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+
+      The Impossible Dream
+
+
+    Balance of Power
+
+*by Hunter Logan*
+Jan 20,2003
+
+	
+Balance of Power and Player Goals
+The Impossible Dream Installment #2
+by Hunter Logan
+
+Intro
+
+Let me begin by saying thank you to all the people who read and
+responded to Installment #1. I appreciate your input and I hope you are
+all satisfied with the work I'm doing here. I want to take a minute here
+to say a few words about what I'm doing and where I'm going with the column.
+
+    * I'm not saying, "This is what you must do and this is the way you
+      must do it to design your game." Instead, I'm supplying
+      suggestions in the pattern, "This is what I've thought, this is
+      what I've tried, and this is what has worked for me." I want to
+      share that in the hope that I can help readers who have faced some
+      of the same game design dilemmas that I've faced. It's all about
+      making better games.
+    * I regard game design as an art. It's not exactly like painting,
+      drawing, or singing; but it's an art all the same. To me, that
+      means there are many ways to reach the desired result. Take
+      painting, for example. Some painters paint from dark to light.
+      Others paint from light to dark. Still others paint midtone first
+      and then build darks and lights. The process is different, but the
+      challenges and tools are the same. No matter how the painter
+      paints, he must deal with color, value, composition, form, and
+      materials. So it is with the game designer. Whether you choose to
+      think of play flow, mechanics, characters, setting, and so on
+      first or last is up to you. The problems are the same, the method
+      of solving them differs from person to person.
+    * I'm not presenting */The Definitive Tool for Game Design/*. I
+      doubt such a thing actually exists. Instead, I'm presenting
+      thoughts and processes that work for me. How you choose to use
+      this information is up to you. I hope you find something useful.
+    * I'm not telling you, "This is what I like. You should like it,
+      too." I'm saying, these are the many and varied possiblilities I
+      have found. They barely scratch the surface of what's possible.
+      You should pick the ones you like or find your own and use them to
+      suit yourself. I may eventually talk about what I like, but I will
+      only present my preference as one more possibility for your
+      consideration.
+    * Some topics may generate some heat. You don't have to agree with
+      me. I'm not trying to convert you and I'm not going to attack you
+      for holding a different viewpoint. Please extend me the same
+      courtesy. 
+
+Next, a correction. In my discussion of /mechanics/ in installment#1, I
+really should have specified /resolution mechanics/. I wanted to make
+the term more general, but that was a mistake because the structure of
+resolution mechanics is different from, say, death mechanics or
+alignments or any of the other rules and guidelines that naturally fit
+under the mechanical umbrella. So much for my aura of flawlessness and
+my apologies for any confusion.
+
+Balance of Power
+
+Last time, I pushed play flow as a primary consideration for game
+designers. This time, I'm going to explore that a bit further by looking
+at some differences in play flow that can happen depending on your
+intended Balance of Power.
+
+/Balance of Power/ is a term I use to express the relationship between
+rules, GM, and players. As I originally envisioned it, BoP was a linear
+scale. At one end, the GM had all the power. In the middle, the GM
+shared power with the players. At the far end, the players had all the
+power. That was fine as far as it went, but John Morrow pointed out that
+games and players give power to the rules. The more I thought about it,
+the more it made sense. I'd even seen examples of it in actual play, so
+BoP is now a triad. Whether you think about it or not, any game you
+design will have a BoP. Here is a more formal definition.
+
+*/Balance of Power/* is an expression of the relationship between the
+GM, the players, and the game's rules. As a game designer, you can write
+play flows and rules that define BoP. When you give the GM or players
+express powers, those usually have an impact on how people play your
+game. Otherwise, three factors determine BoP: The degree of trust
+between GM and player, the GM's approach to running a game, and the
+players' approach to playing a game.
+
+Visualization
+
+I visualize BoP as a triangle, a polygon with three edges and three
+vertices. Your BoP can lie on a vertex, along an edge, or anywhere on
+the surface of the triangle. In the BoP diagram, the rules occupy the
+top apex of the triangle. This is deliberate, because in most games, the
+rules have at least a little bit of power over how events are set up and
+resolved in the game. The GM and players form the bottom edge of the
+triangle.
+
+
+            Rules
+
+             / \
+
+            /   \
+
+           /_____\
+
+         GM     Players
+
+
+
+BoP and Play Flow
+
+I think BoP affects play flow. If BoP favors the GM, the play flow will
+be a lot different than if BoP favors the players or the rules.
