That said I appreciate designers as I do like games that are made for specific genres like Boot Hill, Top Secret and Barbarians of Lemuria. There is no doubt a lot of thought and theory went into designing them.
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Some types of theory, for sure. More useful for DM than Players too for sure. At the DM level a lot of games really don't do a good job explaining what is actually happening at the table when people play RPG games. Discussing that in different ways and from different points of view has made me a much better DM because I have a better grasp of what my job as DM is and how my job impacts and is supposed to impact play at the table. I will say that some games are better about this theory bit than games used to be, but overall most games still suck at explaining it.I think theory is much more useful to a game designer than the average consumer whether they are the DM or a player.
Which is?Vincent Baker had a very clear theory set about how RPGs work
He outlines it in a whole series of design posts on Lumply Games. I can't link to it right now because of my goofy work firewall, but it's there if you want to read it. Just google PbtA design Lumply and it should be the first or second result.Which is?
Baker writes a lot of stuff. I guess you mean this then?He outlines it in a whole series of design posts on Lumply Games. I can't link to it right now because of my goofy work firewall, but it's there if you want to read it. Just google PbtA design Lumply and it should be the first or second result.
Probably, like I said, I can't access Lumply Games at work to check. I'm almost sure that's the first article in the series though.Bakers writes a lot of stuff. I guess you mean this then?
Powered by the Apocalypse, part 1 – lumpley games
lumpley.games
What types of theory craft are valuable in your opinion?
The design theory bit comes in when you have to figure out how to connect probabilities to your desired conflict resolution model. What does hard and easy mean in my game? What kind of conflicts are going to be core to the game I want? How much swing and how much modification do I want and what will that feel like on the player end? There are a lot of moving parts.I for one think mathematics is important. If you're designing a game involving rolling dice, it is handy to have a good knowledge of probability. Otherwise you're going to have a hard time balancing the game properly.
Apocalypse World offers a powerful, flexible framework you can use to outline, draft, and potentially finish your own roleplaying games.
It's not a game system as such, it's an approach to game system design. It's easy, and it's a reliable way to get your creative vision quickly into a playable form.
What do I mean when I say that PbtA isn't a game system, it's an approach to system design?
Then he wraps it up withFirst we have the D&D approach to system design: races, classes, levels, hit points, you know the one.
Next we have the GURPS approach, which I guess was actually spearheaded by Champions: skill-based, point-buy, with an expansive description of your character's competencies in any number of situations, and a limited set of mechanisms for testing them for success and failure.
Not pictured is the Forge approach, which appears in several of my games pre-Apocalypse World: a more-or-less specified situation of conflict, freeform character traits, and a universal conflict resolution system.
PbtA isn't a system you can adapt to different genres, like GURPS, d20, Fate, One-Roll Engine. It's an approach, a framework, a vocabulary for designing new systems that work how you want them to work.
love this little picture.
Here we have a playgroup having a conversation. They're talking about fictional things – that's the roller coaster – and they're talking about real things – that's the ground and structure beneath it.
Apocalypse World's philosophy is: use the real things, the dice and stats and so on, to give momentum to the fictional things. The design is a roller coaster, with ascents, moments of suspense, dizzying drops, sudden curves, moments of terror, moments of exhilaration.
The game's real components do a lot of different things in a lot of different ways, but they're all in place to serve the excitement and momentum of the fictional action.
moments of suspense, dizzying drops, sudden curves, moments of terror, moments of exhilaration.
The game's real components do a lot of different things in a lot of different ways, but they're all in place to serve the excitement and momentum of the fictional action.
Apocalypse World is designed in concentric layers, like an onion.
A crucial feature of Apocalypse World's design is that these layers are designed to collapse gracefully inward:
My counterpoint is that the purpose of the system is to answer what happens when a character attempts to do something, and that is all. Other parts of the design will help the group determine the consequences of what happened. That part could be more mechanics like the examples Baker gives. Or can it handled more by how the referee decides to roleplay the NPCs afterward? However, I feel using this as a crucial principle in the process of system design limits the possibilities the designer has.Remember the roller coaster? The purpose of the real-world stuff is to keep the fictional stuff in motion. When a real cause has a fictional effect, that's what holds the roller coaster up. When a fictional cause has a real effect, that's what keeps the roller coaster from disconnecting, spinning off into insolidity
As a player, as the MC, here is what you're permitted to do, and here is what we expect you to do.
Knowing what you're allowed to do, and what you're expected to do, lets you act with your feet under you.
