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+
+ The Impossible Dream
+
+
+ #6: Putting Theory to the Test
+
+*by Hunter Logan*
+May 12,2003
+
+
+It's time to put everything discussed thus far to the test. I've been
+describing a hierarchical design process, a process where a designer can
+begin with the very general and work to the very specific. This creates
+a hierarchy with levels, and the finished play flow looks like an
+outline. The top level of the hierarchy provides a broad overview of
+game play. Detail is added on lower levels. As detail is added, the
+design becomes more specific. In this installment, I will refine my
+thoughts about play flow and show how everything I've discussed thus far
+can help you produce the functional core of a game system.
+
+Refining the Universal Play flow
+I've been flogging the idea of play flow for a while now. My thinking
+about it is becoming more refined from the effort. This is the pattern
+I've been following:
+
+ * Build to Event.
+ o Description. The players discover the current situation.
+ + Situation is described. This may set an event in motion.
+ + Situation is clarified.
+ o Decision. The players decide what to do about the situation.
+ + If the situation leads to an event, go to /II. Event./
+ + If the situation does not lead to an event, return to
+ /I. Build to Event./
+ * Event. Something happens in the game.
+ o Decision. Players decide how to handle the event.
+ o Resolution. Players resolve the event.
+ * Continue Play. Return to /I. Build to Event./
+
+
+The pattern is useful, but it's not as elegant as it could be. I based
+it on the idea that the event is the pivot point. Players build to the
+event and then resolve the event with decisions at each step. That isn't
+always the case, though. The description given during /I. Build to
+Event/ may very well place the characters in the middle of an event.
+Then, the event is no longer the pivot point because it already exists.
+So, the pivot point becomes event resolution. In response, I devised
+this alternative. I think it's more elegant and more accurate.
+
+ * Description. The players discover the current situation.
+ o Situation is described.
+ o Situation is clarified.
+ * Decision Point. The players decide what to do.
+ o If the situation requires resolution, go to /III. Resolution
+ Point./
+ o If the situation does not require resolution, go to /IV.
+ Continue Play./
+ * Resolution Point. The players resolve the event.
+ * Continue Play.
+ o Situation is different as a result of player decisions and
+ character actions.
+ o Return to /I. Description./
+
+An Actual Design
+I want to stop playing with theoretical play flows and show how all this
+/stuff/ can help a designer create the core of a game. This design is an
+experiment I am developing in my spare time. I want to emphasize that
+it's not my intent to turn this column into my game designer's journal.
+I just needed an example to help validate my theorizing, and this is
+what I've got.
+
+The Early Decisions
+In Installment #1
+<http://www.rpg.net/news+reviews/columns/dream01jan03.html>, I suggested
+a /Play Flow First/ approach to design. I think play flow is the most
+important design consideration, but it's not necessarily the first step
+in the design process. I am usually methodical in my work, so for me, it
+makes sense to start a design by choosing which player goals I want to
+support. From my Big List
+<http://www.rpg.net/news+reviews/columns/dream10feb03.html>, I decide to
+actively support Conqueror, Creator, Storyteller, and Tactician. I may
+support other goals along the way, but these are my primary interests at
+the start.
+
+These goals lead to my desired BoP. I want my game to have a GM, but the
+players may have a lot of control over what happens in the game. I think
+my play flow will most resemble example VII in my Balance of Power
+<http://www.rpg.net/news+reviews/columns/dream20jan03.html> article.
+
+I look briefly at Cohesiveness, Complexity and Verisimilitude. If I
+follow my own process, Cohesiveness should fall into line - At least, I
+think so. For complexity. I want to keep the actual mechanics as simple
+as I can, but I want to provide options. That leaves verisimilitude. I
+like action, political intrigue, and a swift pace for play; but I also
+want believable results. If pressed, I think player satisfaction is more
+important than perfect accuracy. I keep these ideas in the back of my
+mind while I write.
+
+The Basic Play Flow
+As a result of my early decisions, I rework the play flow as follows:
+
+ * Description.
+ o Situation is described. The GM describes the situation for
+ the players.
+ o Situation is clarified. The players ask questions about
+ specific details. The GM answers as appropriate with the
+ intent of causing an event.
+ * Decision.
+ o Players reject the situation.
+ + Players attempt to alter the GM's description or set
+ some other event in motion.
+ + The GM evaluates the effect of the players' efforts.
+ + Continue play. Go to /B. Players accept the situation./
+ o Players accept the situation.
+ + If the situation requires resolution, go to /III.
+ Resolution./
+ + If the situation does not require resolution, proceed
+ to /IV. Continue Play./
+ * Resolution. Players resolve the event.
