diff -r 3164c82ac16e -r bdef1afd1170 draft/dream20jan03.txt --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/draft/dream20jan03.txt Wed Aug 30 21:32:44 2006 -0400 @@ -0,0 +1,447 @@ +RPGnet + + + + Reviews Forums +News & Press Columns & +Info RPG Wiki + RPG Shop + + + + 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? + +Go to forum! + Go to Top | New Topic + | View Threads + | Search + + + Topics Author Date Latest Reply + cooldog cotangent + (1) new +cranial_index 01-31-2006 20:46 01-31-2006 20:46 new + CORONA (1) new +corn_chamomile 01-31-2006 20:25 01-31-2006 20:25 new + Fendi Spy Bags WHOLESALE@WizardReplica.com + (1) new 514 +12-02-2005 10:55 12-02-2005 10:55 new + Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM + (1) new 868 +11-14-2005 19:41 11-14-2005 19:41 new + REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@ + (1) new 794 +10-20-2005 21:37 10-20-2005 21:37 new + Death/playing style + (1) new Searcher +09-22-2003 11:35 09-22-2003 11:35 new + Death and actual immortality + (3) new Cpl Ferro +07-19-2003 08:53 01-13-2006 15:22 new + Non-death death + (5) new Sérgio +Mascarenhas 07-18-2003 03:07 07-23-2003 02:38 new + Thanks, Hunter + (4) new Allan +Sugarbaker 07-16-2003 00:18 07-17-2003 19:34 new + Realism (3) new +Robin 06-20-2003 01:23 06-25-2003 02:34 new + Something you might have mentioned. + (3) new Yamo +06-19-2003 16:13 06-19-2003 18:11 new + BTW, excellent column, Hunter! + (2) new flyingmice +06-19-2003 13:11 06-19-2003 18:13 new + Armor and Damage Thereto + (2) new The Student +06-19-2003 08:45 06-19-2003 11:44 new + Armor (9) new +flyingmice 06-19-2003 08:29 06-20-2003 06:12 new + Death spiral and unconsciousness + (7) new Torben +Mogensen 06-19-2003 07:31 06-20-2003 06:52 new + lucky or skilled + (2) new rhyme +05-12-2003 18:49 05-13-2003 09:25 new + Absolute, unopposed and opposed + (2) new Torben +Mogensen 04-16-2003 02:19 04-16-2003 09:26 new + 0-9 open ended = brilliant! + (8) new Vibropod +03-12-2003 10:41 07-18-2003 01:28 new + Smooth rerolls + (10) new Torben +Mogensen 03-12-2003 00:47 03-16-2003 23:57 new + Resolution Mechanics + (8) new Kyle +Schuant 03-11-2003 22:14 03-29-2003 21:28 new + + Go to Top | New Topic + | View Threads + | Search + + + Newer Messages + | Older Messages + + +------------------------------------------------------------------------ + + + Previous columns + + * #8: True Death by Hunter + Logan, 17jul03 + * #7: Assessing Damage by + Hunter Logan, 19jun03 + * #6: Putting Theory to the Test + by Hunter Logan, 12may03 + * #5: Resolution Mechanics II + by Hunter Logan, 14apr03 + * Resolution Mechanics I + by Hunter Logan, 11mar03 + * Player Goals by Hunter + Logan, 10feb03 + * Balance of Power by + Hunter Logan, 20jan03 + * Play Flow First by + Hunter Logan, 01jan03 + + + Other columns at RPGnet + +[ Read FAQ | Subscribe to RSS + | Contact Us | +Advertise with Us ] + +Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved +RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved. +