support this
       
    95       by providing a great setting for the game.
       
    96     * */Facilitator:/* Plays the game with the goal of helping other
       
    97       players realize their goals for the game. This is most often a
       
    98       goal for the GM, but players can choose to help the GM by playing
       
    99       along when needed. The designer might want to consider providing a
       
   100       bit of /Facilitator Training/ for GMs programmed to rule their
       
   101       games with iron dice.
       
   102     * */Gambler:/* Wants to take risks and experience the thrill of
       
   103       rolling the dice. This is easily supported with mechanics that
       
   104       provide a high degree of randomness in the outcome
       
   105     * */Gatherer:/* Plays the game to gather as much reward as possible.
       
   106       This may include experience points, levels, money, power, special
       
   107       equipment, and other measures of increasing character ability or
       
   108       character prestige.
       
   109           o It's easy for designers to support the Gatherer by including
       
   110             rules for character advancement and supplying items like
       
   111             experience or levels that the player can gather.
       
   112           o Further support can be included in the setting. A
       
   113             never-ending supply of improved weapons, treasure, and other
       
   114             specialty items will help keep the Gatherer hooked on the game.
       
   115           o A word of caution: It's my experience that players often
       
   116             build up a whole lot of goodies in a fairly short amount of
       
   117             time. It seems that after a while, players reach a
       
   118             /breakaway point/, a point where they have gathered so much
       
   119             experience and so much good stuff that their characters are
       
   120             unstoppable juggernauts unleashed on the game world. If you
       
   121             plan to support the Gatherer's desires, you may also need to
       
   122             plan for what happens as the characters become better,
       
   123             stronger, and faster.
       
   124     * */Negotiator:/* Plays the game to parley with NPCs and other
       
   125       characters in the game. The assumption here is, the player
       
   126       actually wants to do some of the talking for his character. The
       
   127       designer can support this in rules and in the setting. In the
       
   128       rules, the designer can pay attention to parley as an important
       
   129       process in the game. In the setting, designer can provide lot of
       
   130       interesting NPCs who want to negotiate.
       
   131     * */Passenger:/* Wants to see the story unfold and find out what
       
   132       happens next and hopes for a wild ride. I don't have much to say
       
   133       about this, except to note that any player may choose to take this
       
   134       position.
       
   135     * */Personator:/* Wants to portray the character as fully as
       
   136       possible from the comfort of the gaming table. From my own
       
   137       experience and from talking to others, I think some players really
       
   138       want to mentally /be/ the character. This touches on the ideas
       
   139       about immersion. It's an exercise of the imagination, an attempt
       
   140       to experience life in the game world from the character's point of
       
   141       view.
       
   142           o The player tries to put himself in his character's mindset
       
   143             and contemplate events in the game as the character would
       
   144             contemplate events in the game. Of course, this means that
       
   145             the player's decisions and declared actions should be
       
   146             exactly what the character would do in the same situation.
       
   147             It's not perfect, but it's as close as a player can get to
       
   148             "being there" from the comfort of the gaming table.
       
   149           o I have read much discussion about the validity of immersion,
       
   150             and I am not fighting that battle. I accept the intent
       
   151             within its context. I have tried it. I never forgot I was
       
   152             still me sitting at the gaming table, and I had fun. It is a
       
   153             demanding way to play, so it is not for everyone. But it
       
   154             certainly deserves some consideration for designer support.
       
   155             Whether or not you choose to provide that support in your
       
   156             game is up to you.
       
   157           o There is one other danger with supporting this goal. Some
       
   158             GMs may expect the players to be personators. A lot of
       
   159             times, it's true and works very well; but other times, it
       
   160             doesn't work. A guy who wants to play a smooth or suave
       
   161             character may play the character because he's not smooth or
       
   162             suave. Designers might want to include mechanical solutions
       
   163             to this sort of problem. You can also handle this with notes
       
   164             and examples.
       
   165     * */Puzzle Solver:/* Plays to solve the puzzles that come up during
       
   166       game play.
       
   167           o Support for this is primarily written into scenarios for the
       
   168             game. The designer can add puzzles to scenarios thus giving
       
   169             the Puzzle Solver something to do.
       
   170           o When puzzles are provided, it might be a good idea to also
       
   171             include mechanical means of solving the problem. It's fine
       
   172             to include the puzzle, but if the players can't or don't
       
   173             want to solve the puzzle, it might be a good idea to supply
       
   174             alternative means of resolution so that the game doesn't
       
   175             grind to a halt.
       
   176     * */Scientist:/* Plays the game as an experiment to see what will
       
   177       happen. Scientists do things to evoke responses. They expect that
       
   178       sometimes experiments will go awry. They know bad things may
       
   179       happen to their characters or the game world, and this is okay.
       