+ o Players declare actions.
+ o GM and players determine an outcome.
+ o Players may use resources to change the outcome
+ o GM evaluates the effect of the players' efforts.
+ + If the event is not resolved, return to /A. Players
+ declare actions./
+ + If the event is resolved, go to /IV. Continue Play./
+ * Continue Play.
+ o Players evaluate current status.
+ o Return to /I. Description./
+
+
+Resolution Mechanics
+Now, I want to add resolution mechanics. I like to think play flow and
+resolution mechanics work together in support of my design goals, but in
+many ways, the two are quite independent. A designer can easily devise
+and insert any of a thousand different mechanical arrangements into a
+given play flow, and each arrangement would change the game play. So, I
+think about the problem in terms of my preferences. I like simple
+mechanics and the feel of a die roll, but I have a bias toward Ability.
+I don't want the encumbrance of heavy math, and I like unified
+processes. Exceptions are a hassle, so I want to make sure the method of
+rolling dice and evaluating the outcome is fairly constant. After
+considerable fiddling, I work out a solution for event resolution:
+
+I begin with */Die Result vs. Challenge/*
+where */Die Result = Die Roll + Attribute + Position Modifier/*
+
+*The Die Roll*
+I choose 2d6 for the /Die Roll/ because it generates a bell curve. A
+player has a 44% chance of getting a result from 6 to 8. I prefer a
+narrower, more reliable range of results; but other people prefer to
+gamble. They want a wilder ride, so I decide to manipulate the result
+curve two different ways: /Lucky/ and /Skilled/. The /Lucky/ roll will
+have a much wider range of results and provide risk with reward for the
+gambler. The /Skilled/ roll will provide a limited range of results,
+allowing player skill and character expertise to carry the day. I plan
+to let the player decide at character generation whether he wants a
+character that is /Skilled/ or /Lucky/. Here are the die roll
+manipulations:
+
+*Skilled Die Roll* Die Roll Result Percentage (%)
+2 -3 3
+3 -2 6
+4-5 -1 19
+6-8 0 44
+9-10 +1 19
+11 +2 6
+12 +3 3
+
+
+
+*Lucky Die Roll* Die Roll Result Percentage (%)
+2 F* 3
+3 -3 6
+4 -2 8
+5 -1 11
+6-8 0 44
+9 +1 11
+10 +2 8
+11 +3 6
+12 S** 3
+
+
+*Automatic Failure. Die Result is 0. Make Penalty Roll curved as shown
+and subtract the result.
+**Automatic Success. Die Result is 8. Make Bonus Roll curved as shown
+and add the result.
+
+*Bonus/Penalty Roll* Die Roll Result
+1-3 0
+4 1
+5 2
+6 3
+
+
+
+*The Attribute Range*
+Now that the die roll is sorted out, I look at the Attribute. What I
+really want to do is establish an attribute range. I think 0 to 8 is a
+good range for my purposes. The rating for a competent, trained
+character is 4.
+
+*The Position Modifier*
+If the character has a significant advantage or disadvantage in the
+situation, the GM may supply a Position modifier.
+
+*Position Modifier* Position Modifier
+Terrible -3 to -5
+Bad -1 to -2
+Neutral 0
+Good +1 to +2
+Excellent +3 to +5
+
+
+
+*Unopposed Outcome*
+The Variable Scale is my primary tool for evaluating the outcome of
+unopposed character actions. The GM assigns a Challenge rating to any
+action the player declares for his character. If the Die Result equals
+or exceeds the Challenge, the character is successful. I added an
+Absolute Evaluation, the Quality column, to point out the strength,
+efficiency, or outward impression of the character's effort.
+
+*The Variable Scale* Die Result Quality Challenge
+<0 Disaster No Roll
+0 Pathetic No Problem
+2 Weak Easy
+4 Average Average
+6 Strong Hard
+8 Heroic Unlikely
+>8 Special Impossible
+
+
+*Quality Notes*
+
+ * Disaster. The character did something very wrong. The worse the
+ result, the worse the disaster.
+ * Pathetic. Below lowest acceptable standards. The character failed.
+ * Weak. The character does very little, and may look clumsy doing it.
+ * Average. The character made a competent effort. For many jobs,
+ this is the minimum threshold for success.
+ * Strong. The character did well.
+ * Heroic. The character did exceptionally well and looked good doing it.
+ * Special. The character did something in a way that is truly
+ unbelievable. Even people who saw it happen may have a hard time
+ believing that it happened. The player describes the outcome.
+
+
+*Difficulty Notes*
+
+ * No Roll: The GM decides that the player need not roll the dice.
+ * No Problem: There is no real reason a competent character should fail.
