references/system_does_matter.txt
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     5  
       
     6 
       
     7 
       
     8   System Does Matter
       
     9 
       
    10 by Ron Edwards <sorcerer@sorcerer-rpg.com
       
    11 <mailto:sorcerer@sorcerer-rpg.com>>
       
    12 Copyright Adept Press
       
    13 
       
    14 I have heard a certain notion about role-playing games repeated for
       
    15 almost 20 years. Here it is: "It doesn't really matter what system is
       
    16 used. A game is only as good as the people who play it, and any system
       
    17 can work given the right GM and players." My point? I flatly, entirely
       
    18 disagree.
       
    19 
       
    20 "Whoa," you might say, "my GM Herbie can run anything. The game can
       
    21 suck, but he can toss out what he doesn't like and then it rocks." OK,
       
    22 fine. Herbie is talented. However, imagine how good he'd be if he didn't
       
    23 have to spend all that time culling the mechanics. (Recall here I'm
       
    24 talking about system, not source or story content material.) I'm
       
    25 suggesting a system is better insofar as, among other things, it doesn't
       
    26 waste Herbie's time.
       
    27 
       
    28 "Oh, okay," one might then say. "But it's still just a matter of opinion
       
    29 what games are good. No one can say for sure which RPG is better than
       
    30 another, that's just a matter of taste." Again, I flatly, entirely
       
    31 disagree.
       
    32 
       
    33 Some definitions would be good. First, I'm talking about traditional
       
    34 roleplaying games, in which the GM is a human, and the players are
       
    35 physically present with one another during play. Second, by "system" I
       
    36 mean a method to resolve what happens during play. It has to "work" in
       
    37 two ways: in terms of real people playing the game and of the characters
       
    38 experiencing fictional events.
       
    39 
       
    40 
       
    41     System Design: Part One
       
    42 
       
    43 (The following is based on the ideas presented at
       
    44 http://www.darkshire.net/~jhkim/rpg/theory/threefold/, but I'm expanding
       
    45 their application pretty widely.) Three player aims or outlooks have
       
    46 been suggested, in that a given player approaches a role-playing
       
    47 situation pretty much from one of them, with some, but not much,
       
    48 crossover possible.
       
    49 
       
    50     *
       
    51 
       
    52       Gamist. This player is satisfied if the system includes a contest
       
    53       which he or she has a chance to win. Usually this means the
       
    54       character vs. NPC opponents, but Gamists also include the System
       
    55       Breaker and the dominator-type roleplayer. RPGs well suited to
       
    56       Gamists include Rifts and Shadowrun.
       
    57 
       
    58     *
       
    59 
       
    60       Narrativist. This player is satisfied if a roleplaying session
       
    61       results in a good story. RPGs for Narrativists include Over the
       
    62       Edge, Prince Valiant, The Whispering Vault, and Everway.
       
    63 
       
    64     *
       
    65 
       
    66       Simulationist. This player is satisfied if the system "creates" a
       
    67       little pocket universe without fudging. Simulationists include the
       
    68       well-known subtype of the Realist. Good games for Simulationists
       
    69       include GURPS and Pendragon.
       
    70 
       
    71 Here I suggest that RPG system design cannot meet all three outlooks at
       
    72 once. For example, how long does it take to resolve a game action in
       
    73 real time? The simulationist accepts delay as long as it enhances
       
    74 accuracy; the narrativist hates delay; the gamist only accepts delay or
       
    75 complex methods if they can be exploited. Or, what constitutes success?
       
    76 The narrativist demands a resolution be dramatic, but the gamist wants
       
    77 to know who came out better off than the next guy. Or, how should
       
    78 player-character effectiveness be "balanced"? The narrativist doesn't
       
    79 care, the simulationist wants it to reflect the game-world's social
       
    80 system, and the gamist simply demands a fair playing field.
       
    81 
       
    82 One of the biggest problems I observe in RPG systems is that they often
       
    83 try to satisfy all three outlooks at once. The result, sadly, is a
       
    84 guarantee that almost any player will be irritated by some aspect of the
       
    85 system during play. GMs' time is then devoted, as in the Herbie example,
       
    86 to throwing out the aspects that don't accord for a particular group. A
       
    87 "good" GM becomes defined as someone who can do this well - but why not
       
    88 eliminate this laborious step and permit a (for example) Gamist GM to
       
    89 use a Gamist game, getting straight to the point? I suggest that
       
    90 building the system specifically to accord with one of these outlooks is
       
    91 the first priority of RPG design.
       
    92 
       
    93 (Note, therefore, that I might praise a given system because it matches
       
    94 beautifully with one of these outlooks - even if I don't share that
       
    95 outlook and might hate playing that game. This is an important point,
       
    96 because I now have some criteria to judge, instead of just yapping about
       
    97 "what I like.")
       
    98 
       
    99 
       
   100     System Design: Part Two
       
   101 
       
   102 Now that a system has an outlook or aim to use as a yardstick, it's time
       
   103 to dissect that resolution method in some detail. Here I follow Jonathan
       
   104 Tweet's suggestion (found in the rulebook of the excellent RPG Everway)
       
   105 that there are three modes of resolution in role-playing.
       
   106 
       
   107     *
       
   108 
       
   109       Fortune, meaning a range of results is possible for each instance
       
   110       (I rolled a 10 on 3 dice, under my skill of 12; I hit!). Most RPG
       
   111       systems are primarily Fortune-based for historical reasons;
       
   112       methods include dice, cards, and all sorts of other things.
       