   180       The designer doesn't really need to support this sort of thing.
       
   181       Players and GMs will do it or not do it as they see fit. Still, if
       
   182       the designer does actively try to support it, the results might be
       
   183       like Greg Costikyan's <http://www.costik.com/home.html> */Paranoia/*.
       
   184     * */Storyteller:/* Plays to tell stories about the character in the
       
   185       game world. Some storytellers want to end up with good stories
       
   186       that they can reflect on or share with others about their
       
   187       adventures in the game world. Others really want to tell the story
       
   188       of their characters through play. They may want to show how their
       
   189       characters overcome adversity or transform themselves over time or
       
   190       something similar. I think there is room in roleplaying for better
       
   191       support of the storyteller goal. The actual form of that support
       
   192       may be similar to support provided for creators.
       
   193     * */Tactician:/* Plays the game to solve tactical problems, outsmart
       
   194       enemies, and overcome obstacles. Any resources available to the
       
   195       player in the game can be used to solve tactical problems in the
       
   196       game. Unlike the Conqueror, the Tactician is interested in using
       
   197       his own personal skill to meet the challenge at hand.
       
   198           o Tactical play does not necessarily mean wargaming. It's more
       
   199             about decision-making and carefully exercising options on
       
   200             limited resources in order to meet the player's goals for
       
   201             the character in the game.
       
   202           o The designer can support tactical play by providing
       
   203             resources for the player to manage and tactical situations
       
   204             for the player to resolve.
       
   205           o I now refer you to Brian Gleichman's article, Elements of
       
   206             Tactics
       
   207             <http://www.rpg.net/news+reviews/columns/elements01nov02.html>,
       
   208             for more information. 
       
   209     * */Wargamer:/* Wants to break out the miniatures and play a wargame
       
   210       as part of the RPG experience. A designer can support this by
       
   211       including rules for using miniatures and providing a combat system
       
   212       system that is really a war game within the RPG. The wargamer can
       
   213       roleplay, but he still wants to fight that battle in the most
       
   214       traditional way.
       
   215 
       
   216 Other Factors
       
   217 
       
   218     * */Design Goals:/* What do you want your game to do? Why are you
       
   219       designing a game? If you are reading this article, you probably
       
   220       already have answers for those questions. Yet, your goals are
       
   221       factors that will impact on your design. If you haven't thought
       
   222       about them, you might want to do that.
       
   223           o Only you know why you want to design a game. No one else can
       
   224             tell you.
       
   225           o It's probably a good idea to articulate your goals in
       
   226             writing. This will save you time later. Also, you can
       
   227             include these notes and all the other stuff that affects
       
   228             your thought process as designer notes at the end of your
       
   229             game. Doing that will make Brian Gleichman very happy
       
   230             if/when he reviews your game. It will also give everyone
       
   231             else who looks at your game further insight into the ideas
       
   232             behind your game.
       
   233     * */Coherence:/* This is all about building a game that supports
       
   234       your design goals. For me, /coherence/ is a blanket term. You can
       
   235       strive for /coherence/ on several levels.
       
   236           o A coherent game plays efficiently. That is, the play flow is
       
   237             smooth and the mechanics work. One step segues into the next
       
   238             and the players can play through anything that comes up
       
   239             during the game. I think my whole column is predicated on
       
   240             the idea of achieving this sort of coherence for any game
       
   241             you decide to design.
       
   242           o A coherent game has clear, comprehensible rules and
       
   243             mechanics. The best game design in existence is useless
       
   244             unless you write the rules in such a way that a player can
       
   245             use your book to learn to play your game.
       
   246           o A coherent game has rules, mechanics, and play examples that
       
   247             support the designer's goals. Here is the pay off for
       
   248             writing your goals: You can critique your own work. You can
       
   249             compare what you've written to what you intended. If your
       
   250             game fulfills your intended goals, then you have probably
       
   251             written a coherent game. If you have doubts or you're too
       
   252             close to the project, get someone else to read it.
       
   253     * */Complexity:/* Brian Gleichman has written a very good article
       
   254       <http://www.rpg.net/news+reviews/columns/elements20sep02.html> on
       
   255       this very topic. If you haven't read it, I think you should. I
       
   256       agree with his statements, and I will be referring to them here.
       
   257       Also, I will use his terms without changing them. As Brian says,
       
   258       people have a threshold for complexity. I think simpler is often
       
   259       better, but other people like more /complexity/. It's up to you to
       
   260       decide how much complexity to add to your game.
       
   261           o Complexity of Implementation: This is the complexity of the
       
   262             actual mechanical steps required to play the game. If a game
       
   263             becomes too complex, some players may choose to simplify the
       
   264             mechanics.
       
   265           o Complexity of Mass: This is the number of options,
       
   266             exceptions, and special cases written into a game. Really,
       
   267             there is a point of balance for mass. Insufficient mass may
       
   268             make for sparse gameplay. Too many options means it may take
       
   269             longer for a group of players to master all the nuances of
       
   270             the game, or that some of those options will be discarded. I
       
   271             prefer a relatively simple implementation with a lot more mass.
       
