Flavour First vs Game First - a comparison

Hussar

Legend
Disclaimer - I'll state this right out at the front. I think game first is superior design. I'm going to try to be as even handed as I can here, but, I do feel that game first is the better way to go.

Disclaimer the Second - In the hopes that we're all on the same page here for this discussion, I'm going to define my terms AS I SEE THEM. I'm not trying to get all Forgist here, and, probably would only embarrass myself if I tried. So, for the purpose of my little essay below, apply the following definitions:

Flavour First: The designer comes up with an idea first and then tries to create mechanics to best fit that idea.

Game First: The designer looks at how the game is being played at the table and creates mechanics to best facilitate that. Flavour is then added afterwards to justify the mechanics.​

For most of the history of D&D, we've had flavour first mechanics. Going all the way back to the beginning, (I'd argue especially back at the beginning) elements were first dreamed up as fitting with the genre or the game and then bolted on using mechanics that hopefully worked at the table. Now, I would like to state that this can work. It most certainly can. Frequently we get some very good stuff out of this approach.

But, when it goes wrong, it goes VERY, very wrong. I'll offer four cases to support my point:

1. The paladin.
From a flavour standpoint, there is probably no more archetypal element you could add to a fantasy game than a holy knight out to right wrongs and lay the beat down on evil. This tunes into some very old memes. Heck, if it worked for Arthurian tales, it can work for D&D right?

But, is there a class that has caused more problems at the table than the paladin? From day 1, the paladin has caused all sorts of issues at the table. Frustration and outright hostility quite often. The flavour says that the holy knight should only work with other good characters. Right off the bat, you're telling the entire table what they can and cannot play the second you put this down. I was just told in no uncertain terms that a player most absolutely cannot tell a DM what races should be in play in the DM's campaign, but, if I play a paladin, I've just told the entire table that they can only play good characters.

Never mind all the restrictions that came with the paladin. The whole "paladin's code" is informed by a very narrow view of what constitutes a holy warrior. Why should a paladin automatically mean Teutonic knight? I cannot have a paladin from any other culture than faux-European?

2. The Ranger.
Again, the flavour here is great. The edge-walking warrior who patrols the borders between civilization and the great unknown. Very archetypal, very inspirational. But, again, when the mechanics hit the table, you get huge problems.

Take the ranger's favoured enemy ability. Back in 1e and 2e, the ability was very limited - basically only giants and giant-kin. Great, did loads of damage against them. But, if you're playing in a game that doesn't feature giants, it's just taking up space on your character sheet. 3e went a little ways to helping, by broadening the ability and allowing players to choose, but, again, the player is pretty much at the mercy of the DM to provide those opponents.

The only way the ability is of use is if the DM tells the player what to take as a favoured opponent. Otherwise, it's just taking up space.

3. Prestige Classes

A 3e issue, because there were no PrC's in earlier editions. Many PrC's relied on role play, or in game elements as balancing. "To become the Yellow Blade Master, you must study with a master for six months". But, what does the rest of the group do for that six months? What if the campaign is on a bit of a time limit? Most of the time, these restrictions meant that either the PrC languished in obscurity, or they were outright ignored.

The other problem was in PrC design that narrowed the focus based on the flavour. Knight of the Chalice (at least the 3e version) is a poster boy here. A PrC that gives you massive bonuses against demons, because that's their purpose - kill demons. But, what if the DM doesn't use a lot of demons, just some? Or he uses demons sometimes, devils another time and other evil outsiders a third? This is so campaign specific that the only way it works is if the DM specifically tailors his game to cater to the PrC. It's essentially the same problem you see with the Ranger's Favoured Enemy.

4. Rogues

Ohh, backstab, sneak attack, how I love thee. I love rolling all that damage. Pulling it off was a thing of beauty. From a flavour point of view, limiting backstab or sneak attack, makes sense. After all, how do you kick a jelly in the vulnerables? Stabbing a golem in the kidney doesn't do a whole lot. Makes perfect sense right?

