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Further Dungeon World Thoughts

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On Thursday my regular Skype group picked up our Dungeon World game again after missing a bunch of sessions during the holidays, and I wanted to record some more observations (earlier DW posts here and here).

My Fighter Seems Overpowered

The Fighter’s base damage is 1d10. On my first level up, I took the Merciless advanced move, giving me +1d4 damage. On my second level up I took Scent of Blood for +2 damage any time I attack the same enemy in subsequent rounds. If I’m supposed to have +1 damage for wielding a sword like the equipment page says, it would be even more damage (it’s unclear to me if the Fighter’s signature weapon inherits the tags from the base weapon — it would be nice to have that clarified). I have a lot of armor and hit points, so the weak hit and strong hit are both pretty good for me, and I started with a +2 mod on my strength so (if I’m doing the math right) I get a 7-9 weak hit 41.66% of the time and a 10+ strong hit 41.66% of the time. That means 83% of the time I’m whomping monsters pretty badly, frequently killing even impressive beasties in one or two hits. Compare that to a typical cleric, who’s doing 1d6 damage, might have a +1 strength mod, and likely has less armor and hit points (which means the weak hit isn’t a very desirable outcome). He’s getting a strong hit 27.78% of the time, at which point he’ll generally do less than half the damage my Fighter will, and he’ll get a weak hit 44.4% of the time, which will probably hurt pretty badly in exchange for doing a comparatively small amount of damage. In play, it sort of feels like the other player’s Cleric is kind of a spectator in these fights (he’s also a level behind, experience-wise, exaggerating the effects, and I increased my strength at third level so my hit rate is even better). His healing has been important, but I feel guilty for seeming to be so much more effective in combat. Now maybe this is the way it’s supposed to work, and I’m just very effective in my spotlight area while he’d be able to shine when we’re doing something else, but I’m not sure I’ve seen that in play (and I noticed a similar Fighter + other guys pattern in The Walking Eye DW APs). I thought maybe the Cleric would have some sort of edge when dealing with mystical stuff, but he doesn’t appear to.

Having Strength Highlighted Is Boring

This session my Strength got highlighted for experience again, and I noticed I had a lot more fun when my Strength wasn’t highlighted last session because it encouraged me do to a bunch of crazy stuff. Since my Fighter does so much damage, the Hack & Slash move starts to feel like an “I win” button, and the reward for hitting it over and over again starts to feel pretty hollow. While I’m having fun stomping on monsters, I think I have a lot more fun when the fights seem frantic and on the edge of control, where I’m Defying Danger quite a bit and the fight is dynamic and interesting rather than a slugfest.

The Classic D&D Stats Don’t Translate to Enough Stuff in the Mechanics

I gave my Fighter a high intelligence because I thought it would fit the character. The only thing I can really do with that in play is Spout Lore, which I’m finding that I don’t really enjoy. It always feels a little bit awkward when I do it, like I’m fishing for information, and the stuff that the GM tells me on a hit frequently feels like stuff I had already worked out from context anyway, so it ends up seeming cheesy and redundant. I suppose I could use my multi-class move to pick up the wizard move that would let me Discern Realities with Int rather than Wis, but that seems like a weak use of the multi-class move when it could give me something as impressive as spellcasting. Basically, I feel like I’ve made decisions based on the fiction (what my vision of the character is) that are obviously mechanically suboptimal, and that’s not a good feeling. I think that some of the stats are too narrow in what they affect mechanically, such that it’s hard to rationalize spending points on them.

The Aid/Interfere Move Kinda Sucks

Since we’re playing with only two players and a GM I think we frequently forget about the Bond mechanic. We were in a situation last session, though, where it made fictional sense to use it, so I rolled Aid, and then realized that the thing only goes off on a 10+, which means that more often than not you’ll end up making things worse when you try to help. I probably won’t try to use this move again since it seems like such a bad deal mechanically. I don’t like that I’m feeling encouraged to completely ignore this subsystem. [edit: In the comments, Jesse suggests that I'm not interpreting the 7-9 result for this move correctly, which is certainly possible]

Grundloch’s Magic Is Annoying

Dealing with Grundloch’s magic in the intro adventure often makes me feel like I’m standing around like a chump, which is completely at odds with how I want to view my character. Maybe the way our GM is running things has something to do with it, but I think the mind control and illusion stuff that my character is being subjected to is really frustrating, and I can never actually get my hands on the caster because he seems to act via illusionary duplicates. In the last session we were in a room with illusionary monsters that were inflicting a mental effect on us. We knew exactly what was going on, but it didn’t seem like there was anything we could do, mechanically or in the fiction, to make it stop. His ability to arbitrarily act at a distance is just lame, as far as I’m concerned, because all we really seem to be able to do about it is wait until it’s over.

