I’ve been playing table top RPGs for 25 years and though my friends and I have had many a discussion about games, we’ve never gotten down to brass tacks and defined variables within each game.
Not only will giving these variable labels help to create a more cogent form of gamer jargon, but they can also be considered when designing new games.
The descriptions are: Setting, Scale, Plot, Mechanics and Accrual
Setting: Sci-fi, fantasy, Wild West, 19th century England, Mythic Europe etc,
Scale: Underdog, Gritty, Heroic, God-like.
Underdog (example Call of Cthulhu): In Underdog games the players are pitted against enemies they are at long odds to vanquish.
Gritty (example – Harn): Gritty games puts the players at an equal standing with the other NPCs in the game world.
Heroic (example – Star Wars, Deadlands): Heroic games give the players a decided edge versus the rest of the game world. Often the players skills are higher and/or they get to use Hero Points to consistently keep an edge.
Godlike (example – Vampire or Amber): Players can just do things that others in the world can’t do. In most cases players in Godlike games will have a competitive peer group like a coterie of Vampires, or the other princes in Amber.
Plot: Open, Closed, or Story
Open (example- Dungeons and Dragons): In games with Open plots the players are placed into a reasonably well defined game world and essentially make their own adventure following GM plot hooks occasionally (or often) along the way.
Closed (example – Amber, Vampire, Star Wars): In games with Closed plots the players are always going to do generally the same thing when they play the game. In Vampire for instance you are always playing on White Wolf’s version of planet Earth, but your character will always be a Vampire that belongs to one of a few clans.
Since the action is more immediate, Closed games need not be well defined.
Story (example – Castle Falkenstein, 7th Sea): In Story games the world is usually well defined and it could be played as an Open plot but the GM will take firmer control and the campaign will have a story arc.
Mechanics: Basic, Diceless, Added dice and Success count.
Basic (examples – D&D, Ars Magica and Harn): Stat + Skill + a die roll has to equal a difficulty assigned by the GM for you to succeed. Percentage based systems are also Basic.
Basic systems lack gimmicky mechanics but their strength is the degree to how simple or detailed an aspect of the system can be. In Harn for instance task resolution is solved with a single percentile roll vs. your skill, but combat is solved with a complex attack vs. defense matrix that offers 16 possible results to every pass of the blade based on the success, failure, critical success and critical failure of either combatant.
When designing a Basic system its important to balance the numeric range of skills vs. the numeric range of the die (or dice) rolled.
Dungeons and Dragons (or D&D) is an example where this was not looked at. The point spread between someone that is great and someone that is mediocre is about 6 points, but the die roll spread is 20 points so have a skill edge vs. somebody doesn’t ever really mean a whole lot unless its big.
Diceless (example -Amber): The GM weighs all the relevant factors and decides if you succeed.
The strength of this method is that the GM can weigh different factors more heavily according to the mood he is trying to set. Also without a system to get into the way not only is role-play easier but planning tactics and descriptions which add more to the game are used more often.
Diceless games work best when the power levels of of the PCs and NPC are massively tiered.
Added dice (example- Star Wars the RPG, West End games version): Success is determined by rolling a number of dice (that represent stats and skills) and adding them together vs. a difficulty set by the GM.
The problem with this system is that additional dice add varying amounts to an expected total. If you have 2d and raise it to 3d, you are adding 50%. But if you have 10d raise it to 11d you are only adding 10%
Added dice systems work well if you want your players to have an edge against “goon” type NPCs but not an insurmountable one.
Hit or Miss (example – most White Wolf games): For task resolution multiple dice are rolled, and each die equals a success or not based on whether it’s shown value is above a certain number.
Success count (example – Vampire): Success is determined by rolling a certain number of dice and each die that is sufficiently high counts as one level of success.
Success count offers a good simple math-less dice rolling system but is erratic in its results. Also once you get to roll a certain number of dice you chance of getting at least one
The weakness of this system is that success is virtually guaranteed when rolling even a small number of dice. So the value of one success has to be redefined, or you have to take it for granted that every task is incredibly hard to completely fail at.
Accrual is defined as anything that makes the PC more likely to succeed at his tasks within the game, be it permanently or temporarily. Categorizing Accrual isn’t impprtant to understanding a game, but understanding it is important when designing a game as it has a significant impact on the feel of the game and player behavior.
The types of Accrual are: XP, Hero points, items and progression.
XP: Most games include some form or another of XP. XP gives you points to raise attributes with or gives you points towards a level, which generally raises your ability at everything.
Hero points (example – Deadlands chips): Hero points generally give you temporary power to re-roll skill rolls, activate powers or stave off wounds. They are rewarded often at the end of each scene within the game.
Items (example – magic items): Items are a suitable reward when you want to give something more significant that XP and more permanent than hero points.
Progression is defined as “anything that increases your ability to succeed at the game that is not applied to the games mechanics.” Some examples would include: knowledge, prestige and political or military power.
In terms of classifying types of Progression, there’s not a lot of point. But when designing a game it is quite important to think of the avenues players will have to take to gain power because this will set the tone of the game.
One example of flawed Progression though a great game nonetheless is Ars Magica. In Ars Magica, the acquisition of magic substitutes, replaces or cancels the need for other forms of progression. One of the best ways to acquire magic is to do a magical lab. Unfortunately doing a magic lab is nothing more interesting than trying to ask what kind of spells you can create within a level range you can attain in a certain number of seasons. Its boring, but my players want to do nothing but this if they could.
Based on these descriptors you can create a strong understanding of a game just by giving it a few labels.
D&D: Fantasy, Heroic, Open, Basic.
Vampire: Modern, Godlike, Closed, Success count.
Call of Cthulhu: 1920’s America, Underdog, Closed, Basic.
Classic Star Wars: Star Wars universe, Heroic, Closed, Added dice.