But, then you hit the table. And the poor rogue player is sitting in the corner twiddling his thumbs because his one main combat ability is nerfed entirely by about a quarter of the creature types out there. In a tomb raider scenario, quintessentially D&D, the rogue is reduced to the role of well armed commoner by pretty much any monster most likely to inhabit a tomb.

And this makes sense?

I could go on, but, I'll stop here. There are many more examples and I'm sure you can think of a few of your own. And, I'm also sure I'm going to be told that the above examples are not really problems with the game, but with the players. To me, these are GAME issues. Anytime the game forces this sort of thing on the players, this is a game issue.

We've had flavour first mechanics for the past thirty years. I think that's more than long enough of a kick at the cat. It's time to let game first rule the table. Find out what works at the table, what results in the most fun (yes, I'm going to use the "f" word here) and then design to that.

We'll see in a few years if things like second wind, or daily abilities, cause anywhere near the gaming anguish that paladins have.
 

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Short reply: In my opinion, definitely, ideally both. The best games are where the designer came up with a mechanic that is simultaneously very playable and conjures the flavor of the in-game situation.

Personally I find that best games start out this way, and then degenerate over time as the two jobs are split out. Frankly, that's easier (mechanics first, then separate staff doing flavoring). I've worked at two computer game companies and seen this evolution first-hand. It's a bit of an auteur-vs-corporate filmmaking distinction.

Regarding D&D, in my opinion OD&D/1E was a nice balance. 2E went too far into "flavor only" and I skipped it. 3.0 swung back in the middle and I liked it. 4E over-swung into "game only" and I'll avoid that, too.

If the two goals come to loggerheads, and one absolutely must be picked for a particular decision, then I would narrowly tip towards the "gameism" side. So, my philosophy doesn't match either of your proposals. I would avoid any game where one or the other is ignored during the initial design stage.
 
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I find myself in agreement with you. Making a fun game is like making a tasty cookie. Can you imagine a chef saying, "let's make a cookie, but make it as awful tasting as possilbe!"

The thing is, to some people, fun = flavor first. Some people are willing to play around bad rules in order to have the type of flavor they want.

For example; in a 3.5 game, Jim could create an uber wizard that dominates everything. Many people would talk to Jim and tell him, "don't dominate the game with your wizard." They would not want to change to a different system where a wizard can not dominate. They enjoy the wizard the way it is and feel the current system best represents what a wizard should be. Some people would rather deal with the flaws then change their flavor.
 

1. The paladin.
...
2. The Ranger.
...
4. Rogues

Aren't these things just results of bad design rather than failures of a flavour first approach to design?

3. Prestige Classes

I'm not sure this is a design problem as much as it is a matter of limited applicability of material. Going for a prestige class that specialises in hunting a particular type of enemy when you've no idea whether or not you'll be fighting them, or you can't count on your DM to take the hint you're giving him by taking the class, seems a little silly to me.

More generally, in contrast bad game first design could have mechanics that play brilliantly but leave a disconnect where no one really knows what the mechanics are supposed to be representing. I'm not accusing 4E of this but highlighting that I think the success of either approach would have more to do with the talent of the designer than the approach itself.

Is it even really this black and white when it comes to how game design is approached? I wouldn't expect that it is.
 

I am not that certain that "flavour first" was really how D&D began - D&D has its roots in war-gaming, and the Wizard seems more inspired by artillery pieces as by magic as it appears in most fantasy or history. (Magic Missile, Fireball? Most magic in fairy tales for example is a lot more subtle...)

Furthermore, I think you can't do the one without the other.
The 4E classes seem to be based on flavor as much as on game. Ranger, Rogue and Warlock are all three just game elements called "Strikers". Two of them also have the same power source. Yet they play and feel differently, thanks to their class features, powers and their skill selection.

Sure, the roles are game elements, but did they really come first? Did the designers think "We need a Arcane Striker, what do you come up with?" As far as I see, it did definitely not start that way, they seemed more to believe the Warlock should be a (Arcane) Controller, and figured that it worked better as a Striker.