I’m Not Sure What D&D Tropes This Game Is Trying to Embrace

When I created my character, I decided to make him a weathered mercenary type, so his priority in going to the dungeon was to find some treasure, but in our initial explorations there barely seemed to be any, but the “dungeon” included a cavern large enough to house multiple armies. Now our GM is really pressing the “if you don’t stop Grundloch bad stuff will happen!” thing, and it feels like the forced urgency of that is totally overshadowing anything else that I might be interested in doing in the dungeon. I’m not really sure if DW is supposed to be about old-school dungeoneering or whether it’s supposed to be more of an “experience this thrilling action tale across a sequence of set-pieces” thing. Personally I’ve never played any version of D&D on the tabletop (which also means a lot of the lame D&D-isms in this game like the dramatic change in survivability between level 1 and 2 just feel lame to me rather than nostalgic), but my mental image of exploring a dungeon doesn’t involve a numberless horde of baddies or being taunted by a big bad. I think I want more mirrors and ten-foot poles than I’m getting.

 

The Halo Effect and RPGs

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I recently finished The Halo Effect by Phil Rosenzweig. It’s a business book that talks about some psychologically-difficult-to-avoid errors of perception and analysis that undermine business books, especially books which purport to find simple rules that lead to successful business results. The biggest point he makes is related to the Halo Effect. Basically, he explains that if a certain factor seems like it ought to contribute to an overall result, then there is a strong tendency in humans to have their perception of the overall result also impact their perception of the individual factor (so, for example, if a company is financially successful people will tend to rate it as highly “customer focused”, but if it’s having trouble they won’t, even if there’s no difference in the company’s actual customer interactions). It’s a well-written, interesting, and thought-provoking book.

As is my tendency lately, I immediately started mapping the ideas in the book to the field of roleplaying game design. The most obvious thing here is that many of the factors that would seem to feed into an overall “fun session” are strongly subject to the Halo Effect. Things like “a chance to hang out with friends with the same geeky hobbies”, “fictional content I enjoy”, and “good game mechanics” all seem like they ought to feed into “fun session”, so if you have a fun session you are likely to remember the game mechanics as being good even if they weren’t (I listen to a lot of AP podcasts, and it still amazes me how often people will say that they enjoy a game after I’ve listened to an entire session of them struggling with it). This is yet another reason that designers need to observe objectively when playtesting to be able to identify what truly does or doesn’t work since self-reporting will be strongly influenced by the Halo Effect. (It also means that people with an established fanbase can produce poor games and have them called “good” by their fans, which is more common than I would like the RPG hobby).

I think it also ought to raise some questions about the “playtest at conventions” strategy that some indie designers have committed to over the past few years. Does the high-energy environment of a con cloud useful data? Does the weird microcelebrity “I played with the designer!” thing pollute your results? I’ve never been to a con so I’ve been reluctant to share my thoughts about this stuff, but I’ve never been comfortable with the idea of mixing advocacy and testing, which seems to be a lot of what the “playtest at cons” movement is about.

 