+Sometimes the differences are subtle. Other times they're blatant. I
+think the best way to look at this is to examine some permutations of
+BoP and show examples of associated play flows. These play flows are but
+one possibility for a given BoP. I present them as points of reference,
+not definitive or limiting statements. These are mostly based on play
+flows that I've used, heard about, or seen used in other games. All this
+is intended to help you think about the Balance of Power you might want
+in your own game. Let's look at some examples.
+
+    * BoP favors the rules (weak GM, weak players). The rules determine
+      what players can do and what happens in the game. The game
+      designer provides rules for many contingencies. The players may
+      know the rules as well as the GM. Everyone is expected to use and
+      follow the rules without any sort of fudging or cheating.
+          o Description. As play begins, the GM describes the locale for
+            the players. The rules may require the GM to randomly
+            generate some aspects of the scene.
+          o Clarification. The players ask questions about specific
+            details. The GM answers as appropriate. The GM may randomly
+            generate some of this information.
+          o Decision Point. The players discuss what they want to do and
+            decide on a course of action for their characters. Rules
+            concerning character behavior may require a specific course
+            of action for some characters. The players have their
+            characters do this as appropriate. This decision may spawn
+            an event. If the players have difficulty making a decision,
+            the GM may add an event to the game. This might involve
+            rolling dice to find out what happens next.
+          o Event. Something happens. The GM describes the event and the
+            players ask questions to clarify the situation.
+                + Decision Point. The players evaluate the event and
+                  decide what, if anything they want their characters to
+                  do about it. Rules concerning character behavior may
+                  require a specific course of action for some
+                  characters. The players have their characters do this
+                  as appropriate.
+                + Resolution Point. The players' decision produces a
+                  resolution point. Using the mechanical tools designed
+                  for this purpose, the GM and players resolve the
+                  event. No matter what happens, all results are
+                  accepted at face value.
+          o Repeat. This flow of play is repeated until the characters
+            work their way through the adventure.
+
+    * BoP is shared between rules and GM (weak players). The GM knows
+      the rules and uses them to help determine what happens. The player
+      has very little power or resources for affecting the game except
+      through the action of his character. The GM is expected to follow
+      the rules in order to keep the game fair and balanced.
+          o Description. The GM describes the locale and situation for
+            the players.
+          o Clarification. The players ask questions about specific
+            details of the description. The GM answers as appropriate.
+          o 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.
+          o 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.
+          o Repeat. This flow of play is repeated until the players work
+            their way through the adventure.
+
+    * BoP favors the GM (weak rules, weak players). The GM has
+      considerable power and resources for affecting the game including
+      the setting, the course of the story, the setup of events, and
+      what happens, The GM may use the rules to determine the outcome of
+      events, but the GM may also take liberties with the rules in order
+      to make the game go the way he wants it to go. The players accept
+      that the GM basically controls the game. The GM will have power to
+      fudge results. The GM may allow some player initiative, but it's
+      still the GM's show. Here is a possible flow of play:
+          o Description. The GM describes the situation to the players.
+            The GM supplies the players with two or three possible
+            courses of action.
+          o Decision Point. The players ask questions about specific
+            details and select from the presented options. If the
+            players want to do something else, the GM may require a die
+            roll or use some other device to make this possible.
+          o Event. The players' decision results in a new event. The GM
+            provides the players with options for handling the event.
+                + Decision Point. The GM offers options for resolving
+                  the event. The players decide what they want their
+                  characters to do. The players select an option for
+                  handling the event. If the players don't like the GM's
+                  choices, they may suggest an alternative course of
+                  action, but it's really the GM's call.
+                + Resolution Point. The players' decisions produce a
+                  resolution point. Using the appropriate mechanics, the
+                  GM resolves the event with input from the players.
+          o Repeat. This flow of play is repeated until the characters
+            work their way through the adventure.
+
+    * BoP is shared between GM and players (weak rules). The rules are
+      minimal, but they determine the flow of play. In this flow, the GM
+      is still the GM, but the players can change the flow of events or
+      rearrange the whole situation to their own liking within the
+      limits of a few simple rules.
+          o Description. The GM describes the situation for the players.
+          o Clarification. The players ask questions about specific
+            details. The GM answers as appropriate.
+          o Decision Point. The players declare what they want their
+            characters to do. Their declarations may change the situation.
+          o Event. Player declarations lead to an event. If the players
+            don't really say anything that leads to an event, the GM may
+            add an event to the game.
