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+ The Impossible Dream
+
+
+ Play Flow First
+
+*by Hunter Logan*
+Jan 01,2003
+
+
+Play Flow First
+
+Before I begin, I want to thank Aeon and the other good folks at RPG.net
+for giving me the forum for this column. I think rpg.net is an
+outstanding site and I'm happy to be here. Thank you.
+
+I've returned with a new message. The key to successfully designing
+games is sitting right in front of everyone who wants to do it. Most of
+us don't see it. We don't even know it's there. I think those who do
+know are busy designing games that actually work the way they're
+supposed to work. Play flow is the answer.
+
+Play Flow
+
+Play flow is the way the game is actually played. See, when we talk
+about game design, we often talk about what the players want or what the
+game is about. We craft clever mechanics and interesting mechanical
+devices. What's more, the best of these really are both clever and
+interesting. We sweat over character design and other design elements.
+Anyone who designs a game should do all of this, but all of this should
+really come later.
+
+I have this idea that you can design the core of a game in about 30
+minutes if the first thing you think about is play flow. Think about
+this. If you're anything like me, you want to design games that play
+differently than other games already on the market. That's why I want to
+do it, and I've observed that play flow is the /unspoken/ reason many
+other people also want to design games. So many people want to design
+games, yet only a few people come up with anything worthwhile. I've made
+many stillborn attempts myself. I've also designed a game or two that
+sort of worked, but I wouldn't call them especially successful.
+Recently, I broke through the barrier, but it's only because I kept
+asking the same questions: Why? What's wrong here?
+
+I think conventional thought about game design sets the wrong
+priorities. I think most people consider mechanics or character design
+first, not play flow. People come up with a really neat mechanic and
+then try to make play flow support it. People come up with excellent
+character design concepts and try to wrap mechanics then play flow
+around that. For most of us, it doesn't work. If it does work, it's
+probably a fluke. More likely, you'll find the game is broken in some
+significant way. It doesn't do what you want it to do because it can't
+do what you want it to do. The play flow is probably wrong because it
+was considered last. I have made the mistake and I have seen ample
+evidence all over the web that others make the same mistake. I think
+this is also true of some commercial game designs. This is no crime, but
+it's unfortunate. There must be a better way, and I think this is it:
+Instead of considering play flow last, consider *Play Flow First*. That
+is, let everything in the game support the play flow, not the other way
+around.
+
+Let's talk about formal definitions.
+
+A */Play Flow/* is a set of actions that produce events that lead to
+either a /decision point/ or a /resolution point/. (As much as I would
+like to take credit for this bit of thinking, others got here first. Ron
+Edwards and John Kim are equally responsible for planting the idea in my
+head for Play Flow First design. Ron planted his part in conversation
+and in many web discussions. John Kim planted his part in his
+descriptions of various roleplaying sessions on his Roleplaying Styles
+website <http://www.darkshire.org/~jhkim/rpg/styles/index.html>. Brian
+Gleichman first defined the resolution point in his Alternate View of
+Gamism article.)
+
+A */player/* is anyone who is actively involved in playing the game.
+Unless otherwise noted, I make no distinction between the designated GM
+and other participants.
+
+An */event/* is any encounter or situation that occurs during the course
+of play. These usually involve the PCs and often result in a decision
+point, a resolution point, or both.
+
+An */action/* is anything a player does that has an effect on a
+character or causes a change in the game world.
+
+A */decision point/* is any point where a player chooses a course of
+action (makes a decision). The choice affects what happens in the game
+world.
+
+For example, a group of characters take a prisoner. They may select from
+several choices. Whatever the players decide will have repercussions for
+both the characters and the prisoner. Here are some possibilities.
+
+ * Kill the prisoner.
+ * Torture the prisoner.
+ * Talk to the prisoner.
+ * Take the prisoner with them.
+ * Release the prisoner.
+ * Treat the prisoner as a long-lost friend.
+ * Do something completely different.
+
+
+A */resolution point/*, according to Brian Gleichman, is "that part of
+the game where conflicts are decided. A very common Resolution Point is
+a single battle. However any test of skill or the solving of a puzzle
+can also viewed in this way." I agree with Brian's definition, but I
+personalized his meaning. To me, a /resolution point/ is any point that
+requires the use of one or more mechanics to determine the outcome of an
+event. A battle is a notable /resolution point/.
+
+*/Mechanics/* are the processes written into the rules to determine what
+happens at a resolution point.