+ * Easy: The job is easy for a competent character.
+ * Average: This is common job for a competent character.
+ * Hard: This is a tough job, even for a competent character.
+ * Unlikely: This is a tough job even for an expert.
+ * Impossible: There is no obvious way a character could do this, but
+ the player may still want to try. The GM sets the Challenge >8;
+ usually 11 with 9 to 15 as a possible range. If the character
+ fails, he either has no idea what to do, no idea how to do it, or
+ no way to do it.
+
+*Relative Outcome*
+Now, I extend my mechanics to include relative outcomes. These are most
+useful for opposed resolution, but they're also good for situations
+where the GM wants to determine degrees of success or failure. For
+opposed actions, the opponents both generate die results and the GM
+compares the results using the Relative Scale as an additional tool for
+evaluating the outcome of actions. For unopposed actions, the player
+rolls against the Challenge and the GM determines the outcome based on
+the Relative Scale.
+
+*Relative Scale* Difference Result
+-5/worse Disaster
+-4 Defeat
+-1 to -3 Losing
+0 Push
++1 to +3 Winning
++4 Victory
++5/better Special
+
+
+ * The Difference becomes the Position Modifier if the player wants
+ to take additional action or try a different method for resolving
+ the event.
+ * Disaster. The character has lost and something especially bad has
+ happened.
+ * Defeat. The character has lost.
+ * Losing. The character is getting the worst of it.
+ * Push. Opponents are fairly equal in their efforts. The Unopposed
+ Scale determines the outcome. Weak die results mean both
+ characters failed. Average or better die results mean both
+ characters achieve some measure of success.
+ * Winning. The character has gained the upper hand.
+ * Victory. The character has won.
+ * Special. The character has won and something especially good has
+ happened. The player describes the outcome.
+
+
+The Play Flow with Resolution Mechanics
+This play flow is rather complicated. I devised five different methods
+of resolving events. These are the methods I actually use when running a
+game. These methods are /Unopposed/, /Opposed/, /Played/, /Combat/, and
+/Chaos/.
+
+ * */Unopposed resolution/* uses the Unopposed Scale for resolution.
+ This is my most common method of resolution.
+ * */Opposed resolution/* uses a comparison of die results between a
+ character and his opponents. This is used for negotiations or
+ combat between the PCs and their opponents.
+ * */Played resolution/* is based on player intent and character
+ ability with only minimal use of die rolls or resources. This is
+ both the most demanding and perhaps the most rewarding method of
+ resolution.
+ * */Combat resolution/* is based on opposed resolution, but it
+ includes a countdown for multiple characters where the order of
+ events is important. This is strictly for combat. I don't use it
+ unless the order of events is crucial, such as in a duel or a
+ climactic battle.
+ * */Chaos resolution/* is freeform. It includes a countdown, but it
+ allows the GM to handle many different, simultaneous actions using
+ /Unopposed/, /Opposed/, or /Played/ resolution as needed. This is
+ how I prefer to handle situations where players are headed off in
+ several directions at once.
+
+
+ * Description.
+ o Situation is described. The GM describes the situation for
+ the players.
+ o Situation is clarified. The players ask questions about
+ specific details. The GM answers as appropriate with the
+ intent of causing an event.
+ * Decision.
+ o Players reject the situation.
+ + Players attempt to alter the GM's description or set
+ some other event in motion.
+ # Players declare desired changes.
+ # GM declares the modifiers.
+ # Players roll the dice.
+ # The GM determines the initial outcome.
+ # Players may spend resources to change the outcome.
+ # Once resources are spent, the GM and players
+ determine the final outcome.
+ # Continue play. Go to /B. Players accept the
+ situation./
+ + Players accept the situation.
+ # If situation requires resolution, go to /III.
+ Resolution./
+ # If situation does not require resolution,
+ proceed to /IV. Continue Play./
+ * Resolution. Players resolve the event.
+ o The GM decides how he wants to resolve the event based on
+ the situation. He may choose /Unopposed/, /Opposed/,
+ /Played/, /Combat/, or /Chaos/.
+ + */Unopposed Resolution/*
+ # Declare and Evaluate Intent
+ * The player declares a course of action for
+ his character.
+ * The GM qualifies the action and provides
+ modifiers.
+ # Determine Initial Outcome
+ * The player rolls the dice.
+ * The GM and player evaluate the die result
+ using the Unopposed Scale and determine
+ what happened.
+ # Determine Final Outcome
+ * The player may spend resources to change
+ the outcome.
+ * The GM and the player evaluate the new
+ result and determine the final outcome.
