For posting ideas and subtance on the variety of games I play and DM.
Final Fantasy Zero Design Diary: A Theory of Fun
Posted 24th October 2008 at 06:43 AM by Kamikaze Midget
A few months back, I stumbled on this little wonder. If you'd give it a check, it's a pretty short read, by a pretty good designer (brownie points when you name the games he's been involved in!).
Now, it's oriented toward a general computer game audience, but part of FFZ's particular magic is in synthesizing the computer game with the pen-and-paper game, to create something with the action and ease of a computer game, but with the modability and customization of a PnP game.
A quick summary of the idea is that people have fun when learning a new pattern, but that as they master the pattern, they have less fun with it. So, the argument goes, a "matured" game shouldn't be about a predefined end result, it should be open to interpretation. Specifically, with randomized and user-generated content.
What a wonder for me that PnP games have been doing that for 30 years, now!
But an early point that he makes is that, in learning this new pattern, games are teaching us things (as playing lion cubs are being "taught" to hunt). We're being taught hand-eye coordination, aiming, strategy, mathematics, and, as we figure out how to do these things better, we figure out the pattern, and we manage to achieve mastery over the game.
So I've analyzed FFZ in this light, and here's what I've found:
FFZ is teaching you how to tell a story.
That's not to say you don't already know the basics of telling a story. I mean, anyone can pick up a controller and figure out how to move Mario around pretty quickly. The basics are already there. But FFZ uses this "storytelling" skill as a way to gain "success."
And "success," because this is a Pen and Paper RPG, will differ for different players and different DMs and different campaigns.
I'm writing the introductory adventure now, which is designed to sort of take the player and the DM through an "example campaign." It includes, as part of the description of a particular scene, the option for the party and the DM alike to completely ignore the rest of the adventure. And it gives you options and advice for when you do that, it doesn't just abandon you to your own devices!
I'm proud of that adaptability in FFZ. It helps the game be more "mature."
FFZ becomes the same art that every PnP game has the potential to become: it is about communicating an experience. About understanding and figuring out the world and your characters in it (as in a sandbox-style game), about sadness and joy and fear (as in a more narrative-style game), and, ultimately, about combining those sensations so you have the fear of new dangers, the joy of a new discovery, the sadness at the death of a key NPC.
This is FFZ's (somewhat lofty) goal. I think it can achieve that, being cast in the mold of great storytelling that has come before, in the FF games.
At this point, I have penned a rough draft of the intro adventure. A few short pages, mostly consisting of branching options, that sets up something broader. I have diagrammed out the One Year Game, and the FFZ Adventure Path should take you through that, while unveiling different aspects of the game.
That's right, I'll have a schedule.
But I want to get some serious playtesting done on this thing. So I'm going to pretty it up, and probably put it up here, along with the character sheets. I'm in the "page layout" phase of this thing, basically. The mechanics are done and stoned, I've got enough rules to handle the intro adventure, I just need to put them all together and make them pretty and slap them up somewhere that the world can appreciate them.
I'd love to hear from anyone who would be interested in running the FFZ Intro Adventure (at least) for their own group. Gimmie a shout in the comments. I'm more likely to get this out sooner if I know people are waiting for it.
Now, it's oriented toward a general computer game audience, but part of FFZ's particular magic is in synthesizing the computer game with the pen-and-paper game, to create something with the action and ease of a computer game, but with the modability and customization of a PnP game.
A quick summary of the idea is that people have fun when learning a new pattern, but that as they master the pattern, they have less fun with it. So, the argument goes, a "matured" game shouldn't be about a predefined end result, it should be open to interpretation. Specifically, with randomized and user-generated content.
What a wonder for me that PnP games have been doing that for 30 years, now!
But an early point that he makes is that, in learning this new pattern, games are teaching us things (as playing lion cubs are being "taught" to hunt). We're being taught hand-eye coordination, aiming, strategy, mathematics, and, as we figure out how to do these things better, we figure out the pattern, and we manage to achieve mastery over the game.
So I've analyzed FFZ in this light, and here's what I've found:
FFZ is teaching you how to tell a story.
That's not to say you don't already know the basics of telling a story. I mean, anyone can pick up a controller and figure out how to move Mario around pretty quickly. The basics are already there. But FFZ uses this "storytelling" skill as a way to gain "success."
And "success," because this is a Pen and Paper RPG, will differ for different players and different DMs and different campaigns.
I'm writing the introductory adventure now, which is designed to sort of take the player and the DM through an "example campaign." It includes, as part of the description of a particular scene, the option for the party and the DM alike to completely ignore the rest of the adventure. And it gives you options and advice for when you do that, it doesn't just abandon you to your own devices!
I'm proud of that adaptability in FFZ. It helps the game be more "mature."
FFZ becomes the same art that every PnP game has the potential to become: it is about communicating an experience. About understanding and figuring out the world and your characters in it (as in a sandbox-style game), about sadness and joy and fear (as in a more narrative-style game), and, ultimately, about combining those sensations so you have the fear of new dangers, the joy of a new discovery, the sadness at the death of a key NPC.
This is FFZ's (somewhat lofty) goal. I think it can achieve that, being cast in the mold of great storytelling that has come before, in the FF games.
At this point, I have penned a rough draft of the intro adventure. A few short pages, mostly consisting of branching options, that sets up something broader. I have diagrammed out the One Year Game, and the FFZ Adventure Path should take you through that, while unveiling different aspects of the game.
That's right, I'll have a schedule.
But I want to get some serious playtesting done on this thing. So I'm going to pretty it up, and probably put it up here, along with the character sheets. I'm in the "page layout" phase of this thing, basically. The mechanics are done and stoned, I've got enough rules to handle the intro adventure, I just need to put them all together and make them pretty and slap them up somewhere that the world can appreciate them.
I'd love to hear from anyone who would be interested in running the FFZ Intro Adventure (at least) for their own group. Gimmie a shout in the comments. I'm more likely to get this out sooner if I know people are waiting for it.

Total Comments 5
Comments
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An interesting idea, but it misses one key point: stories have patterns, and by the cut of "Theory of Fun" then stories become boring. I should know, this has happened to me.Posted 25th October 2008 at 06:17 PM by SilvercatMoonpaw2
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Sure, stories can get boring. But that's where individual DMs and players come into it. The "Theory of Fun" says that user-input is a good way to make goals that change and that are open to interpretation. Any tabletop RPG has user input designed into it from the ground up. The stories are different every time.Posted 26th October 2008 at 07:02 AM by Kamikaze Midget
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I'm just saying be careful: use the same stuff over and over and people will pick up the pattern. I've seen it too often in books.Posted 26th October 2008 at 07:31 PM by SilvercatMoonpaw2
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Good advice, and it is well received. I'm pretty confident we can avoid repetition, while still achieving a sort of streamlined simplicity (though that is a balancing act!)Posted 26th October 2008 at 11:16 PM by Kamikaze Midget
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That paper made me seriously think about my own pet project that I'd been creating, and goes along the lines that I typically think- namely: "Let your players create, too!"
Thanks for the read, man. I owe you one.Posted 28th October 2008 at 01:26 AM by Verdande
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