draft/dream12may03.txt
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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>
+
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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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+
+------------------------------------------------------------------------
+
+
+      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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