stevekenson: (go-play)
[personal profile] stevekenson
There’s a certain ongoing tension in game design between what can be called “crunchy” (detailed and often complex) and “freeform” (simple and often vague) rules systems.

Interestingly, although some gamers say they want something simple and freeform, when it comes right down to it, they look for the certainty and reassurance of a system of clearly laid-out and detailed rules. The oft-asked question is, “How do you handle this situation in game-terms?”

Now, one of the good things about RPGs, in my opinion, is the unexpected. Things turn up in games you didn’t see coming and the GM and players need to adapt. It’s those twists and turns, the thinking and creating on your feet, that make RPGs fun to me, and differentiate them from pre-programmed computer games where your options are (necessarily) limited. Anything could happen in a tabletop RPG, assuming the Gamemaster and players let it.

Funny thing is, sometimes games get in their own way in that regard. When an unexpected situation arises, it sometimes paralyzes game-play for various reasons, most of which boil down to a tendency to over-analyze. Either an impromptu game-design discussion breaks out about how to extend the existing game rules to cover the situation or else an extended search through the existing rule book(s) for the rules that do cover the situation begins (sometimes ending with “wow, that rule is dumb”). Note that I’m not saying these are bad things or making a judgement; if you happen to enjoy impromptu game-design discussions, then it’s still fun, I’m just talking in terms of the flow of the game.

It’s especially interesting when you’re dealing with totally common-sense situations, where the solution in narrative terms is blindingly obvious, but because there isn’t a game system for it, a clear and defined ruling, things bog down. The desire to have or make a rule for that situation, and other situations as they arise, seems to contribute to the progressive accretion of rules to a system. Do you eventually reach a point where a game system can’t get out of its own way? Perhaps. I suspect it depends on whether or not you prefer to focus on the “game” aspect, wherein stories arise as a byproduct of describing what happened in the game in terms of a narrative, or the “story” aspect, in which some things happen “outside” of the rules system, but that doesn’t matter so long as it helps the narrative to flow.

Date: 2007-04-21 05:55 pm (UTC)
From: [identity profile] whisper-jeff.livejournal.com
There are many reasons why I'm happy to have moved on from the RPG industry (I miss the people, but I don't miss the "business") and the contradictions perpetrated by gamers on a near constant basis is certainly high on that list. They ask for one thing but really want another. They ask for another thing but really want both, when both is not possible.

I certainly was not the first to say this, but I agree with it whole-heartedly: the worst thing about games are the gamers.

Date: 2007-04-21 06:11 pm (UTC)
From: [identity profile] xomec.livejournal.com
Well, I did say "some" gamers say they want simple and freeform and then founder when they get it. I think many gamers do know what they want, and are fine when they get it. For me the issue is more about the inherent tension between complexity and playability (and the related tension between simplicity and ongoing publication and "support") than it is about gamers' conflicting wants. You can't please everybody, as they say.

Date: 2007-04-21 07:15 pm (UTC)
From: [identity profile] whisper-jeff.livejournal.com
Oh, I know. It's just your comments struck that cord with me that reminded me of how often people (not just gamers) ask for one thing but often want another (or both). The simplicity/detail issue is a strong example of it and one that certainly made things annoying, on more than one occasion.

Date: 2007-04-22 12:20 am (UTC)
From: [identity profile] xomec.livejournal.com
No argument there, my friend.

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