Was the Warlord created from the idea "Martial Leader, how do we do this?" Or was it based on classes like the 3E Miniatures Handbook Marshall and wondered "So, we want some guy that fights with weapons and usually in melee, and leads his guys in battle. Sounds like a Fighter focusing more on tactics then on sword tricks in combat. We're also using the "Leader" denotation to describe a role on the battlefield - we could have used the Fighter and just made it a possible fighter build, but with the Leader concept we make a new class..."

Of course, in some ways, classes still come from the question "what do people play". Again, the Warlord - playing someone that focuses on tactics and aiding his allies is something people enjoy. I suppose even the Marshall himself was already based on this line of thinking. But the flavor of a tactical leader with some (para)military trappings can be concluded from the way such a character is played.
 

Aren't these things just results of bad design rather than failures of a flavour first approach to design?

That is my opinion. When it comes down to, all mechanics in a roleplaying serve one purpose....to allow a person to play an archetype. Every character is an archetype...the holy knight, the smooth talker, the thug, etc. Now sometimes people will merge archetypes and make a tweak here or there, but archetypes is what the game is all about.

The most critical requirement of every roleplaying system is the ability of the system to model archetypes. To that end, flavor first design is paramount.

However, the thing about mechanics is that there are 1000's of ways to model archetypes. Some work better than others. Some work just as well as others, but also fit the flavor of the game better, etc. The evolution of the roleplaying system is a continual attempt to fit mechanics that model archetypes and that can be run smoothly at a table with a bunch of people that aren't computers.


To the OP's paladin example. 3e's paladin was a holy knight with a code. That's an archetype. But the mechanics tightened the archetype more than was needed. The rules don't need to tell me who my paladin hangs out with, it needs to tell me what a holy knight can do...what ability do I have to heal the injured, fight off evil, and gave a commanding speech to rally those around me. So in 4e we have another holy knight. But they focused the mechanics on what needed to have mechanics, and let the flavor more tend to itself. Its still flavor first, its just a change in mechanics to better adapt that archetype for the players.
 

I agree that mechanics need to work well at the table. That's not the same as saying come up with mechanics first, then find flavour to justify them. The flavour should come first, but the mechanics should be tailored with an eye to actual play. If Paladins as written don't work in your game, tweak the mechanics to fit. For instance, if Det Evil is a problem, have it only detect massive, supernatural Evil, as in 1e-2e. That way slightly evil PCs won't ping, and there's no moral dilemma what to do with the evil commoner. If he Dets as Evil, he's either a demon, undead, evil high priest, or serial killer.
 

I agree that mechanics need to work well at the table. That's not the same as saying come up with mechanics first, then find flavour to justify them. The flavour should come first, but the mechanics should be tailored with an eye to actual play. If Paladins as written don't work in your game, tweak the mechanics to fit. For instance, if Det Evil is a problem, have it only detect massive, supernatural Evil, as in 1e-2e. That way slightly evil PCs won't ping, and there's no moral dilemma what to do with the evil commoner. If he Dets as Evil, he's either a demon, undead, evil high priest, or serial killer.

I fully agree. Flavor is what defines a roleplaying game for me. The mechanics are needed for an enjoyable game experience, but the flavor makes me pick the game up in the first place. The mechanics should offer a balanced and fun way to play the game defined by the flavor, and therefore should be done after the flavor is defined.
 

I fully agree. Flavor is what defines a roleplaying game for me. The mechanics are needed for an enjoyable game experience, but the flavor makes me pick the game up in the first place. The mechanics should offer a balanced and fun way to play the game defined by the flavor, and therefore should be done after the flavor is defined.

Yes, well said - this is my view exactly.
 

Flavor is what defines a roleplaying game for me.
Me too.

The mechanics should offer a balanced and fun way to play the game defined by the flavor, and therefore should be done after the flavor is defined.
I think this is really true only for games that designed for focused genre emulation. In 'broad-spectrum' systems like D&D, the 'flavor' mainly comes from the people playing the campaigns. They supply it --and that flavor changes radically from group to group. So the mechanics have to come first.
 

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