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    10 
       
    11 
       
    12       Elements
       
    13 
       
    14 
       
    15     Rationales for Mechanics (or the Case for Designer's Notes)
       
    16 
       
    17 *by Brian Gleichman*
       
    18 Jan 14,2003
       
    19 
       
    20 	
       
    21 
       
    22 
       
    23     Rationales for Mechanics /(or the Case for Designer Notes)/
       
    24 
       
    25 Why do rpgs use mechanics? Such a simple question, but one with such
       
    26 complex answers. It seems obvious that those answers would be key in the
       
    27 design process or in the judging of an existing game. After all, it's
       
    28 only by way of knowing your needs that you can chart the nature and
       
    29 placement of mechanical systems properly in such a way that the game
       
    30 meets the desired goals.
       
    31 
       
    32 Sadly it seems very common for rpg designers of the current day
       
    33 (especially in the free or small print world) to skip right by that
       
    34 question. It is painfully common for me to receive what is in effect a
       
    35 blank stare upon quizzing a game designer as to the reasons and
       
    36 rationales behind their design. Typically the only response is "I was
       
    37 looking for something different" and "It does what I wanted it to do",
       
    38 without being able to express what was different, or what it is doing.
       
    39 The end result is I receive in answer a jumble of words typically tossed
       
    40 on the back cover of a book as basic marketing ("Powerful yet simple
       
    41 mechanics!", "Yes it's a floor wax and a desert topping!").
       
    42 
       
    43 With this as the common response, there is little reason to wonder that
       
    44 mechanics in many games seem almost pointless- seemly existing often
       
    45 just because other games have included them. The result is typically a
       
    46 distraction from (or misinterpretation of) the purpose of the game,
       
    47 reducing what could have been a powerful design to yet another rpg that
       
    48 will sit on the shelf.
       
    49 
       
    50 Let's take a moment to consider some important and common rationales,
       
    51 just so we're on the same page. I don't think these are by any means the
       
    52 only reasons, but they are at the very least reasons every designer
       
    53 should consider his mechanics in the light of.
       
    54 
       
    55 
       
    56       I. Limiting Player Options
       
    57 
       
    58 If any single rationale could claim to hold prominence in game design,
       
    59 it would be this one. Why can't my 1st level /Age of Heroes/ fighter
       
    60 kill an ancient red dragon with his penknife? Because the combat rules
       
    61 make that all but impossible as a core requirement of design.
       
    62 
       
    63 The natural result of any mechanic is to limit options. What those
       
    64 options are limited to however determines the actual rationale for the
       
    65 mechanic. In this specific case, the reason is to prevent specific
       
    66 player actions and choices because they are unsuited to the intended
       
    67 purpose of the game.
       
    68 
       
    69 Advancement rules are typically guided by this rationale. The player
       
    70 gets *X* amount of power within the game for *Y* amount of effort, not
       
    71 no effort at all. Requiring a certain Strength level to break down a
       
    72 specific door is yet another example while falling damage is yet another
       
    73 (for those games limiting a character's ability to jump off 40 foot
       
    74 walls to reach a battle).
       
    75 
       
    76 
       
    77       II. Providing Meaningful Player Choices
       
    78 
       
    79 The classic example here is combat mechanics (a subject I've already
       
    80 spent some time on in my previous /Elements of Tactics/ article). The
       
    81 idea is to present a complex and diverse enough set of choices in order
       
    82 to make the decisions of the player important in determining the outcome
       
    83 of the game events.
       
    84 
       
    85 
       
    86       III. Inspiring Player Action
       
    87 
       
    88 Examples of these are the Sanity rules from /Call of Cthulhu/ which
       
    89 provide a nudge of when and what type of insanity the player is struck
       
    90 with, but leave the exact details of expressing it up to the player and GM.
       
    91 
       
    92 Psychological and Drama mechanics are normally created with this
       
    93 rationale in mind, to respectively inspire role-play and story creation.
       
    94 
       
    95 
       
    96       IV. Replacing Player Choice
       
    97 
       
    98 These mechanics are intended to flat out replace decisions by a player
       
    99 or GM.
       
   100 
       
   101 Single roll combat resolutions are typically this type of mechanic, the
       
   102 idea is to remove any tactical choices beyond that of the decision to
       
   103 engage in battle (and sometimes even that isn't offered). Another
       
   104 example is the use of straight up 'social' skills like 'bribe' and the
       
   105 like. The concept is to remove choices and actions from extensive play
       
   106 that are felt to be either beyond the ability of the players or outside
       
   107 the focus of the game.
       
   108 
       
   109 Another way of looking at these mechanics is as a simple and quick
       
   110 method to resolve something so that the game can go forward. Removing
       
   111 significant player input is perhaps the fasted way to achieve that goal.
       
