{"id":789,"date":"2004-03-10T12:07:51","date_gmt":"2004-03-10T12:07:51","guid":{"rendered":"http:\/\/random-average.com\/?p=789"},"modified":"2010-10-21T17:41:38","modified_gmt":"2010-10-21T17:41:38","slug":"thinking-outside-the-toybox","status":"publish","type":"post","link":"https:\/\/randomaverage.com\/index.php\/2004\/03\/thinking-outside-the-toybox\/","title":{"rendered":"Thinking outside the Toybox"},"content":{"rendered":"<p>There&#8217;s this thing in gaming that really doesn&#8217;t work: adding new optional things to a system that the players are very familiar with.<\/p>\n<p>This could be talking to the players and ask them to try to use some different method of play or an optional rule, adding in a few cool rules from another game that matches the goal of the GM, or just trying to encourage the new thing in play as GM.<\/p>\n<p>These are all situations where the new thing was &#8216;optional&#8217;.  I&#8217;ve never seen it work.<\/p>\n<p>The reasons are simple. Typically, players feel that they&#8217;re supposed to do what they were doing before, plus some other things that just add to the level of complexity.<\/p>\n<p>The most common thing that happens is&#8230; nothing. The players still see the original game&#8217;s system and they don&#8217;t adjust in any way to the new stuff.<\/p>\n<p>Alternately, players alter their mode a little but then feel they&#8217;re being made to do things that are uncomfortable, boring, or just not what they expect out of that game. Canalized players know what they want, and even when they&#8217;re presented with something that&#8217;s potentially fun, they might not see where it&#8217;s fun. Especially if it happens to conflict with what they normally consider fun.<\/p>\n<p>Put another way, if they <strong>can<\/strong> play the same old way, they <strong>will<\/strong> play the same old way.<\/p>\n<p>Let me give two examples from two different system\/settings:  d20 and Amber.<br \/>\n<strong><\/strong><\/p>\n<p><strong>D20<\/strong>: I&#8217;m currently playing in a Spycraft game.  Tremendous amount of fun.  One of the things that&#8217;s different about the game versus standard d20 is the concept of action dice.   I&#8217;ve been reading all this Narrative-game theory and checking out games like Trollbabe and Paladin and stuff and I think &#8220;Holy crap, this is a way to give Player&#8217;s some narrative control over the situation.&#8221; so I burn these things like water &#8212; I&#8217;m invariably out of the damn things about an hour into each session.  Loosely stated, they give you the <em><strong>option<\/strong><\/em> to give yourself bumps to your rolls that you&#8217;d really like to succeed at, the <em><strong>option<\/strong><\/em> to call in favors and so forth from home base, and they also must be traded in to convert a d20 &#8216;threat&#8217; into a &#8216;critical&#8217; &#8212; it&#8217;s the only way it can happen.<\/p>\n<p>Anyone want to take any guess as to where 90% of all action dice get spent?<\/p>\n<p>Yup.  On the thing that you <em>have<\/em> to spend it on.  I&#8217;ve seen players at the game sit there and potentially accept failure in lieu of spending AD&#8217;s during the game &#8212; and I don&#8217;t think it&#8217;susually because anyone&#8217;s waiting to see if they get a crit later that they can use them on &#8212; they just don&#8217;t *think* of it.  (Not to take too much credit for anything, but when the other players spend have spent AD&#8217;s on bonuses to skill checks, it&#8217;s usually because I badger suggest it to them.)<\/p>\n<p>Why?  Cuz the optional things get pushed out by the d20 mindset.  Crits you know &#8212; crits require this mechanic.  That&#8217;s what they get used for.<br \/>\n<strong><\/strong><\/p>\n<p><strong>Amber<\/strong>:  It won&#8217;t surprise anyone when I point out that I&#8217;m not in love with the ADRPG&#8217;s resolution mechanic &#8212; the &#8220;static karma, plus drama&#8217; systems just don&#8217;t work for me &#8212; whether via dice or some sort of resource pool, some dynamism is just something I think the system needs.  YMMV.<\/p>\n<p>I sat, astonished, when I started to grasp the elegance of the Nobilis diceless system, because with the Miracle Point pools it did what I didn&#8217;t think a truly diceless, fortuneless (no dice, no cards) system could do.<\/p>\n<p>A few days ago, I ran across a saved copy of Mike Sullivan&#8217;s Amber system for his New Mutiny game.  Reading through it (about one page), I was stunned to notice that it had a &#8216;resource pool&#8217; mechanic <em><strong>right there<\/strong><\/em> &#8211;granted, it&#8217;s more like 7th Sea or HeroQuest&#8217;s Hero Points than Nobilis in that it uses the same pool of points that you used to raise your stats with, but it was there, and I&#8217;d seen it almost two years before Nobilis.<\/p>\n<p>Why didn&#8217;t I remember it?  Because I saw the whole thing as an Amber system, and that &#8216;optional&#8217; rule for pushing up your score was immediately fnorded out by me &#8212; I simply didn&#8217;t see it &#8212; all I saw were the &#8216;mandatory&#8217; rules variations he&#8217;d set up for defining attributes (themselves a good thing), not the optional &#8216;pushing&#8217; rules.