+
+A */mechanic/* is a self-contained play flow composed of at least two
+steps. The first step is usually a /mechanical device/. That's a
+function written into the rules to help resolve an /event/. Rolling
+dice, betting coins, and drawing stones are all examples of mechanical
+devices. Once the device is used, the second step is usually an
+/evaluation/ to determine what happens as a result of using the device.
+A /mechanic/ may also include functions such as a /countdown/.
+
+Play Flow Overview
+
+This is an overview of one possible play flow. It's historically common
+and very manageable.
+
+ * Description. The GM describes the locale and situation for the
+ players.
+ * Clarification. The players ask questions about specific details of
+ the description. The GM answers as appropriate.
+ * Decision Point. The players discuss what they want to do and
+ decide on a course of action for their characters. This decision
+ may spawn an event. If the players have difficulty making a
+ decision, the GM may add an event to the game.
+ * Event. Finally, something happens. The GM describes the event and
+ the players ask questions to clarify the situation.
+ * Decision Point. The players decide what their characters will do
+ about the event. In this case, indecision is a decision as the GM
+ may push things along as he sees fit.
+ * Resolution Point. The players' decision leads to a resolution
+ point. Using the appropriate mechanics, the GM and players resolve
+ the event.
+ * Repeat. This flow of play is repeated. When the players resolve an
+ event, their characters make progress in the game world.
+
+
+Mechanic Overview
+
+This is an overview of a simple mechanic.
+
+ * Call Mechanic. A player, often the GM, calls for the use of a
+ mechanic as stated in the rules.
+ * Use Mechanic. Players roll dice, bet coins, make declarations, or
+ do whatever else is needed to make the mechanic work.
+ * Evaluate Results. The players use this to determine what actually
+ happened in the game.
+ * Continue Play. Once the outcome is determined, the play flow
+ continues.
+
+
+A Play Flow with Mechanics
+
+Event resolution is part of a play flow. In many ways, it's a play flow
+nested within another play flow. This can also be done with a flowchart.
+This example demonstrates the idea of play flow and outlines what might
+happen when some PCs gets in a fight. I left the exact resolution
+methods undefined because they're not important to this part of the
+discussion.
+
+ * Description. Two characters are walking through a run-down
+ neighborhood. It has empty storefronts all over. Broken-down and
+ burned out cars litter the street. The alleys show signs of people
+ living in cardboard boxes.
+ * Clarification: The players want to know who else is around. The GM
+ notes that a group of motley-looking young men is milling around
+ at the next intersection. They're harassing people passing by.
+ They're probably a gang of thugs.
+ * Decision Point: The characters could go around this obvious
+ trouble spot, but the players want to see what will happen. They
+ decide to have their characters walk right up to the thugs.
+ * Event: The characters encounter the thugs. As the characters
+ approach, the GM informs the players that the thugs are making
+ insulting comments and saying something about paying an
+ "intersection tax."
+ * Decision point: The players could decide to have the characters
+ pay the tax or parley to prevent combat, but the players prefer to
+ fight the thugs.
+ * Resolution Point: The players play their characters and the GM
+ plays the thugs.
+ o Roll Initiative. The players roll dice for their characters.
+ The GM does the same for the thugs. The combatant with the
+ highest roll wins initiative and may resolve his actions
+ first. In the result of a tie, the rules may specify some
+ sort of tiebreaker. Some combatants may have more than one
+ attack. These are resolved at appropriate intervals during
+ the countdown.
+ + Initiative Countdown. The GM counts down initiative
+ starting at the highest result. At each count, all
+ attacks are resolved as appropriate.
+ # Resolve an attack. The player controlling the
+ current combatant declares a target. He then
+ rolls dice for the attack. The GM uses the die
+ roll to determine the result of the attack.
+ # Resolve next attack. If other combatants are
+ allowed to attack, their attacks are resolved as
+ described. When no more attacks remain, the
+ countdown continues.
+ + Continue Countdown. While Initiative is still above 0,
+ return to step a) Initiative Countdown. When
+ initiative reaches 0, go to step 2) Continue Play.
+ o Continue Play. If combatants remain willing and able to
+ fight, return to step 1) Roll Initiative and repeat the
+ process for the remaining combatants.
+ * Play Continues: When the battle is over, play continues. The GM
+ updates the situation for the players and the players decide what
+ they want to do next.