   113 
       
   114     *
       
   115 
       
   116       Karma, which compares two fixed values (I have a 7 in fencing, you
       
   117       have a 4, I win). Amber is one of the few mainly-Karma games.
       
   118 
       
   119     *
       
   120 
       
   121       Drama, in which the GM (or rarely, the player) resolves the
       
   122       outcome by saying what happens ("You skewer him!" says the GM,
       
   123       without rolling or consulting numbers of any kind).
       
   124 
       
   125 A given system may certainly mix and match these methods, and in fact
       
   126 Everway actually permits the GM to concoct his or her own smooth blend.
       
   127 Amber, for example, modifies its Karma system with Drama; Extreme
       
   128 Vengeance modifies its Drama method with Fortune; and Sorcerer modifies
       
   129 its Fortune method with Drama. Some systems use different methods for
       
   130 different sets of activities; e.g. AD&D uses Karma for magic and Fortune
       
   131 for combat.
       
   132 
       
   133 Let's consider Fortune methods as the example because that's what most
       
   134 of us are used to. So the question becomes, given that a system is
       
   135 (e.g.) mostly Fortune-based, how well does it actually work during play?
       
   136 I suggest two things to check carefully (these terms are stolen from
       
   137 ecology, of all things).
       
   138 
       
   139     *
       
   140 
       
   141       Search time, meaning, how long does it take to know what you got?
       
   142       This includes knowing how many dice to roll, calculating
       
   143       modifiers, counting up the result, and so on.
       
   144 
       
   145     *
       
   146 
       
   147       Handling time, meaning, so what happens? This includes comparing
       
   148       the outcome to another roll or to a chart, moving on to the next
       
   149       step if any, ticking off hit points, checking for stunning, and so
       
   150       on.
       
   151 
       
   152 I certainly can't dictate how much is too little or too much - but I do
       
   153 claim that if they are not appropriate for the player outlook of the
       
   154 game (Gamist, Narrativist, Simulationist), players will complain,
       
   155 rightly, that the system "bogs down" (Narrativist), is "unfair"
       
   156 (Gamist), or isn't "realistic" or "accurate" (Simulationist). A good
       
   157 system's resolution should get the job done in appropriate amount of
       
   158 real time. Which job, and how long is appropriate, depend on the
       
   159 outlook. A new RPG system has no excuse simply to rely on the old
       
   160 paradigm of (1) roll initiative, (2) roll to hit, (3) roll defense, (4)
       
   161 roll damage, (5) check for stunning, etc, etc. This is a leftover from
       
   162 wargaming and is strictly Simulationist + Gamist. The RPG for you might
       
   163 be very, very different. In Zero, for instance, the order of actions,
       
   164 the success of each action, the degree of success for each action
       
   165 (including damage), and every other aspect of resolution are determined
       
   166 by ONE roll per player and ONE roll by the GM, in all cases, even in
       
   167 large-group combat. This game's system is truly an eye-opener for those
       
   168 used to the older methods.
       
   169 
       
   170 (Again: it so happens that I'm a hard-core Narrativist who enjoys
       
   171 Karma-based systems most, with a little Fortune mixed in. But according
       
   172 to the principles above, I can now judge a system according to its
       
   173 priorities, rather than just going by "what I like.")
       
   174 
       
   175 Another interesting question about resolution methods is, what is
       
   176 actually being resolved in terms of numerical game mechanics? Consider
       
   177 three things: the actual event ("do I hit?"), the energy it takes to do
       
   178 it ("deduct 4 Endurance"), and the reward ("You did 18 damage, that's 18
       
   179 EP's, mark'em down"). Food for thought: maybe an RPG needs only one of
       
   180 these, two at most, and can let the third just vanish - and it doesn't
       
   181 matter which. I'm still thinking about this issue, though; at the moment
       
   182 it's just a notion, not a conclusion.
       
   183 
       
   184 
       
   185     In Conclusion
       
   186 
       
   187 To sum up, I suggest a good system is one which knows its outlook and
       
   188 doesn't waste any mechanics on the other two outlooks. Its resolution
       
   189 method(s) are appropriate for the outlook: they have search and handling
       
   190 time that works for that outlook, in terms of both what the players have
       
   191 to do and what happens to the characters. (One might even suggest that
       
   192 the method be thematically suitable as well, as in marbles for Asylum
       
   193 and playing cards for Castle Falkenstein; I like this idea too, but it's
       
   194 not absolutely necessary.)
       
   195 
       
   196 Perhaps the ongoing debate about "system-light" vs. "system-heavy" is a
       
   197 waste of time. A system is not automatically good if it is more or less
       
   198 complex than another. The degree of acceptable complexity comes from the
       
   199 game's outlook, and should be judged in that context only. A
       
   200 Simulationist, Fortune-based game almost has to be complex, but a
       
   201 Narrativist, Karma-based game is most satisfying with a simpler system.
       
   202 
       
   203 Please consider comparing a few systems yourself before reacting too
       
   204 strongly to this essay. I do respect your opinion, but it's fair to
       
   205 consider how many role-playing games you have actually, truly played.
       
   206 That is, real stories and sessions with characters the players created
       
   207 and cared about, not demos at a tournament or running a quick combat. I
       
   208 suspect that those of us who've played more than five or ten RPGs in a
       
   209 committed fashion will agree that "system doesn't matter" is a myth.
       
   210 
       
   211 ------------------------------------------------------------------------
       
   212 
       
   213 Last updated 28-Jan-2004 15:28:37 CDT
       
   214 
       
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   217 <mailto:sorcerer@sorcerer-rpg.com>.
       
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   219 designated author.
       
   220