<\/p>\n<p>There&#8217;s a simple solution to this: just play a game that strongly supports the change you&#8217;re looking for from the ground up &#8212; either do this to try out the feel of such a thing, or do more long-term to get the kind of play you like without modifying the old system. The biggest advantage is that these games have the &#8216;thing you want to try&#8217; built in at some integral level, and they&#8217;re largely new ground for the players who, lacking any preconceptions about the gameplay, will try out the new rules.<\/p>\n<blockquote><p>Here&#8217;s a quick example: In the ADRPG, in the section on combat, Wuj points out that the player&#8217;s got a lot of leeway with combat scenes &#8212; if you&#8217;re in a hallway in Castle Amber and you need a weapon, you can just use the logic of the setting and say &#8220;I grab a sword off the wall from where it&#8217;s behind one of those heraldic shields.&#8221;  It&#8217;s one of the coolest bits of advice I&#8217;d ever read at that point in my gaming life, and that kind of player control just blew my mind.<\/p>\n<p>No one does this.  No one.  I&#8217;ve played over two-hundred sessions of Amber and I&#8217;ve never seen a player do this.  (They might ask if there&#8217;s a sword there, but they never just put one there themselves.)  Why?  It&#8217;s optional.<\/p>\n<p>Then there&#8217;s Trollbabe, wherein, if you miss a roll, one of the (five or six) ways that you can earn a reroll is by introducing &#8216;a new object&#8217; into the scene.<\/p>\n<p>Time elapsed in actual game play before someone used the logic of the setting to introduce a handy improvised weapon?  About ten minutes.  It was, in fact, the first thing anyone used to earn a reroll.<\/p>\n<p>Why?  It&#8217;s built into the system.<\/p><\/blockquote>\n<p>Maybe something that might work for a game like Spycraft would be to play a session of Wushu or even Sorcerer (hmm&#8230; Spy-genre Donjon&#8230; <em>hmmm<\/em>) &#8212; everything cool you describe gets you more dice and you will, quite frankly, get your kung-fu ass HANDED to you if you don&#8217;t set up those cool actions.<\/p>\n<p>Then take that play experience and try to translate that kind of feel back to the pre-existing mechanic Spycraft &#8212; the players are maybe doing more stuff with the dice, doing more things that would *earn* them the dice in the game, and the GM is letting them flow more freely, like Force Points in Star Wars (wasn&#8217;t really cool: it&#8217;s gone; used it to do something cool: you&#8217;ll get it back; used it to do something cool at the perfect time or this resulted in a dramatic scene or something; get it back and have another &#8212; all this in addition to the other reasons they give for distributing them in the game itself.)<\/p>\n<p>Conversely, I think to really see the strength of Mike&#8217;s New Mutiny system design, you take the system out of Amber entirely and run something else with it&#8230; hell, Ancient Chinese Sorcery wire-fu works as well as anything else and lets you &#8220;push&#8221; appropriately &#8212; then take it back into the game it was meant to.<\/p>\n<p>But, the bottom line: if you want to break a habit, make a clean break first.<\/p>\n<blockquote><p>If you want the players to exercise more control on the story in the game, you drop them into InSpectres.  Period.  They don&#8217;t really have any choice but take control or the game just stops.<\/p><\/blockquote>\n<p>To paraphrase Mike Holmes: It&#8217;s the reason why Everyway cards work in Everyway\/Amberway and can&#8217;t just be dropped into a standard ADRPG-system game game with real success:  if changing the system alone were enough to change mode, then those nifty alterations would work. The cards get ignored, though, so that people can focus on the &#8216;actual system&#8217;, even if they might save their butt.  Where in &#8220;what would my character do?&#8221; does the player consider when to play <em>&#8220;Unlooked-for Ally&#8221;<\/em>?  He doesn&#8217;t.<\/p>\n<p>I&#8217;ve mentioned that I&#8217;m wrapping up my DnD game soon.  After that happens, my plan (providing my players don&#8217;t run screaming from the table at the idea, which is a possibility) is to do some short-run games (1-5 sessions each) in systems that players haven&#8217;t played before &#8212; the genre will probably remain fantasy for most of it, but I&#8217;m looking at stuff like Donjon, Burning Wheel, HeroQuest, Sorcerer &amp; Sword, Paladin, and another thing I&#8217;ve been playing around with &#8212; what they all have in common is that they would work in the same setting we&#8217;ve been using and introduce new concepts to game play as an <em>integral part of the game<\/em>.<\/p>\n<p>Integral.  Cannot be ignored.  Et cetera.  That&#8217;s where you get outside the box.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>There&#8217;s this thing in gaming that really doesn&#8217;t work: adding new optional things to a system that the players are<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11],"tags":[],"class_list":["post-789","post","type-post","status-publish","format-standard","hentry","category-game-design"],"_links":{"self":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/789","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=789"}],"version-history":[{"count":3,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/789\/revisions"}],"predecessor-version":[{"id":1981,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/789\/revisions\/1981"}],"wp:attachment":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=789"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=789"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=789"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}