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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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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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