draft/dream20jan03.txt
author fabien
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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>

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<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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