draft/dream20jan03.txt
branchecjdr
changeset 92 bdef1afd1170
equal deleted inserted replaced
91:3164c82ac16e 92:bdef1afd1170
       
     1 RPGnet <http://www.rpg.net> 	
       
     2 <http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://roma.hinterwelt.com/Turris-Ref.html&imageURL=http://www.rpg.net/images/ads/turris.gif>
       
     3 
       
     4 
       
     5 	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
       
     6 News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
       
     7 Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
       
     8 <http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
       
     9 <http://www.rpg.net/members/>
       
    10 
       
    11 
       
    12       The Impossible Dream
       
    13 
       
    14 
       
    15     Balance of Power
       
    16 
       
    17 *by Hunter Logan*
       
    18 Jan 20,2003
       
    19 
       
    20 	
       
    21 Balance of Power and Player Goals
       
    22 The Impossible Dream Installment #2
       
    23 by Hunter Logan
       
    24 
       
    25 Intro
       
    26 
       
    27 Let me begin by saying thank you to all the people who read and
       
    28 responded to Installment #1. I appreciate your input and I hope you are
       
    29 all satisfied with the work I'm doing here. I want to take a minute here
       
    30 to say a few words about what I'm doing and where I'm going with the column.
       
    31 
       
    32     * I'm not saying, "This is what you must do and this is the way you
       
    33       must do it to design your game." Instead, I'm supplying
       
    34       suggestions in the pattern, "This is what I've thought, this is
       
    35       what I've tried, and this is what has worked for me." I want to
       
    36       share that in the hope that I can help readers who have faced some
       
    37       of the same game design dilemmas that I've faced. It's all about
       
    38       making better games.
       
    39     * I regard game design as an art. It's not exactly like painting,
       
    40       drawing, or singing; but it's an art all the same. To me, that
       
    41       means there are many ways to reach the desired result. Take
       
    42       painting, for example. Some painters paint from dark to light.
       
    43       Others paint from light to dark. Still others paint midtone first
       
    44       and then build darks and lights. The process is different, but the
       
    45       challenges and tools are the same. No matter how the painter
       
    46       paints, he must deal with color, value, composition, form, and
       
    47       materials. So it is with the game designer. Whether you choose to
       
    48       think of play flow, mechanics, characters, setting, and so on
       
    49       first or last is up to you. The problems are the same, the method
       
    50       of solving them differs from person to person.
       
    51     * I'm not presenting */The Definitive Tool for Game Design/*. I
       
    52       doubt such a thing actually exists. Instead, I'm presenting
       
    53       thoughts and processes that work for me. How you choose to use
       
    54       this information is up to you. I hope you find something useful.
       
    55     * I'm not telling you, "This is what I like. You should like it,
       
    56       too." I'm saying, these are the many and varied possiblilities I
       
    57       have found. They barely scratch the surface of what's possible.
       
    58       You should pick the ones you like or find your own and use them to
       
    59       suit yourself. I may eventually talk about what I like, but I will
       
    60       only present my preference as one more possibility for your
       
    61       consideration.
       
    62     * Some topics may generate some heat. You don't have to agree with
       
    63       me. I'm not trying to convert you and I'm not going to attack you
       
    64       for holding a different viewpoint. Please extend me the same
       
    65       courtesy. 
       
    66 
       
    67 Next, a correction. In my discussion of /mechanics/ in installment#1, I
       
    68 really should have specified /resolution mechanics/. I wanted to make
       
    69 the term more general, but that was a mistake because the structure of
       
    70 resolution mechanics is different from, say, death mechanics or
       
    71 alignments or any of the other rules and guidelines that naturally fit
       
    72 under the mechanical umbrella. So much for my aura of flawlessness and
       
    73 my apologies for any confusion.
       
    74 
       
    75 Balance of Power
       
    76 
       
    77 Last time, I pushed play flow as a primary consideration for game
       
    78 designers. This time, I'm going to explore that a bit further by looking
       
    79 at some differences in play flow that can happen depending on your
       
    80 intended Balance of Power.
       
