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2012-01-24 Changing Gameplay Over Time

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Summary: I’m posting it here because I’ve mentioned it on Google+ for the third time, today. It all started with Zak posting about Evolution. He lists some well known role-playing games and shows that each one of them offers some sort of long-term promise of change for players. His point: every session produces “changes in that session”, but the really successful games promise “a specific kind of change will occur over the long haul.”

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< Here's an example that I've come across twice in recent days: people propose **a change to the D&D magic system**; they want to make all the spells are available from the start. This is how spells work in *HARP*: more powerful variants just cost more power points -- my second level mage, for example, has /haste/ and /fly/ as his two spells. Using the above observation, I must assume that these proposals remove the distinct modes of play I like so much. Any player character might have the necessary spells right from the start. As far as I'm concerned -- and this is where the value judgement comes in -- these proposals are !taking away! something I liked. What are they going to give me instead? If the answer is "more flexibility" for my character, then I feel that this change isn't worth it. It might work for others, but I fear it won't work for me. If I had wanted more flexibility I would have picked more flexible rules. Something with skills and point buy, for example.

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> Here's an example that I've come across twice in recent days: people propose **a change to the D&D magic system**; they want to make all the spells are available from the start. This is how spells work in *HARP*: more powerful variants just cost more power points -- my second level mage, for example, has /haste/ and /fly/ as his two spells. Using the above observation, I must assume that these proposals remove the distinct modes of play I like so much. Any player character might have the necessary spells right from the start. As far as I'm concerned -- and this is where the value judgement comes in -- these proposals are !taking away! something I liked. What are they going to give me instead? If the answer is "more flexibility" for my character, then I feel that this change isn't worth it. It might work for others, but I fear it won't work for me. If I had wanted more flexibility I would have picked more flexible rules. Something with skills and point buy instead of classes and random ability scores, for example.


https://farm3.staticflickr.com/2605/3922651157_cf2a315b7a.jpg

I’m posting it here because I’ve mentioned it on Google+ for the third time, today. It all started with Zak posting about Evolution. He lists some well known role-playing games and shows that each one of them offers some sort of long-term promise of change for players. His point: every session produces “changes in that session”, but the really successful games promise “a specific kind of change will occur over the long haul.”

I definitely think that the promise of ever changing game play is what makes D&D interesting. The reason this works, I think, is because the spells you gain don’t simply scale. The game changes if you can be invisible and fly. The game changes when you can dimension door and teleport. The game changes when you can travel to the planes. Outside of the specific rules, the tradition also encourages changes to the game when you reach name level and build a stronghold, and it changes once more when you start to forge alliances with and wage wars against neighbors.

I think it’s also one of the reasons that Traveller can be boring. At least it didn’t hold a long-term appeal to me when I ran it. Perhaps I should have imagined the long term changes to the game play (more and bigger ships, get involved in the war) instead of focusing on changes to the setting (in my campaign, small colonies were being resettled or exterminated by the players – at the time I felt this was already a big step up). I feel like I should give Traveller another try soon.

I think Zak’s spot-on when he wonders whether campaigns using relatively simple rules have a hard time maintaining a long term appeal. For example, I claim that the long list of non-general spells with their non-linear progression of power create the long term changes over time. But what will you do in a simpler indie game? What will I do with my Solar System RPG game? Over time, I can add more gifts (feats, stunts, powers), but there’s really no promise that I will keep delivering. Plus, if I do, I’ll have to invent it all myself.

This is the key part: I have to come up with it myself – and I need to foreshadow it, make sure my players know it, want it, work towards it. In D&D, it’s simple. There’s a big Monster Manual full of critters in the book shelf. There is a big Players Guide full of spells right next to it. And there’s a list of magic items hidden away somewhere. You want to fight all this crazy stuff? Sit down at my table! That’s the promise the game makes without me saying anything at all. All the players sitting down at my table knowing the game cannot be faulted for assuming that this is going to be a big part of the game.

The Solar System campaign I’m running and the Barbarians of Lemuria campaigns I’m playing in are awesome. We’ve had a dozen sessions in each of the campaigns. They have enough potential to last us at least half a dozen more. But I think that’s because of the setting, the scope of the current plot, etc. What we don’t have, as Zak puts it, is a system that promising that “a specific kind of change will occur over the long haul.” The onus is on us, the table, to make this promise, to foreshadow it, to work towards it, etc.

In other words, it’s on us to foreshadow mechanical changes (new gifts, feats, schools of magic, spells) and new modes of play (land owning, castle building, plane hopping, politics) within the campaign. The system and the tradition around it doesn’t do that like D&D does.

I like to play all these games. This is not a value judgement per se. But the above observation can help you make value judgements elsewhere.

Here’s an example that I’ve come across twice in recent days: people propose a change to the D&D magic system; they want to make all the spells are available from the start. This is how spells work in HARP: more powerful variants just cost more power points – my second level mage, for example, has haste and fly as his two spells. Using the above observation, I must assume that these proposals remove the distinct modes of play I like so much. Any player character might have the necessary spells right from the start. As far as I’m concerned – and this is where the value judgement comes in – these proposals are taking away something I liked. What are they going to give me instead? If the answer is “more flexibility” for my character, then I feel that this change isn’t worth it. It might work for others, but I fear it won’t work for me. If I had wanted more flexibility I would have picked more flexible rules. Something with skills and point buy instead of classes and random ability scores, for example.

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