   112 
       
   113 
       
   114       V. Provide an Illusion
       
   115 
       
   116 Some mechanics exist to aid in suspension of disbelief. Thus a game may
       
   117 include detailed currency rules because the players have a hard time
       
   118 believing that everyone in the world uses the same coins.
       
   119 
       
   120 Some mechanics provide an illusion of Rationale II above. A typical
       
   121 example is providing a wide range of combat maneuvers that suggest a
       
   122 good selection- but upon using some math it's revealed that a single one
       
   123 of the provided maneuvers is always the best choice. Sometimes this is a
       
   124 result of failed design, at other times it's done on purpose (often
       
   125 using dice pools mechanics in order to make the illusion more difficult
       
   126 to pierce).
       
   127 
       
   128 There are other possible reasons of course. I'm sure you can add a few
       
   129 with a little bit of thought.
       
   130 
       
   131 Once one knows the rationale for a mechanic, it becomes much easier to
       
   132 determine the Layer of Design it applies to as well as its form.
       
   133 Rationale IV mechanics for example tend to be simpler than Rationale II
       
   134 systems by nature.
       
   135 
       
   136 There's just one gotcha to keep in mind. A little thing called the 'the
       
   137 eye of the beholder'.
       
   138 
       
   139 Remember Rationale III above, a little thing about inspiring player
       
   140 action? Most of the time I see such mechanics I'm not inspired. Instead
       
   141 I see a Rationale IV mechanic- something that takes my choices away in
       
   142 order to meet a goal of the game design (in the case of /Call of
       
   143 Cthulhu/, it's enforcing the genre concept that everyone goes insane- a
       
   144 type of railroading with respect to the role-playing of a PC).
       
   145 
       
   146 Here's another example- Rationale II mechanics become little more than
       
   147 Rationale V mechanics if the players can't grasp the actual effects of
       
   148 choices in the system (dice pools tend to cause this effect by making
       
   149 probability determination exceedingly difficult).
       
   150 
       
   151 Take a few mechanics from a favorite game of your own and try fitting
       
   152 them into each of the above rationales. With a little bit of work and a
       
   153 talent for seeing things though the eyes of others- you may be surprised
       
   154 how many rationales a single mechanic can fit in.
       
   155 
       
   156 So in the end you may design a wonderful game, one that has developed
       
   157 mechanics that fit their reasons for use at every point. But in the end
       
   158 the final result may be viewed by others in a completely different light
       
   159 than what you intended.
       
   160 
       
   161 But all is not lost. The solution to this sad state of affairs is right
       
   162 in the subtitle to this article.
       
   163 
       
   164 Designer Notes.
       
   165 
       
   166 Write them. Spend as much time and effort on them as you did in the
       
   167 design of your game- for they determined the design of your game. Put
       
   168 them directly in the book or on your website. Explain why you selected
       
   169 the mechanics you did, what they do in your game, why you rejected other
       
   170 possibilities.
       
   171 
       
   172 You'll achieve four important outcomes.
       
   173 
       
   174 First, you'll produce a better game. One tailored to your needs and
       
   175 perfect for the type of play you desired.
       
   176 
       
   177 Second, you'll provide the best guide there is to how the game was meant
       
   178 to be played. And you'll do it in a way far better than the typical
       
   179 stilted 'example of play' fiction.
       
   180 
       
   181 Third, you'll define for the reader the terms on which your work is to
       
   182 be judged, so that in that judging they are not looking for a game you
       
   183 never designed. It is much better to hear "Even if I don't care for the
       
   184 style, Game X does what it intends almost perfectly" instead of "This
       
   185 games sucks".
       
   186 
       
   187 And fourth, I won't get a blank stare when I ask you what makes your
       
   188 game different or what you were trying to achieve. For not only will you
       
   189 be able to answer that question, you've already written it for me
       
   190 meaning the only thing I'll bother you about is the details of your
       
   191 vision. And isn't the details of the designer's vision the reason for
       
   192 making a game in the first place?
       
   193 
       
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   248 
       
   249 ------------------------------------------------------------------------
       
   250 
       
   251 
       
   252       Previous columns
       
   253 
       
   254     * Elements of Strategy </news+reviews/columns/elements11feb03.html>
       
   255       by Brian Gleichman, 11feb03
       
   256     * Rationales for Mechanics (or the Case for Designer's Notes)
       
   257       </news+reviews/columns/elements14jan03.html> by Brian Gleichman,
       
   258       14jan03
       
   259     * Layers of Design </news+reviews/columns/elements11dec02.html> by
       
   260       Brian Gleichman, 11dec02
       
   261     * Elements of Tactics </news+reviews/columns/elements01nov02.html>
       
   262       by Brian Gleichman, 01nov02
       
   263     * Elements of Complexity
       
   264       </news+reviews/columns/elements20sep02.html> by Brian Gleichman,
       
   265       20sep02
       
   266 
       
   267 
       
   268       Other columns </news+reviews/columns.html> at RPGnet
       
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