+
+Prioritizing Play Flow
+
+It's time to step back and put this in perspective. Some people are more
+methodical than others in their approach to game design. Your effort
+will not fail because your first thought about your new game design was
+something like, "I want a game about being the living dead on an
+alternate earth. And I want to use a mechanic where people draw stones
+from a bag." As far as I'm concerned, that's as good a start as any, but
+I'd bet money you want to write it in such a way that it will work right
+off. I think you can do that if the next question you ask yourself is,
+"What's it like to play this game?" The answer is to figure out the play
+flow. This doesn't guarantee design free of struggle, but I think it
+increases the chance that you'll be able to bash together a game design
+that really works in very little time. Inspiration is unpredictable. The
+creative spark has a mind of its own, but formal thinking is very reliable.
+
+Next installment, I will look at something I call Balance of Power and
+discuss how that relates to play flow.
+
+
+ What do you think? <http://trio.rpg.net/pf/list.php?f=110>
+
+Go to forum! <http://www.rpg.net/pf/list.php?f=110>
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+
+ Topics Author Date Latest Reply
+ cooldog cotangent
+<http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
+cranial_index 01-31-2006 20:46 01-31-2006 20:46 new
+ CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
+corn_chamomile 01-31-2006 20:25 01-31-2006 20:25 new
+ Fendi Spy Bags WHOLESALE@WizardReplica.com
+<http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 514
+12-02-2005 10:55 12-02-2005 10:55 new
+ Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
+<http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 868
+11-14-2005 19:41 11-14-2005 19:41 new
+ REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
+<http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 794
+10-20-2005 21:37 10-20-2005 21:37 new
+ Death/playing style
+<http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new Searcher
+09-22-2003 11:35 09-22-2003 11:35 new
+ Death and actual immortality
+<http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new Cpl Ferro
+07-19-2003 08:53 01-13-2006 15:22 new
+ Non-death death
+<http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new Sérgio
+Mascarenhas 07-18-2003 03:07 07-23-2003 02:38 new
+ Thanks, Hunter
+<http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new Allan
+Sugarbaker 07-16-2003 00:18 07-17-2003 19:34 new
+ Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
+Robin 06-20-2003 01:23 06-25-2003 02:34 new
+ Something you might have mentioned.
+<http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new Yamo
+06-19-2003 16:13 06-19-2003 18:11 new
+ BTW, excellent column, Hunter!
+<http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new flyingmice
+06-19-2003 13:11 06-19-2003 18:13 new
+ Armor and Damage Thereto
+<http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new The Student
+06-19-2003 08:45 06-19-2003 11:44 new
+ Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
+flyingmice 06-19-2003 08:29 06-20-2003 06:12 new
+ Death spiral and unconsciousness
+<http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new Torben
+Mogensen 06-19-2003 07:31 06-20-2003 06:52 new
+ lucky or skilled
+<http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new rhyme
+05-12-2003 18:49 05-13-2003 09:25 new
+ Absolute, unopposed and opposed
+<http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new Torben
+Mogensen 04-16-2003 02:19 04-16-2003 09:26 new
+ 0-9 open ended = brilliant!
+<http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new Vibropod
+03-12-2003 10:41 07-18-2003 01:28 new
+ Smooth rerolls
+<http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new Torben
+Mogensen 03-12-2003 00:47 03-16-2003 23:57 new
+ Resolution Mechanics
+<http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new Kyle
+Schuant 03-11-2003 22:14 03-29-2003 21:28 new
+
+ Go to Top <http://www.rpg.net/pf/list.php?f=110> | New Topic
+<http://www.rpg.net/pf/post.php?f=110> | View Threads
+<http://www.rpg.net/pf/list.php?f=110&collapse=0> | Search
+<http://www.rpg.net/pf/search.php?f=110>
+
+ Newer Messages
+<http://www.rpg.net/pf/list.php?f=110&t=98&a=1&> | Older Messages
+<http://www.rpg.net/pf/list.php?f=110&t=25&a=2&>
+
+------------------------------------------------------------------------
+
+
+ Previous columns
+
+ * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
+ Logan, 17jul03
+ * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
+ Hunter Logan, 19jun03
+ * #6: Putting Theory to the Test
+ </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
+ * #5: Resolution Mechanics II
+ </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
+ * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
+ by Hunter Logan, 11mar03
+ * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
+ Logan, 10feb03
+ * Balance of Power </news+reviews/columns/dream20jan03.html> by
+ Hunter Logan, 20jan03
+ * Play Flow First </news+reviews/columns/dream01jan03.html> by
+ Hunter Logan, 01jan03
+
+
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