    81 
       
    82 /Balance of Power/ is a term I use to express the relationship between
       
    83 rules, GM, and players. As I originally envisioned it, BoP was a linear
       
    84 scale. At one end, the GM had all the power. In the middle, the GM
       
    85 shared power with the players. At the far end, the players had all the
       
    86 power. That was fine as far as it went, but John Morrow pointed out that
       
    87 games and players give power to the rules. The more I thought about it,
       
    88 the more it made sense. I'd even seen examples of it in actual play, so
       
    89 BoP is now a triad. Whether you think about it or not, any game you
       
    90 design will have a BoP. Here is a more formal definition.
       
    91 
       
    92 */Balance of Power/* is an expression of the relationship between the
       
    93 GM, the players, and the game's rules. As a game designer, you can write
       
    94 play flows and rules that define BoP. When you give the GM or players
       
    95 express powers, those usually have an impact on how people play your
       
    96 game. Otherwise, three factors determine BoP: The degree of trust
       
    97 between GM and player, the GM's approach to running a game, and the
       
    98 players' approach to playing a game.
       
    99 
       
   100 Visualization
       
   101 
       
   102 I visualize BoP as a triangle, a polygon with three edges and three
       
   103 vertices. Your BoP can lie on a vertex, along an edge, or anywhere on
       
   104 the surface of the triangle. In the BoP diagram, the rules occupy the
       
   105 top apex of the triangle. This is deliberate, because in most games, the
       
   106 rules have at least a little bit of power over how events are set up and
       
   107 resolved in the game. The GM and players form the bottom edge of the
       
   108 triangle.
       
   109 
       
   110 
       
   111             Rules
       
   112 
       
   113              / \
       
   114 
       
   115             /   \
       
   116 
       
   117            /_____\
       
   118 
       
   119          GM     Players
       
   120 
       
   121 
       
   122 
       
   123 BoP and Play Flow
       
   124 
       
   125 I think BoP affects play flow. If BoP favors the GM, the play flow will
       
   126 be a lot different than if BoP favors the players or the rules.
       
   127 Sometimes the differences are subtle. Other times they're blatant. I
       
   128 think the best way to look at this is to examine some permutations of
       
   129 BoP and show examples of associated play flows. These play flows are but
       
   130 one possibility for a given BoP. I present them as points of reference,
       
   131 not definitive or limiting statements. These are mostly based on play
       
   132 flows that I've used, heard about, or seen used in other games. All this
       
   133 is intended to help you think about the Balance of Power you might want
       
   134 in your own game. Let's look at some examples.
       
   135 
       
   136     * BoP favors the rules (weak GM, weak players). The rules determine
       
   137       what players can do and what happens in the game. The game
       
   138       designer provides rules for many contingencies. The players may
       
   139       know the rules as well as the GM. Everyone is expected to use and
       
   140       follow the rules without any sort of fudging or cheating.
       
   141           o Description. As play begins, the GM describes the locale for
       
   142             the players. The rules may require the GM to randomly
       
   143             generate some aspects of the scene.
       
   144           o Clarification. The players ask questions about specific
       
   145             details. The GM answers as appropriate. The GM may randomly
       
   146             generate some of this information.
       
   147           o Decision Point. The players discuss what they want to do and
       
   148             decide on a course of action for their characters. Rules
       
   149             concerning character behavior may require a specific course
       
   150             of action for some characters. The players have their
       
   151             characters do this as appropriate. This decision may spawn
       
   152             an event. If the players have difficulty making a decision,
       
   153             the GM may add an event to the game. This might involve
       
   154             rolling dice to find out what happens next.
       
   155           o Event. Something happens. The GM describes the event and the
       
   156             players ask questions to clarify the situation.
       
   157                 + Decision Point. The players evaluate the event and
       
   158                   decide what, if anything they want their characters to
       
   159                   do about it. Rules concerning character behavior may
       
   160                   require a specific course of action for some
       
   161                   characters. The players have their characters do this
       
   162                   as appropriate.
       
   163                 + Resolution Point. The players' decision produces a
       
   164                   resolution point. Using the mechanical tools designed
       
   165                   for this purpose, the GM and players resolve the
       
   166                   event. No matter what happens, all results are
       
   167                   accepted at face value.
       
   168           o Repeat. This flow of play is repeated until the characters
       
   169             work their way through the adventure.
       
   170 
       
   171     * BoP is shared between rules and GM (weak players). The GM knows
       
   172       the rules and uses them to help determine what happens. The player
       
   173       has very little power or resources for affecting the game except
       
   174       through the action of his character. The GM is expected to follow
       
   175       the rules in order to keep the game fair and balanced.
       