We don't have access to a full and coherent account of the process for any of the examples, so the best that can be done to try and divine the process and intent from the finished product (and perhaps what historical materials we might find). I don't think that's nonsense.To be fair, Baker is trying to describe a process in these essays, which is good. But these examples are total nonsense
The system begins to reflect the setting once you begin choosing what conflicts to target and how to define the conversation about that conflict via moves. The agenda gives you purpose and direction, so it's central, then the mechanics (the moves and dice) give shape to what conflict will matter and how it will be handled by the players. This is where Baker is concerned about setting. I think he's correctly identifying the idea that setting generally isn't as important to an RPG as the conflict resolution system is. Depending on how and when a character has to roll (i.e. introduce fortune) into his interaction with the setting changes how that setting feels and seems. The same setting with two different systems will not feel the same at all - for example, you could run Faerun with Dungeon World or with Mythras, and both would do that job well, but they certainly won't feel the same at the table.My problem with this isn't about using this idea to design a system. The problem I have is using this idea to design an RPG. It leaps right away into the process of making rulings with game mechanics. Only cursorily giving consideration to what setting is being used, what interesting characters there are to play, and what situations may be interesting to adventure in. Reading ahead to the other parts where moves, conflicts, and playbooks are being discussed, the focus remains mostly on the mechanics
This is a very common piece of commentary on the PbtA engine. I think what Baker is getting at with the rollercoaster metaphor there is that he is indexing one of the reasons that RPGs are awesome. When the mechanics and game play create real tension and anticipation in the players then things are probably going really well at the table. So yes, the mechanics are ostensibly about adjudicating PC actions, but their broader impact on play goes beyond just that. One example would be that systems where the chances of success seem to be lower than they should be and 'competent' PCs struggle to seem competent will quite often fail to create enthusiasm and engagement with players. In much the same way a system where things are to easy will also probably fail to engage the players. Thus the idea that adjudication mechanics have a purpose beyond the simple math of adjudication doesn't seem so odd, at ;east to me. Obviously a skilled GM build player engagement as well, that role is crucial, but the mechanics have a part to play as well, which means that the design of a game should account for that fact.My counterpoint is that the purpose of the system is to answer what happens when a character attempts to do something, and that is all. Other parts of the design will help the group determine the consequences of what happened. That part could be more mechanics like the examples Baker gives. Or can it handled more by how the referee decides to roleplay the NPCs afterward? However, I feel using this as a crucial principle in the process of system design limits the possibilities the designer has.
Knowing probability and probabilities can give one a big head start here, but the key to understanding all of the above is play test, play test, play test; then really stress test it, then test it against the whole dynamic range of character power you seek to emulate.The design theory bit comes in when you have to figure out how to connect probabilities to your desired conflict resolution model. What does hard and easy mean in my game? What kind of conflicts are going to be core to the game I want? How much swing and how much modification do I want and what will that feel like on the player end? There are a lot of moving parts.
I couldn't agree with the above more. I say in short, your system/game mechanics should not have a disconnect with reasonable genre expectations.*...The system begins to reflect the setting once you begin choosing what conflicts to target and how to define the conversation about that conflict via moves. The agenda gives you purpose and direction, so it's central, then the mechanics (the moves and dice) give shape to what conflict will matter and how it will be handled by the players. This is where Baker is concerned about setting. I think he's correctly identifying the idea that setting generally isn't as important to an RPG as the conflict resolution system is. Depending on how and when a character has to roll (i.e. introduce fortune) into his interaction with the setting changes how that setting feels and seems. The same setting with two different systems will not feel the same at all - for example, you could run Faerun with Dungeon World or with Mythras, and both would do that job well, but they certainly won't feel the same at the table.
....This is a very common piece of commentary on the PbtA engine. I think what Baker is getting at with the rollercoaster metaphor there is that he is indexing one of the reasons that RPGs are awesome. When the mechanics and game play create real tension and anticipation in the players then things are probably going really well at the table. So yes, the mechanics are ostensibly about adjudicating PC actions, but their broader impact on play goes beyond just that. One example would be that systems where the chances of success seem to be lower than they should be and 'competent' PCs struggle to seem competent will quite often fail to create enthusiasm and engagement with players. In much the same way a system where things are to easy will also probably fail to engage the players. Thus the idea that adjudication mechanics have a purpose beyond the simple math of adjudication doesn't seem so odd, at ;east to me. Obviously a skilled GM build player engagement as well, that role is crucial, but the mechanics have a part to play as well, which means that the design of a game should account for that fact.
Appreciate the compliment.That's a very thorough and fair write-up Rob, and I'm sure people will find it informative. I'm not going to point-by-point reply because I don't have a lot ot add, but I do have a couple of comments.
