draft/dream01jan03.txt
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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
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+	
+ 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
+
+
+      Other columns </news+reviews/columns.html> at RPGnet
+
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