RPG Design Goals

I have enumerated many of my RPG Annoyances, discussing both the problem and the potential solutions. I intent to recount all of those solutions here to create a set of goals for my RPG System.

In my RPG experiences I have come to believe that all the systems I’ve played in are wholly restricted in their capability, if not fatally flawed, to the point where I think I could create my own superior RPG to both illuminate those flaws, and to have a system people can play in that transcends them. These issues include:

These issues happen to be listed in rough order of general to specific annoyances, and roughly on interdependence. For example, the problem Lacking Context contributes to the cause of Inconsistent rules, which in turn contributes to the cause of Steep Learning curves. Therefore, I will discuss a summary of each solution from the bottom-up, to give context for the more general problems.

  • The dice mechanic is at the heart of most gaming systems, so it is appropriate that the start of design is here. All rules are designed about the capabilities of the dice mechanic, and if that mechanic is lacking in flexibility, rules will need to cater to that weakness. This leads to many problems, such as Scalability, Inconsistency, Complexity, System Balkanization, and Steep Learning Curves. However, if a truly flexible & scalable dice system existed, it would have none of these effects. Therefore, a completely agile dice mechanic needs to be developed to rise to this challenge.
  • Similarly, every gaming system represents characters & the environment through some set of stat measures, and some ranking system. However, it is rare to see these stats firmly defined. And if defined, the mapping of ranking to real-world values is nearly missing. Without these contexts, it’s hard to extrapolate how things are supposed to work. Thus more game rules need to be created to dictate these things. This makes for problems with Scalability, Inconsistency, Component Conflict, Complex and Confusing Rules, System Balkanization, and Steep Learning Curves. To cope with this burden, stats need to be explicitly defined, and rankings need to be mapped out clearly and consistently. The closer to players’ intuitive understanding, the better for everyone involved.
  • Scalability issues prevent a game system from expanding to cover new scopes of story or environment. This is not desirable, since to compensate, you’ll need add-on Components, or perhaps you’ll design a new Game System to play in. Some scalability issues arise due to poor Dice Mechanics and stats that have a limited context of validity. However, if these Dice and Context issues are solved, it will go a long way to preventing these problems. However, issues of scale need to be addressed and considered at every level of rules design, not considered after the fact, to allow for a fully scalable system.
  • Inconsistencies of expectation vs. game execution is another issue that plays part in all the problems above it. These problems can be soothed if there is a flexible dice system, explicit stat definitions, and robust scalability in the rules. However, with all these benefits, it is still possible for various things to get out of sync. That’s why one should try to create one generic set of rules that encompasses a set of design needs; for example if there was a framework for generating weapons, all specific instances of weaponry would be a result of this framework, thus providing a more consistent result. This framework would then need to be tested and tweaked, but constructed correctly, it should prove very capable of generating consistent content.
  • Component conflict and redundancy occur when expansions or components are developed separately. Generally they are annoying to players, if not outright confusing. It’s not that these developers intend for it to have that effect, but it’s because they themselves are unclear how to cleanly interact with and extend the existing game system. Again, Inconsistencies, Scaling Issues, ambiguous Context, and restricted Dice Mechanics all play into this designer confusion, spurring them to recreate subcomponents since that is more straightforward for them. Even with all those problems eliminated, a gaming system needs to provide examples and templates to allow future component designers to extend the system cleanly, and encourage said development.
  • Akin to the last point, game systems in general tend to have overly complicated rules or rules that seem to lack any real purpose. These are distracting to anyone playing or building off of a game system. Generally, these problems are caused by unfocused game development, or attempting too hard to have a “novel” system by utilizing oblique rules. Overall, they should be avoided, as they add no functional value to my gaming system. Aesthetic enhancements should be considered after the fact, by those that choose to use my gaming framework as a basis to develop their own game.
  • Game System Balkanization occurs because developing from existing game systems are difficult if your world & setting differ greatly. This is due to all the points mentioned above, but primarily Dice, Context, and Scalability issues. Additionally, examples and guidelines need to be developed for how one would adapt this framework to the target setting and play style. If all of these issues were correctly addressed in a gaming framework, it would be possible for new game designers to utilize this framework with less effort to create a more consistent gaming environment. Players would have the privilege of already being familiar with mechanics and concepts from other games rooted in the same framework.
  • Finally, Steep Learning Curves need to be minimized and designed for. Hopefully the above changes would make rules simple to learn, understand, and keep in mind. Examples and starting out small for new players is key. Setting knowledge can only come through exposure and interaction. All of these other factors are in the control of the GM and players, so any framework should outlines all these approaches and encourage players to engage in them.

Wow, this is quite allot to take in. I realize that I’m likely missing pieces, and have rough edges throughout the logic here, but it’s my first draft; deal. :-P Anyway, the point is that there is a method to the madness, and a path of progression for me to follow. And, if anyone has any interest in these subjects, it’s something to ponder and comment on.

This entry was posted in RPG. Bookmark the permalink.

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>