   176           o Description. The GM describes the locale and situation for
       
   177             the players.
       
   178           o Clarification. The players ask questions about specific
       
   179             details of the description. The GM answers as appropriate.
       
   180           o Decision Point. The players discuss what they want to do and
       
   181             decide on a course of action for their characters. This
       
   182             decision may spawn an event. If the players have difficulty
       
   183             making a decision, the GM may add an event to the game.
       
   184           o Event. Finally, something happens. The GM describes the
       
   185             event and the players ask questions to clarify the situation.
       
   186                 + Decision Point. The players decide what their
       
   187                   characters will do about the event. In this case,
       
   188                   indecision is a decision as the GM may push things
       
   189                   along as he sees fit.
       
   190                 + Resolution Point. The players' decision leads to a
       
   191                   resolution point. Using the appropriate mechanics, the
       
   192                   GM and players resolve the event.
       
   193           o Repeat. This flow of play is repeated until the players work
       
   194             their way through the adventure.
       
   195 
       
   196     * BoP favors the GM (weak rules, weak players). The GM has
       
   197       considerable power and resources for affecting the game including
       
   198       the setting, the course of the story, the setup of events, and
       
   199       what happens, The GM may use the rules to determine the outcome of
       
   200       events, but the GM may also take liberties with the rules in order
       
   201       to make the game go the way he wants it to go. The players accept
       
   202       that the GM basically controls the game. The GM will have power to
       
   203       fudge results. The GM may allow some player initiative, but it's
       
   204       still the GM's show. Here is a possible flow of play:
       
   205           o Description. The GM describes the situation to the players.
       
   206             The GM supplies the players with two or three possible
       
   207             courses of action.
       
   208           o Decision Point. The players ask questions about specific
       
   209             details and select from the presented options. If the
       
   210             players want to do something else, the GM may require a die
       
   211             roll or use some other device to make this possible.
       
   212           o Event. The players' decision results in a new event. The GM
       
   213             provides the players with options for handling the event.
       
   214                 + Decision Point. The GM offers options for resolving
       
   215                   the event. The players decide what they want their
       
   216                   characters to do. The players select an option for
       
   217                   handling the event. If the players don't like the GM's
       
   218                   choices, they may suggest an alternative course of
       
   219                   action, but it's really the GM's call.
       
   220                 + Resolution Point. The players' decisions produce a
       
   221                   resolution point. Using the appropriate mechanics, the
       
   222                   GM resolves the event with input from the players.
       
   223           o Repeat. This flow of play is repeated until the characters
       
   224             work their way through the adventure.
       
   225 
       
   226     * BoP is shared between GM and players (weak rules). The rules are
       
   227       minimal, but they determine the flow of play. In this flow, the GM
       
   228       is still the GM, but the players can change the flow of events or
       
   229       rearrange the whole situation to their own liking within the
       
   230       limits of a few simple rules.
       
   231           o Description. The GM describes the situation for the players.
       
   232           o Clarification. The players ask questions about specific
       
   233             details. The GM answers as appropriate.
       
   234           o Decision Point. The players declare what they want their
       
   235             characters to do. Their declarations may change the situation.
       
   236           o Event. Player declarations lead to an event. If the players
       
   237             don't really say anything that leads to an event, the GM may
       
   238             add an event to the game.
       
   239                 + Decision Point. The players decide how to handle the
       
   240                   event. They declare courses of action for their
       
   241                   characters.
       
   242                 + Resolution Point. The GM uses his best judgment and
       
   243                   declares the effect of the characters' actions. The
       
   244                   players may make other declarations to modify the outcome.
       
   245           o Repeat. This flow of play is repeated until the players work
       
   246             their way through the adventure.
       
   247 
       
   248     * BoP favors the players (weak rules, no GM). This is interactive
       
   249       storytelling or roleplaying without a system. The game has no real
       
   250       GM and no hard, fast rules for determining what happens in the game.
       
   251           o Determine Speaker. The players roll dice to determine the
       
   252             speaker, a sort of temporary GM. The player with the highest
       
   253             die roll is speaker.
       
   254           o Description. The speaker declares the current situation.
       