He addresses that in his essayWell, Baker's stuff is somewhat peripherally Forge related since he was in the thick of things there when it was happening place and the development in his thinking on game design between Dogs in the Vineyard and Apocalypse World was shaped to some extent by those interactions.
Which I take as "I tried the Forge stuff, but now I am doing something different than my own approach."Not pictured is the Forge approach, which appears in several of my games pre-Apocalypse World: a more-or-less specified situation of conflict, freeform character traits, and a universal conflict resolution system.
PbtA represents an approach to RPG design as broad as any of these. Choose two given PbtA games, and you shouldn't expect them to be any more similar than two point-buy games or two Forge games.
Actually, we do. The development of D&D has been the subject of serious academic research in works like Peterson's Playing at the World. Steve Jackson has written numerous design notes, a wargaming tradition that SJ considers himself part of, about Melee/Wizard, the Fantasy Trip, and GURPS. Of course, the Forge has extensive forum archives that can be looked at to understand the Forge design process.We don't have access to a full and coherent account of the process for any of the examples, so the best that can be done to try and divine the process and intent from the finished product (and perhaps what historical materials we might find). I don't think that's nonsense.
Assuming the designer opts to handle conflicts via the use of game mechanics, i.e., the system. The alternative to handling conflict with mechanics is roleplaying. The system is limited to resolving specific actions, such as persuasion checks. The outcome of many types of conflicts can be influenced by how persuasive characters are. However, the exact method and timing of when persuasion is used is left up to the group and how they choose to roleplay the situation.The system begins to reflect the setting once you begin choosing what conflicts to target and how to define the conversation about that conflict via moves.
And when the campaign leads the players or the referee to conclude that the conflict or agenda is something else I don't see Baker's approach helping much with that. Remember the point of RPGs is to pretend to be characters having adventures. While it may be only a virtual life, it does share one crucial aspect with real life in that people's priorities change over time and as circumstances change. If the system of an RPG has a limited idea of what the conflicts are and how they can be resolved, then when that group's priorities change, then a system designed using Baker's approach starts to fight against what they want to do.The agenda gives you purpose and direction, so it's central, then the mechanics (the moves and dice) give shape to what conflict will matter and how it will be handled by the players. This is where Baker is concerned about setting.
Many hobbyists don't feel the same way as you, including myself. It would be a mistake for any RPG design process to decide that roleplaying, conflict resolution systems, ad-hoc rulings, and detailed simulations are THE solution. A good RPG design process allows you to figure out the exact mix that works for your creative idea and for your target audience. Sometimes this means putting conflict resolution systems at the forefront. Sometimes, it means that detailed simulations are the answer. In my experience, the answer is often a judicious mix of a variety of techniques.I think he's correctly identifying the idea that setting generally isn't as important to an RPG as the conflict resolution system is.
On the one hand, you are right. It doesn't feel the same. In GURPS, you have defenses, different styles of attacks, hit locations, and various skills that are improved in different ways that cover different ways of persuading people. In OD&D, that is considerably different with a single to-hit roll, the reliance on player ability, and perhaps a morale check or two.Depending on how and when a character has to roll (i.e. introduce fortune) into his interaction with the setting changes how that setting feels and seems. The same setting with two different systems will not feel the same at all - for example, you could run Faerun with Dungeon World or with Mythras, and both would do that job well, but they certainly won't feel the same at the table.
Again, the system is just one element of an RPG. My design process envisions RPGs as something more than just a set of rules. If handling everything via mechanics is what the designer thinks best, then so be it. However, to advocate it as the focus of a design process is limiting. Baker, in his series of posts, continuously stresses at certain points that the process he outlines may well result in an RPG that differs a lot from PbtA. And I agree when it comes to the mechanics. But I am also critical of the fact he only focuses on the mechanics thus cutting out proven alternatives for RPG design. And for baking into his design process the assumption that game mechanics are the solutions for everything that an RPG needs to address in order to be useful.This is a very common piece of commentary on the PbtA engine. I think what Baker is getting at with the rollercoaster metaphor there is that he is indexing one of the reasons that RPGs are awesome. When the mechanics and game play create real tension and anticipation in the players then things are probably going really well at the table. So yes, the mechanics are ostensibly about adjudicating PC actions, but their broader impact on play goes beyond just that.