+                + Decision Point. The players decide how to handle the
+                  event. They declare courses of action for their
+                  characters.
+                + Resolution Point. The GM uses his best judgment and
+                  declares the effect of the characters' actions. The
+                  players may make other declarations to modify the outcome.
+          o Repeat. This flow of play is repeated until the players work
+            their way through the adventure.
+
+    * BoP favors the players (weak rules, no GM). This is interactive
+      storytelling or roleplaying without a system. The game has no real
+      GM and no hard, fast rules for determining what happens in the game.
+          o Determine Speaker. The players roll dice to determine the
+            speaker, a sort of temporary GM. The player with the highest
+            die roll is speaker.
+          o Description. The speaker declares the current situation.
+          o Clarification. The other players ask questions about
+            specific details. The current speaker answers as appropriate.
+          o Declaration. The players make declarations for their
+            characters. These declarations may change the situation. The
+            speaker may rebut each player's declaration. This rebuttal
+            may again alter the situation. This process continues until
+            an event occurs.
+          o Event. Sooner or later, the players will cause an event to
+            occur in the game.
+                + Decision Point. The players declare what their
+                  characters will do about the event.
+                + Determine Speaker. The players roll dice to determine
+                  a new speaker.
+                + Resolve Event. The new speaker declares the result of
+                  the characters' actions in the event.
+          o Repeat. This flow of play is repeated until the players
+            reach a logical end point, a time limit, or the end of the
+            game session.
+
+    * BoP is shared between players and rules (Distributed GM). The
+      players know and apply the rules for themselves. They determine
+      the course of play as a group. They use a distributed GM
+      arrangement. That is, the power normally given to the GM is
+      distributed among the players. The players either take turns being
+      the GM, or each player is a sort of mini-GM with some control over
+      what happens at any point in the game.
+          o Description. Each player sets his character in a scene. If
+            one player wants other characters in the same scene, each
+            player decides whether or not to do this. Two or more
+            characters in the same scene may interact.
+          o Event. After each player has set his character in a scene,
+            each player declares some sort of action that affects his
+            character, his scene, or someone else's character or scene.
+            This sets one or more events in motion.
+                + Decision Point. The players decide whether or not to
+                  accept the events now in motion.
+                + Resolution Point. The rules provide each player with
+                  limited means to challenge the outcome of events.
+                  Unchallenged actions automatically succeed. Challenged
+                  actions are resolved. If the challenge is successful,
+                  the action fails. Otherwise, the action succeeds. If
+                  something special happens, like a character is injured
+                  or killed, players apply whatever rules exist to
+                  handle those events.
+          o Repeat. Once actions are resolved, each player assesses his
+            character's situation and the flow of play starts over. In
+            this way, play progresses until the session ends or until
+            something happens to bring play to an end.
+
+    * BoP is shared between GM, players, and rules (weak GM). This is
+      center mass of the triangle. The GM and the players both have a
+      say in what happens and how it happens, but rules moderate the
+      sharing of power. The GM might make a statement, but the players
+      have resources at their disposal to override the GM. Then a player
+      may make a statement, but the rules help determine whether or not
+      the statement proves true and the GM has some input on the outcome.
+          o Description. The GM describes the situation for the players.
+            The GM may set an event in motion.
+          o Clarification. The players ask questions about specific
+            details. The GM answers as appropriate.
+          o Decision Point: The players have the option to accept or
+            reject the information provided by the GM. If the players
+            don't like what they hear, they may alter the GM's
+            description or set some other event in motion. This often
+            requires an expenditure of resources or some sort of die
+            roll. As long as the players go about their business as
+            prescribed by the rules, the GM is obliged to support the
+            players in their intended endeavor and facilitate the changes.
+          o Event. The interactions up to this point should set events
+            in motion. If an event is not in motion, a player or the GM
+            may add an event to the game.
+                + Decision Point. The players now decide how they will
+                  deal with the event. They may either decide what their
+                  characters will do or they may use means at their
+                  disposal to change the event.
+                + Resolution Point. Once the decisions are made, the GM
+                  and players work to resolve the event. The GM
+                  determines what happens, but the players may decide to
+                  modify the results within the rules of the game.
+          o Repeat. Once the event is resolved, the process starts over.
+            In this way, the GM helps the players find their own adventures.
+
+That wraps up Balance of Power. Next time, I will discuss player goals.
+
+
+      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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+<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
+
+
+      Other columns </news+reviews/columns.html> at RPGnet
+
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