+ # Determine Status
+ * If the event is not resolved, the player
+ declares a new course of action. Return to
+ /B. Resolution./
+ * If the event is resolved, Proceed to /III.
+ Continue Play./
+ + */Opposed Resolution/*
+ # Declare and Evaluate Intent
+ * The player declares a course of action for
+ his character.
+ * The GM qualifies the action and provides
+ modifiers.
+ # Determine Initial Outcome
+ * The player rolls the dice.
+ * The GM and the player evaluate the die
+ result use the unopposed and Relative
+ Scale to determine who has the upper hand.
+ o All participants have weak die
+ results: Nothing happens.
+ o All participants have average die
+ results: Essentially a draw.
+ o All participants have strong die
+ results: All combatants do well.
+ o A large difference in die results
+ indicates a clear advantage for some
+ participants.
+ # Determine Final Outcome
+ * The player may spend resources to change
+ the outcome.
+ * The GM and the player evaluate the new
+ result and determine the final outcome.
+ o All participants have weak die
+ results: All efforts fail.
+ o All participants have average die
+ results: Still a draw. No one has a
+ clear advantage.
+ o All participants have strong die
+ results: All participants do well.
+ In a duel to the death, the
+ participants may injure or kill each
+ other.
+ o A large difference in die results
+ indicates victory for some
+ participants.
+ # Determine Status
+ * The event is not resolved. The player
+ declares a new course of action. Return to
+ /B. Resolution./
+ * The event is resolved. Proceed to /IV.
+ Continue Play./
+ + */Played Resolution/*
+ # Declare and Evaluate Intent
+ * The player declares a course of action for
+ his character. The detail depends on the
+ situation and the player.
+ * The GM determines qualifies the action and
+ provides modifiers.
+ # Determine Initial Outcome
+ * The player rolls the dice.
+ * The GM evaluates the die result using the
+ Unopposed Scale to determine the strength
+ of the character's effort.
+ # Determine Final Outcome
+ * The GM roleplays the NPCs involved in the
+ event, describing their actions and
+ declaring their intentions. The player
+ roleplays his character.
+ * The GM and the player evaluate the result
+ based primarily on declarations and
+ roleplaying to determine the final
+ outcome. For the player, effective
+ roleplaying may seal the deal while poor
+ roleplaying may kill it.
+ # Determine Status
+ * The event is not resolved. The player
+ declares a new course of action. Return to
+ /B. Resolution./
+ * The event is resolved. Proceed to /IV.
+ Continue Play./
+ + */Combat Resolution/*
+ # Initialize Countdown
+ * The players choose combat as their
+ characters' course of action.
+ * The GM qualifies the participants,
+ determines modifiers, and calls for a
+ combat die roll.
+ * The players (including GM) roll dice for
+ combatants.
+ * The GM qualifies die rolls from highest to
+ lowest. The countdown is set at the
+ highest current die result.
+ # Resolution. The players resolve actions for the
+ current count.
+ * If there is a tie, the GM takes steps to
+ resolve the tie.
+ * The players resolve the action for the
+ combatant with the highest die result as
+ an /Opposed/ action.
+ * Players then resolve the action for
+ combatants with the same die result as
+ /Opposed/ actions.
+ # Determine Status
+ * The count decreases by 1.
+ * While the count is above 0.
+ o If the combat is not resolved.
+ Return to /b. Resolution/.
+ o If the combat is resolved. Proceed
+ to /IV. Continue Play./
+ * When the count reaches 0, the combat
+ sequence ends.
+ o If the combat is not resolved,
+ return to /a. Initialize Countdown/.
+ o If the combat is resolved, proceed
+ to /IV. Continue Play/.
+ + */Chaos Resolution/*
+ # Initialize Countdown
+ * The GM determines the order of player
+ declaration, either around the table (left
+ to right or right to left) or in groups
+ based on the situation.
+ * Resolution. The GM resolves actions in the
+ determined order.
+ o The GM qualifies the current
+ character's action, determines
+ modifier and method of resolution
+ (/unopposed/, /opposed/, or /played/).
+ o The GM and player resolve the
+ current action by the prescribed method.
+ * Determine Status. The GM determines
+ whether or not all actions have been
+ resolved.
+ o If actions remain for resolution,
+ the GM advances to the next
+ character. Return to /ii. Resolution/.
+ o If all actions are resolved, proceed
+ to /IV. Continue Play./
+ * Continue Play.
+ o Players evaluate current status.
+ o Return to /I. Description./
+
+
+That's it. There is still a lot of work to do to finish this game, but
+the core is firmly in place. Next installment, I will discuss the
+ubiquitous and useful Play Sample. Thanks for reading.
+
+
+ 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
+
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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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