It the D&D problem. What the D&D problem? Well D&D's original sin is that its 1974 release was written for a specific audience and their assumptions. Sure, Gygax thought it would be successful, but within the early 70s wargaming community had a set of shared assumptions. But as we know, D&D exploded beyond to other groups who didn't share those assumptions and have been playing catch up ever since.One example would be that systems where the chances of success seem to be lower than they should be and 'competent' PCs struggle to seem competent will quite often fail to create enthusiasm and engagement with players.
I disagree resolving what the characters attempt to do is the simple math of adjudication. There are a lot of factors to consider as a designer. For one thing, figure out whether the mechanics work with the expectations and assumptions of the target audience. How easy it is to learn is another reason why designing mechanics as part of a system rather than isolated bits is better for designing RPGs.Thus the idea that adjudication mechanics have a purpose beyond the simple math of adjudication doesn't seem so odd, at ;east to me. Obviously a skilled GM build player engagement as well, that role is crucial, but the mechanics have a part to play as well, which means that the design of a game should account for that fact.
Earlier I mention support to help a group finding a fun and interesting situation or characters with the design. This support could be in the form of advice or some written coaching. More than a few times there could be mechanics that help with this like adding a lifepath subystem to the mechanics of character creation.
Also mentioned is support for figuring out the consquences after figuring out success or failure. Again this couple be advice or coaching. But also mini-games and subsystem could be used to great effect. Especially if we talking about what we call in sandbox campaign the World in Motion. So having something that support how cyberpunk corporations develop over time may be useful, system to resolve mass battles, or the social dynamics of a cotillion.
Indeed, and that's why a move isn't always triggered but is at the GMs discretion. What Baker is really getting at when he talks about conflict isn't just the mechanics but conflict resolution as a defining element of play at the table.The alternative to handling conflict with mechanics is roleplaying.
Who's talking about 'the' solution? AW is just Baker's solution. You and I will have our own, as will everyone else. Different games lean into this in different ways and players have different interests and wants. That's why it's good that there are so many different games!Many hobbyists don't feel the same way as you, including myself. It would be a mistake for any RPG design process to decide that roleplaying, conflict resolution systems, ad-hoc rulings, and detailed simulations are THE solution.
Yeah, it's really not though. Toon is a super extreme example. I don't think you're crediting the example with enough nuance. The Faerun example stands, IMO. I don't actually agree that "RPG systems are grounded in how life works for human beings" and would argue that they really aren't that at all in many cases, including old standards like D&D. I do think that the way you run and design games is focused that way mind you (and I'm not suggesting that's a bad thing). I've actually played Dungeon World and it isn't like switching to Toon at all either, so I'm not sure where that comparison is going. Maybe I'm misunderstanding you? I'm all for verisimilitude though, I just disagree that 'real life' is where all those expectations really flow from - I think genre and other media have a huge role to play there, but this is a difference you and I have been over before I think.But on the other hand, when it comes to the central focus of what it is we are doing here, pretending to be characters having adventures, then there is no difference at all. I have found through decades of actual play players playing similar types of characters in similar circumstances will roleplay in similar ways, leading to similar outcomes to the campaigns. This works because most RPG systems are grounded in how life works for human beings. So, switching from AD&D 1e to Toon would not have worked out well. Switching to Fantasy HERO, GURPS, Runequest, Fantasy AGE, and a half dozen other systems all worked because, at their core, they grounded in how things work in life. So while there are differences, as you mentioned, they have surprisingly little impact on the outcome of the campaign.
However, switching to a system made using Baker's design process would result in similar issues to switching to Toon.
I was talking about exactly this - the greater impact on the target audience. So I don't see where your objection comes from.I disagree resolving what the characters attempt to do is the simple math of adjudication. There are a lot of factors to consider as a designer. For one thing, figure out whether the mechanics work with the expectations and assumptions of the target audience.
Theory is all crap. Actual play is where its at. The best bit of wisdom I have ever heard that can be applied to rpg play comes from Spinal Tap keyboardist Viv Savage. " Have a good time all the time."
To be a bit fair to the Forge, Ron Edwards was pretty upfront that theory discussion occur in relation to actual play. Now some folks there did continuously spout theory not grounded in actual play. And then certainly Ron was constantly using poor choice in wording. And then I agree, the Forge didn't present a consistent message about it's purpose. One the one hand, it was about independent games (but Ron's definition that independent meant the creator(s) had full control of their creation). On the other hand, it was litcrit. And many other angles. And yea, I think it mostly served as a clique.I don't think all theory is crap, but I think it's good to be clear in one's own mind what any given theory is actually for. Is it an engineering manual to tell you how to "build" a game in the first place? How to litcrit them? As a "people who liked this game also liked [...]" buyer's/player's guide? I don't think The Forge was ever clear in its own mind which of those it wanted to be when it grew up, and if it was, it didn't successfully communicate that to others. Much like it failed to communicate a lot of things. In fact, one might wonder if its real "purpose" was like the Charismatic Wisdom skill in a certain RuneQuest cult format: a manner of speech that exists purely to define who's in the In Group, their status within, and who isn't. Or perhaps it just ended up like Douglas Adams' theory of the universe: someone accidentally understood it fully, at which instant it was immediately replaced by something else that was even more needlessly complex.