   255           o Clarification. The other players ask questions about
       
   256             specific details. The current speaker answers as appropriate.
       
   257           o Declaration. The players make declarations for their
       
   258             characters. These declarations may change the situation. The
       
   259             speaker may rebut each player's declaration. This rebuttal
       
   260             may again alter the situation. This process continues until
       
   261             an event occurs.
       
   262           o Event. Sooner or later, the players will cause an event to
       
   263             occur in the game.
       
   264                 + Decision Point. The players declare what their
       
   265                   characters will do about the event.
       
   266                 + Determine Speaker. The players roll dice to determine
       
   267                   a new speaker.
       
   268                 + Resolve Event. The new speaker declares the result of
       
   269                   the characters' actions in the event.
       
   270           o Repeat. This flow of play is repeated until the players
       
   271             reach a logical end point, a time limit, or the end of the
       
   272             game session.
       
   273 
       
   274     * BoP is shared between players and rules (Distributed GM). The
       
   275       players know and apply the rules for themselves. They determine
       
   276       the course of play as a group. They use a distributed GM
       
   277       arrangement. That is, the power normally given to the GM is
       
   278       distributed among the players. The players either take turns being
       
   279       the GM, or each player is a sort of mini-GM with some control over
       
   280       what happens at any point in the game.
       
   281           o Description. Each player sets his character in a scene. If
       
   282             one player wants other characters in the same scene, each
       
   283             player decides whether or not to do this. Two or more
       
   284             characters in the same scene may interact.
       
   285           o Event. After each player has set his character in a scene,
       
   286             each player declares some sort of action that affects his
       
   287             character, his scene, or someone else's character or scene.
       
   288             This sets one or more events in motion.
       
   289                 + Decision Point. The players decide whether or not to
       
   290                   accept the events now in motion.
       
   291                 + Resolution Point. The rules provide each player with
       
   292                   limited means to challenge the outcome of events.
       
   293                   Unchallenged actions automatically succeed. Challenged
       
   294                   actions are resolved. If the challenge is successful,
       
   295                   the action fails. Otherwise, the action succeeds. If
       
   296                   something special happens, like a character is injured
       
   297                   or killed, players apply whatever rules exist to
       
   298                   handle those events.
       
   299           o Repeat. Once actions are resolved, each player assesses his
       
   300             character's situation and the flow of play starts over. In
       
   301             this way, play progresses until the session ends or until
       
   302             something happens to bring play to an end.
       
   303 
       
   304     * BoP is shared between GM, players, and rules (weak GM). This is
       
   305       center mass of the triangle. The GM and the players both have a
       
   306       say in what happens and how it happens, but rules moderate the
       
   307       sharing of power. The GM might make a statement, but the players
       
   308       have resources at their disposal to override the GM. Then a player
       
   309       may make a statement, but the rules help determine whether or not
       
   310       the statement proves true and the GM has some input on the outcome.
       
   311           o Description. The GM describes the situation for the players.
       
   312             The GM may set an event in motion.
       
   313           o Clarification. The players ask questions about specific
       
   314             details. The GM answers as appropriate.
       
   315           o Decision Point: The players have the option to accept or
       
   316             reject the information provided by the GM. If the players
       
   317             don't like what they hear, they may alter the GM's
       
   318             description or set some other event in motion. This often
       
   319             requires an expenditure of resources or some sort of die
       
   320             roll. As long as the players go about their business as
       
   321             prescribed by the rules, the GM is obliged to support the
       
   322             players in their intended endeavor and facilitate the changes.
       
   323           o Event. The interactions up to this point should set events
       
   324             in motion. If an event is not in motion, a player or the GM
       
   325             may add an event to the game.
       
   326                 + Decision Point. The players now decide how they will
       
   327                   deal with the event. They may either decide what their
       
   328                   characters will do or they may use means at their
       
   329                   disposal to change the event.
       
   330                 + Resolution Point. Once the decisions are made, the GM
       
   331                   and players work to resolve the event. The GM
       
   332                   determines what happens, but the players may decide to
       
   333                   modify the results within the rules of the game.
       
   334           o Repeat. Once the event is resolved, the process starts over.
       
