[svn] r2439@freebird: fabien | 2007-04-21 22:31:12 -0400
Ajout d'un draft sur les récompenses (déjà presque un article...)
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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
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