Monday, June 6, 2016

Rules don't need to make sense

You're playing your weekly session when Larry starts complaining again.  "I just don't think the crafting rules make any sense, that's not how it works." You see, Larry recently took up blacksmithing, so he has real world experience with crafting weapons and armor.  Larry knows the rules don't mimic the process he's being taught, and he wants to change the rules to mirror reality.  As Larry drones on and on about hammers, anvils, and forges you realize something. The heck of it is he's right, but it doesn't matter.  At all.

roll to heat to exactly 858 degrees...


With all the talk I have been doing lately about the rules, I think it's important to outline some of the structures that make good rules.  It'd be helpful to point out, in my approximation, past failures of game systems, and how to fix them.  Without further ado;

1) Rules should be Intuitive.

This is why THAC0 was such a failure in overall design.  I mean feel free to like their system, or even love THAC0 yourself, but if you do love these things I'm going to hand you a battered gamers pamphlet, with all the local shelters listed, in case a "friend" needs it.

For those of you not familiar, THAC0 stood for ToHitArmorClass0 and was the primary mechanic by which 2nd edition Advanced Dungeons and Dragons.  The lower your THAC0 the better you were at combat.  Which is counter intuitive. Bigger is better, right?  Not for THAC0.  So, as a new player, you're probably going to mess this up a lot.

I'm sure your bonus to hit is "adequate"


Intuitive rules are easier to memorize. Your brain recognizes the information as making sense.  Maybe you have lots of space in your brain to throw away because you never bother to memorize anything else, or have a massive amount of storage, but the rest of us would rather use that space for other things.  Which leads me to my next point.

2) Rules should be simple

Simple rules are easy to remember.  If you remember the rules you're less likely to make a mistake, and less likely to stop to have to look up rules.  You're also less likely, as the GM, to make a ruling that contradicts the rules, disrupting the game.  Any time spent fiddling with the rules, while you should be playing, is a waste of valuable game time.

There is a balance between simplicity and player agency.  More complex rules can give a player an idea of how to play.  Explicit rules help shape gameplay in the same way that ingrained flavor can give a player a place to start with his character concept.  A good example of this is when we compare Cortex plus heroic and Pathfinder.  Pathfinder has explicit rules for almost anything.  You want to build a settlement, they got that.  Want rules on friendships and bonds, got that too.  With all the material Paizo puts out each month gives players lots of ideas on what to do.  Some GM's may rule against certain supplements, but they exist as a reference point for many games.

Cortex Plus Heroic, on the other hand, has only a few rules.  Most of the players handbook has to do with how to make your character.  You describe your actions, then pick the stats that match and roll it all up, pick out your best dice, and away you go. While I've never had to stop to look up rules to Cortex Plus Heroic the system really isn't set up for anything except combat(social, mental, or physical).  There aren't rules for a lot of things, and I've seen new players flounder because they're not sure what to do.  The most common question is "what do I do?" and the answer is "whatever makes sense."  Which makes us sound like sarcastic ass hats.

dammit, no more dad jokes


The problem here is that the player is often informed by the game system of the actions they may take.  These actions often fall into fairly discrete categories.  I swing my sword, shoot my bow, or chop with my ax.  In this version of cortex heroic, this just isn't so.  I leap into the air and fire my eye beams could include a plethora of mechanics that then could do various types of damage.  I could use the eye beams to scare my opponent, or I could hit them to damage them.  Does my super leaping help in this endeavor?  It very well could if you're trying to scare your opponent, but really doesn't help in damaging him.  It turns out that a simplicity of rules often translates into a complexity of action.

The rules should, then, be reasonably simple.  While I don't advocate going full larp, I would say needlessly complex rules are... needless?  How complex or simple will vary from group to group, and is something for you and yours to settle on.

3) Reality is Complex

Reality is far too complex.  I mean some things are simple, like the velocity of a free falling object (about 32 feet/second^2).  Other than that things get pretty hairy pretty quick.  Like those silly butterfly's causing hurricanes(chaos theory).  Look at any combat system.  If you have any experience in any martial art you know they aren't accurate.  They were never meant to be, and don't need to be accurate.  It's often best if they abandon that idea altogether.

this is simple, right?


For example, often enough there is a news story of someone getting stabbed upwards of 100 times.  Do you know any good systems that support low-level characters being stabbed hundreds of times?  I don't.  In fact in Dungeons and Dragons attacks do a minimum of 1 point of nonlethal damage.  Once you accrue an amount of nonlethal damage equal to your hit points you start taking lethal damage.  This essentially means that that nonlethal damage is about half a point of damage.  Even with this adjustment I can't think where a low-level character can absorb that much damage and survive.

It's much easier to assign some hit point value, an ac, and a to hit bonus.  We encapsulate and simulate most of the complex combat variables in this system.  Sure it doesn't match up one to one, but we don't need it to.  It's a game, not a reality simulation.

Conclusion

I want you to make better games


If we accept that rules need to be simple as possible and intuitive we realize that we can't have them mimic reality accurately.  Reality is comfortable, it's what we're used to, so rules should remind us of reality.  I can't tell you what system to play, or where the balance should lie. what I can tell you is you shouldn't add needless complexity to your game. This might occur through homebrew rules, third party supplements, or even core sources if they fail to enhance your game.

As always
Keep those games rolling
The game mechanic

8 comments:

  1. Can't help but assume you meant the acceleration of a falling object. Otherwise a nice read

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  2. Can't help but assume you meant the acceleration of a falling object. Otherwise a nice read

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    1. good catch! for velocity I'd have to multiply by the number of seconds in free fall

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  3. The rules may not need to make sense, but they should be consistent.

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    1. You hit the nail on the head. As I've said before the rules act as an interface for players to manipulate your world. If they aren't consistent then players wont feel empowered to be all that they can be, and the game suffers

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  4. Excellent read, Mr. Mechanic. Looks like you've really come into your own.

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  5. Yes and no. A degree of believabilty and consistency is needed for suspension of disbelief.

    For instance, falling rules in PF state that you take 1D6 damage per 10' you fall downward, then you compare that to the falling object rules which instead base damage on size, well of you are going to do that, why doesnt the larger object also take that same amount of damage from the fall as oppossed to the lesser 1D6 per 10'? Otherwise, why take the size into account at all?

    Then there is the fact that falling damage doesnt take into account distance 'thrown', I can have a character flung 50' forward, but only cover 5' in a downward direction in that same distance, and they take no damage at all according to RAW.

    None of these things lend to suspension of disbelief which is why we play role playing games to begin with, as we play them to relate to a specific role in someway or to escape completely in an immerssive way, if we cant do that, then we are playing a game of glorified math.

    Another thing I would like to note is that simplicity does not always denote 'fun', complexity, when injected correctly and to the right degree provide for the dynamics of story and for dynamic mechanics within a system. Oversimplified and uniform systems fail (see D&D 4th ed) becuase they lack dynamics, where as SImplified and dynamic combination and choice complexity (like savage worlds) leads for successfull and fun games. Pathfinder suffers from overt complexity, which could be streamlined very well, and they may ultimately need to do a PF 2.0 at somepoint to do this, but they still maintain the degree of fun needed to keep people interested.

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    1. For those interested, I have gone out of my way to address the falling issues myself in a simple logical manner.

      Based on size, starting at Tiny, you take 1 Dice step of damage for every 10' moved in any direction you cant control through an acrobatics/flight roll

      Tiny takes 1D2, Small 1D4, Medium 1D6, etc. . .


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