   335             In this way, the GM helps the players find their own adventures.
       
   336 
       
   337 That wraps up Balance of Power. Next time, I will discuss player goals.
       
   338 
       
   339 
       
   340       What do you think? <http://trio.rpg.net/pf/list.php?f=110>
       
   341 
       
   342 Go to forum! <http://www.rpg.net/pf/list.php?f=110>
       
   343  Go to Top <http://www.rpg.net/pf/list.php?f=110>  |  New Topic
       
   344 <http://www.rpg.net/pf/post.php?f=110>  |  View Threads
       
   345 <http://www.rpg.net/pf/list.php?f=110&collapse=0>  |  Search
       
   346 <http://www.rpg.net/pf/search.php?f=110> 
       
   347 
       
   348  Topics 	Author  	Date 	Latest Reply
       
   349  cooldog cotangent
       
   350 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
       
   351 cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
       
   352   CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
       
   353 corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
       
   354  Fendi Spy Bags WHOLESALE@WizardReplica.com
       
   355 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
       
   356 12-02-2005 10:55  	12-02-2005 10:55 new
       
   357  Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
       
   358 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
       
   359 11-14-2005 19:41  	11-14-2005 19:41 new
       
   360  REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
       
   361 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
       
   362 10-20-2005 21:37  	10-20-2005 21:37 new
       
   363  Death/playing style
       
   364 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
       
   365 09-22-2003 11:35  	09-22-2003 11:35 new
       
   366  Death and actual immortality
       
   367 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
       
   368 07-19-2003 08:53  	01-13-2006 15:22 new
       
   369  Non-death death
       
   370 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
       
   371 Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
       
   372  Thanks, Hunter
       
   373 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
       
   374 Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
       
   375  Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
       
   376 Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
       
   377  Something you might have mentioned.
       
   378 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
       
   379 06-19-2003 16:13  	06-19-2003 18:11 new
       
   380  BTW, excellent column, Hunter!
       
   381 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
       
   382 06-19-2003 13:11  	06-19-2003 18:13 new
       
   383  Armor and Damage Thereto
       
   384 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
       
   385 06-19-2003 08:45  	06-19-2003 11:44 new
       
   386  Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
       
   387 flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
       
   388  Death spiral and unconsciousness
       
   389 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
       
   390 Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
       
   391  lucky or skilled
       
   392 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
       
   393 05-12-2003 18:49  	05-13-2003 09:25 new
       
   394  Absolute, unopposed and opposed
       
   395 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
       
   396 Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
       
   397  0-9 open ended = brilliant!
       
   398 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
       
   399 03-12-2003 10:41  	07-18-2003 01:28 new
       
   400  Smooth rerolls
       
   401 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
       
   402 Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
       
   403  Resolution Mechanics
       
   404 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
       
   405 Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
       
   406 
       
   407  Go to Top <http://www.rpg.net/pf/list.php?f=110>  |  New Topic
       
   408 <http://www.rpg.net/pf/post.php?f=110>  |  View Threads
       
   409 <http://www.rpg.net/pf/list.php?f=110&collapse=0>  |  Search
       
   410 <http://www.rpg.net/pf/search.php?f=110> 
       
   411 	
       
   412  Newer Messages
       
   413 <http://www.rpg.net/pf/list.php?f=110&t=98&a=1&>  |  Older Messages
       
   414 <http://www.rpg.net/pf/list.php?f=110&t=25&a=2&> 
       
   415 
       
   416 ------------------------------------------------------------------------
       
   417 
       
   418 
       
   419       Previous columns
       
   420 
       
   421     * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
       
   422       Logan, 17jul03
       
   423     * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
       
   424       Hunter Logan, 19jun03
       
   425     * #6: Putting Theory to the Test
       
   426       </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
       
   427     * #5: Resolution Mechanics II
       
   428       </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
       
   429     * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
       
   430       by Hunter Logan, 11mar03
       
   431     * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
       
   432       Logan, 10feb03
       
   433     * Balance of Power </news+reviews/columns/dream20jan03.html> by
       
   434       Hunter Logan, 20jan03
       
   435     * Play Flow First </news+reviews/columns/dream01jan03.html> by
       
   436       Hunter Logan, 01jan03
       
   437 
       
   438 
       
   439       Other columns </news+reviews/columns.html> at RPGnet
       
   440 
       
   441 [ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
       
   442 <http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> |
       
   443 Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
       
   444 
       
   445 Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
       
   446 RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
       
   447