Enough is not enough

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In an effort to better understand RPG design I read a lot of games, both published and in-development. A recent feedback thread on The Forge reminded me of an issue I’ve seen more than once: game text that can only be interpreted by people who already know how to play. Here’s an example from the game in the linked thread: “It’s important to include enough clues and information that some can be missed.” If you’re someone who knows what “enough” looks like then it’s probably easy to follow that rule, but if you don’t already know what amount of clues leads to a fun play experience how are you supposed to know whether you’ve got enough? It’s like a recipe that tells you to “cook until done” — easily followed by a chef that know what the dish is supposed to look like when it’s done and utterly impenetrable for someone who’s trying to experience the dish by following the recipe. Obviously you have to make some assumptions about what the reader knows in order to write an RPG (we need to assume a common language in order to communicate at all), but whenever possible we designers ought to avoid assuming that the reader understands the ideas that a game text is trying to explain (if the reader already knew how to play, why would they be reading the game?). It seems to me that this is an instance of the “Curse of Knowledge” described by Chip and Dan Heath in the fantastic book Made to Stick. In brief, the idea of the Curse of Knowledge is that it’s difficult for someone who knows a piece of information to see the world from the perspective of someone who doesn’t, making communication between the two difficult. If you’re a game designer you obviously understand your own game, so it’s easy to fall into the natural human pattern of communicating with others as if they understand it, too. Since the whole point of writing a game is to explain it to other people, our challenge as game writers is to figure out how to successfully communicate with people who don’t (yet) understand the game.

 

Final Hour of a Storied Age rev 0.71

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A new playtest draft of my epic fantasy roleplaying game is available: Final Hour of a Storied Age rev 0.71. This version incorporates some layout and readability improvements that hopefully make the game a bit easier on the eyes.

Changes in 0.71:

  • Changed “Starting a New Chapter” to “Starting Chapters”
  • Changed “Playing Out a Chapter” to “Playing Chapters”
  • Formatting and layout changes
  • Minor text changes (mechanics unaffected)
The default PDF has digest-sized pages which are meant to be read in a 2-up view. The pages fit side-by-side on a landscape oriented 8.5×11 page, but it can be tricky to get the PDF to print out like that, so I created this printer-friendly version, too: rev 0.71 printer-friendly (it also replaces most of the shaded boxes with outlines).

Complexity, Confusion, and Ambiguity in RPGs

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Something that’s been on my mind for a while is the idea of complexity in RPGs. While I have a hard time thinking of any RPGs as very mechanically complex (I’m probably at an extreme end of the tolerance-for-complexity spectrum: for a decade I had a job that required deep understanding the internal operations of microprocessors, which are among the most complex things that humans create), I do recognize that some RPG systems are a lot harder for many people than others. I’ve been working on a hypothesis that one of the sources of perceptions of complexity is when games have ambiguous terms, concepts, or situations that people can interpret in ways which put them into incompatible frames of reference without indication to the participants that their communication is breaking down. Basically: games that allow miscommunications to entrench themselves end up seeming complex and confusing.

Here’s an example of rules leading to ambiguous interpretations: In every AP podcast of Apocalypse World that I’ve listened to, there has been confusion over how to use the Hx mechanics. As an example, here’s the stat highlighting rule:

Go around the table one last time. Every player finds the character her character knows the best, the one with the highest Hx on her own sheet (resolving ties on a whim). That other player says which of the character’s stats is most interesting to her, to highlight.

So, am I looking at the list of Hx’s on my sheet, where I have an Hx for each of the other characters and finding the one with the highest rating? Or am I looking at everyone else’s sheet where they have an Hx with me listed, and finding which of their sheets has the highest rating for me? It’s not easy to figure that out: it can be easy to lose track of who the pronouns are referring to, the concept of nonreciprocal relationships isn’t always intuitive for people, and it is easy to forget which direction the Hx “____ knows ____” relationship flows in. Is the Hx on my sheet how well I know you, or how well you know me? Usually, it’s pretty clear to the participants that they could make a good case for either interpretation so they look it up in the book or defer to someone with greater rules expertise so the ambiguity doesn’t lead to a breakdown, but it frequently results in confusion at the table.

A more pernicious situation can arise if people start using incompatible interpretations of something but don’t notice that their fellow gamer is operating an alternate (possibly mistaken) interpretation. I think I noticed an element of this in a recent episode of the Virtual Play podcast (for the specific details, listen to the episode then read my comment on the website). One of the things that many RPGs expect is for players to interact with the system in a slightly oblique way, such as by doing or saying things with your character with the expectation that another player will map that fictional action to some sort of mechanic. Even if the “sender” and “receiver” aren’t on the same page, it’s frequently possible for the receiver to think he has successfully translated sender’s input into the mechanics because the mapping functions we use in a lot of our subsystems tend to be very tolerant of unusual input: My perfectly normal attempt to indicate I’m doing X in situation A can be, with a sufficiently generous spirit, be interpreted by you as Y that kind of makes sense for situation B. You don’t notice that I’m not operation in the context of situation B since my input seems to function in your context, and I don’t notice that you’re not operating in situation A since you are indicating that you are successfully interpreting what I’m doing.