Coherent? The only metric that matters is are you having fun playing them. If the answer is yes then those games are doing their job as an entertainment medium. If not then the games are not fun and regardless of how perfect they are regarded in white room theory space they are not viable entertainment for you.To be a bit fair to the Forge, Ron Edwards was pretty upfront that theory discussion occur in relation to actual play. Now some folks there did continuously spout theory not grounded in actual play. And then certainly Ron was constantly using poor choice in wording. And then I agree, the Forge didn't present a consistent message about it's purpose. One the one hand, it was about independent games (but Ron's definition that independent meant the creator(s) had full control of their creation). On the other hand, it was litcrit. And many other angles. And yea, I think it mostly served as a clique.
I appreciated the Forge as a forum to discuss gaming, and I'm glad I tried Dogs in the Vinyard and Burning Wheel and enjoyed them, and Burning Wheel still holds a spot in my hypothetical "RPG briefcase challenge." In the end though, I've returned to the games I played between 1977 and 1989 (even D&D). I've tried, and enjoyed a few other games from that era, but ultimately, I like those early games., whether they are coherent from an RPG theory point of view or not.
You are not paying attention to what I and others are saying in this thread about the importance of iteration through playtesting. An important part of the feedback one gathers doing this is how fun it was.Coherent? The only metric that matters is are you having fun playing them. If the answer is yes then those games are doing their job as an entertainment medium. If not then the games are not fun and regardless of how perfect they are regarded in white room theory space they are not viable entertainment for you.
Yeah... that "brain damage" comment was in really bad taste.
Just for the record Hackmaster 4e fixed that. (Unlike current HM 5e, 4e was a AD&D 1.75e on steroids.)What I find incoherent is how Ability scores are handled, specifically STR has a percentile attached to it and no other ability does. It is also incoherent in that you have an integer scale then you insert a percentile scale between 18 and 19 then go back to integer.
I haven't watched it yet, but from my experience of other Rontent, I wonder if there's a version available in English?Sorry if this has already been posted, I didn’t look back through all the pages, but here is a series on YouTube where Ron Edwards discusses revisiting AD&D and his thoughts.
That'd be Rontext rather than Rontent, then!Having watched that other video, I’m now sure I would rather read Rontent than watch Rontent.
There is a utility called Vox Script on Chat GPT that can read transcript from Youtube videos. Here are the summaries.Having watched that other video, I’m now sure I would rather read Rontent than watch Rontent.
That might be good, as I too would prefer Rontext to Rontent. Though my optimal form would be some sort of "too long, didn't Ron" summary that condenses and clarifies the key points -- where available -- from the... idiosyncratic means of expression.If anybody want more details on any of these I can get ChatGPT to parse the transcripts so you don't have to sit through the entire video just to find a particular point.
I listened to the third video while driving today, it was fine. He talked about history and some story games forum with a bunch of pretentious jerks and how a lot of people totally misinterpret what he wrote back in the day.That might be good, as I too would prefer Rontext to Rontent. Though my optimal form would be some sort of "too long, didn't Ron" summary that condenses and clarifies the key points -- where available -- from the... idiosyncratic means of expression.
Well, no doubt. In fact, that was a lot of the problem even "back in the day". He'd write something that sounded potentially interesting, wander off into obscurantism, dogma, and ranty hyperbole -- "literally braindamaged" and shizzle -- then complain even more bad-temperedly about how he'd been "misinterpreted".bunch of pretentious jerks and how a lot of people totally misinterpret what he wrote back in the day.
He talked about people misinterpreting the brain damaged comment. He said reread the two posts where that was said, take it in the context he wrote it in, and then come to him with complaints.Well, no doubt. In fact, that was a lot of the problem even "back in the day". He'd write something that sounded potentially interesting, wander off into obscurantism, dogma, and ranty hyperbole -- "literally braindamaged" and shizzle -- then complain even more bad-temperedly about how he'd been "misinterpreted".
Because as everyone knows, if you fail to communicate your ideas successfully, the correct and classy thing to do is to blame everyone else for being idiots.