   272           o Complexity of Concept: I agree with Brian that RPGs are
       
   273             complex in concept by their very nature. Excessive
       
   274             complexity (in implementation or mass) is not the /Kiss of
       
   275             Death/ for a game. I have found that when people like a
       
   276             game, they will adjust it to suit their own tastes. A simple
       
   277             game can be made more complex, and a complex game can be
       
   278             simplified.
       
   279 
       
   280 # */Verisimilitude:/* This is really all about realism and maintaining
       
   281 /Suspension of Disbelief/ in your game. I am not going to fight over
       
   282 whether or not SoD exists. I accept it within its context. That is, you
       
   283 can watch a movie, read a book, or play an rpg and evaluate for yourself
       
   284 whether or not the presentation, handling, and outcome of events is
       
   285 believable within the context of the source material. This does not mean
       
   286 you have lost contact with reality or anything like that, but it is
       
   287 important to the perceived verisimilitude of your game.
       
   288 
       
   289     * I think it's a goal of design to produce a game system that
       
   290       produces results consistent with what should happen in the game world.
       
   291     * There are many ways to approach the same goal.
       
   292     * No game system, no matter how complex or detailed, can perfectly
       
   293       model the resolution of events in the game world. The best we can
       
   294       hope to do is provide a set of rules and mechanics that allows our
       
   295       audience, our players, to produce satisfying results when playing
       
   296       our game.
       
   297     * Verisimilitude in a game system does not necessarily equal
       
   298       realism. I think our purpose as designers of games and game worlds
       
   299       is to find ways to present games so that players may play in our
       
   300       game worlds and attain satisfying results that sustain their SoD. 
       
   301 
       
   302 Now, I have deluged you with food for thought. Next time, I'll talk
       
   303 about resolution mechanics. Thanks for reading.
       
   304 
       
   305 
       
   306       What do you think? <http://trio.rpg.net/pf/list.php?f=110>
       
   307 
       
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   313 
       
   314  Topics 	Author  	Date 	Latest Reply
       
   315  cooldog cotangent
       
   316 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
       
   317 cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
       
   318   CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
       
   319 corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
       
   320  Fendi Spy Bags WHOLESALE@WizardReplica.com
       
   321 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
       
   322 12-02-2005 10:55  	12-02-2005 10:55 new
       
   323  Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
       
   324 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
       
   325 11-14-2005 19:41  	11-14-2005 19:41 new
       
   326  REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
       
   327 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
       
   328 10-20-2005 21:37  	10-20-2005 21:37 new
       
   329  Death/playing style
       
   330 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
       
   331 09-22-2003 11:35  	09-22-2003 11:35 new
       
   332  Death and actual immortality
       
   333 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
       
   334 07-19-2003 08:53  	01-13-2006 15:22 new
       
   335  Non-death death
       
   336 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
       
   337 Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
       
   338  Thanks, Hunter
       
   339 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
       
   340 Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
       
   341  Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
       
   342 Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
       
   343  Something you might have mentioned.
       
   344 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
       
   345 06-19-2003 16:13  	06-19-2003 18:11 new
       
   346  BTW, excellent column, Hunter!
       
   347 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
       
   348 06-19-2003 13:11  	06-19-2003 18:13 new
       
   349  Armor and Damage Thereto
       
   350 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
       
   351 06-19-2003 08:45  	06-19-2003 11:44 new
       
   352  Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
       
   353 flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
       
   354  Death spiral and unconsciousness
       
   355 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
       
   356 Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
       
   357  lucky or skilled
       
   358 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
       
   359 05-12-2003 18:49  	05-13-2003 09:25 new
       
   360  Absolute, unopposed and opposed
       
   361 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
       
   362 Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
       
   363  0-9 open ended = brilliant!
       
   364 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
       
   365 03-12-2003 10:41  	07-18-2003 01:28 new
       
   366  Smooth rerolls
       
   367 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
       
   368 Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
       
   369  Resolution Mechanics
       
   370 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
       
   371 Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
       
   372 
       
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   377 	
       
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   381 
       
   382 ------------------------------------------------------------------------
       
   383 
       
   384 
       
   385       Previous columns
       
   386 
       
   387     * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
       
   388       Logan, 17jul03
       
   389     * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
       
   390       Hunter Logan, 19jun03
       
   391     * #6: Putting Theory to the Test
       
   392       </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
       
   393     * #5: Resolution Mechanics II
       
   394       </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
       
   395     * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
       
   396       by Hunter Logan, 11mar03
       
   397     * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
       
   398       Logan, 10feb03
       
   399     * Balance of Power </news+reviews/columns/dream20jan03.html> by
       
   400       Hunter Logan, 20jan03
       
   401     * Play Flow First </news+reviews/columns/dream01jan03.html> by
       
   402       Hunter Logan, 01jan03
       
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