I noticed another potential source of ambiguity while listening to the Roo Sack Gamers use the Fight! mechanic in Burning Wheel Gold (a system with a reputation for complexity). Since our hobby involves a lot of talking, we tend to adopts shorthands when speaking, i.e. we drop “unimportant” details since we expect people to pick them up from context. It’s not unusual for someone express a thought like “I’m not sure if weapon lengths matter on this roll, but I know that when weapon lengths apply I get 2 bonus dice for using a sword” as something like “I get +2 on this, right?”. If the person asking the question and the person answering it are thinking in the same context that works fine. However, if lots of elements of the system can translate into a +2, it’s easy for the person answering to assume that an entirely different question has been asked (maybe you’re getting a +2 for a successful maneuver on a previous action), and they might say “yes” to the question they think the uncertain player is asking. Hearing affirmation will entrench the idea in the questioner’s mind, even though it was never fully articulated and might have been rejected if it had been. If the players aren’t on the same page they can drift further and further apart until they finally notice that something is breaking down. Once they do, they’ll need to look backward through multiple steps to find the source of the problem, which makes this seem like a “complex” situation to resolve.

I’m not sure I have any compelling conclusions to take away from this line of thought yet (other than to bring some new skepticism to the idea of “universal” mechanics within a game, since mismatched contexts will be easier to detect if different mechanics require different vocabularies), but I wanted to get some of these thoughts down in a more concrete form.

 

More Dungeon World Thoughts

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After a few weeks of missed sessions we got back to our Dungeon World game. I think most of my observations from the last session still apply, but I noticed a few new things I wanted to comment on.

Parallel real-world player tasks are a human interface design issue

I’m playing a Fighter, and in both sessions my Strength has been highlighted (which is probably what you’d expect). The most common way for me to roll my strength is when I Hack and Slash. Since I have a high strength, that means I’m almost always going to get the 7-9 or 10-12 result, which means I need to roll damage. But whenever I roll my highlighted strength I need to mark experience. I use the same hand to roll dice and put marks on my character sheet, so I can’t do those things simultaneously. Rolling damage is the more important thing (since another person is waiting on that result) so I usually do that first. As a result, I often forget to mark experience because I’m paying attention to the damage and the accompanying description and getting caught up in the momentum of what’s happening. In later lulls, I’d often find myself wondering whether I had remembered to mark experience and having no way of figuring it out, leaving me with a vague sense of being cheated out of something I deserved. I think having a game process that asks a player to do two independent things in parallel is asking for trouble in a game’s design (I ran into a similar problem when playtesting my own game and felt the issue was important enough to completely revamp major subsystems). As I understand it, Apocalypse World usually puts the job of interpreting the results of a move into the GM’s hands after the 2d6 hit the table which leaves the player less mentally encumbered for remembering to mark experience.

Am I indestructible?

My Fighter has Armor 2. Most of the foes I faced in last night’s game were doing 2 points of damage when they were hitting me. Let’s do some math: 2 – 2 = 0. It became immediately obvious that they weren’t really threats to me, at least in terms of hit points. This caused a bit of a fictional disconnect for me when we got near a goblin army camp: on one hand an overwhelming horde of goblins ought to give my character pause, but on the other hand I know (or at least think I know) that nothing they can do to me is actually dangerous. I’m skeptical that flat monster damage and flat armor ratings are doing good things for the design. I wonder if there should be something more like AW’s Harm moves, maybe something like: “When a blow strikes you in a place you are armored, roll +Armor. On a 10-12, take 2 less damage. On a 7-9, take 1 less damage.” Or maybe take an idea from Iron Heroes and make the damage reduction from armor into a die roll: bigger dice for better armor, but you still might get a 1. This might just be a symptom of a different problem, though, which is that our GM was having a hard time wrapping his head around what to do with moves besides “the monster does damage”. Maybe things would have been more interesting if he was offering hard choices, etc., on a miss.

 

Webcomic 4: Random Thoughts

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Webcomic 3: Wheels Within Wheels

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Webcomic 2: Trendsetter

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Webcomic

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A Webcomic

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