What Do You Think Of As "Modern TTRPG Mechanics"?

Here's an interesting article from Clayton Notestine at Explorer's Design about mechanics, dominant mechanics, and designing by omission.
So this reads to me as describing designer intended player heuristics in play. Players, when encountering a game will strive to find a repeatable strategy, technique or decision making basis to choose which actions will best propel them to the goal. Where I think the article falls short is that it assumes players stop at beginner level heuristics. In contract bridge, players might start with making bids they can absolutely meet and/or striving to win tricks in off-suits or with the lowest possible card they can win with. Those work well when everyone is at beginning skill level, and eventually yield to better heuristics when players start using bidding languages.

When you're specifically designing heuristics for players to discover, you want to make sure they hit at different levels of skill, so your game offers space for players to learn about it. Players prefer powerful heuristics that have strong and low variance impacts on the game state because they're trying to succeed. As a designer, part of the task is to keep your heuristics satisfying to use (players should feel like they gained and made better decisions by employing them) without actually making them so powerful that they truncate the decision space.

The assumption in this article (and I think a lot of discourse about RPGs) is that it always seems to assume players will never get better at the game. Take the whole trap discussion: players will use whatever mechanic is least likely to injure them when engaging with traps. If the Rogue can dismiss them with a die roll consistently, they'll go that way, if the GM rewards conversation (and especially if there's a routine procedure they can develop to have that conversation) they'll approach that way.

The damage-first, Fireball everything Wizard is a beginner heuristic that gives way eventually to control spells, which gives way eventually to pre-combat battlefield setting spells. Outside game discussion can speed this up, though it actually varies, you can't always skip someone past earlier stages of learning about gameplay effectively. I don't know that's necessary a problem, outside of the ultimate power of the heuristic being too overwhelming.
 

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I might agree with you in detail, but in broader strokes he's on to something. As regards HP for example. I'm not sure, as you are not, that the focus on HP in combat represents a desire path as such, at least not a path based on clear choices. I do think that HP tend to occlude most other options in combat though, especially for newer players. Sometimes that changes. For example, when one looks carefully at the 5E wizard spells the overwhelming usefulness of control spells over damage spells is pretty clear. The catch is you need a pretty deep reading (or a good blog post) to really see the underlying math and ramifications. Better examples might the 2014 Battlemaster, or Bardic Inspiration.

What HP does have going for it is precisely what he mentions in the article - the effects are instant and very measurable. There are no delayed effects or fuzzy possibilities as there are if you decide to trip or disarm instead of doing direct damage. 5E really lacks any specific telos in combat other than the kill and doing damage speaks directly to that aim. In a different game, one that has morale rules and one that isn't predicated on fighting to the death, those other options might look more attractive to the same player, at least in part because they more directly index a path to a win condition.

Though even in games not focused on fight-to-the-death, you have to have things set up so that's not only functional but attractive. Otherwise it can just create secondary issues that will produce perverse incentives (i.e. "We've now captured these guys out in the middle of the wilderness and there's no one to turn them over to and we have other things we need to do." Which can produce some appallingly anti-heroic incentives).
 

Though even in games not focused on fight-to-the-death, you have to have things set up so that's not only functional but attractive. Otherwise it can just create secondary issues that will produce perverse incentives (i.e. "We've now captured these guys out in the middle of the wilderness and there's no one to turn them over to and we have other things we need to do." Which can produce some appallingly anti-heroic incentives).
Oh yeah, there's a lotta different nuts in that there granola, for sure. Some of those secondary issues lie mostly with the GM I think, as a function of adjudication of player actions. Not entirely, the players also need to be good at stating what they are hoping to achieve.

This is a place where solid examples of play and GM advice about how to manage certain portions of the game are invaluable. In a way very opposite to what @Pedantic lays out above a lot of games seem to assume that the GM is already in full command of the required tool set and can just kind of figure that shizz out.
 

So this reads to me as describing designer intended player heuristics in play. Players, when encountering a game will strive to find a repeatable strategy, technique or decision making basis to choose which actions will best propel them to the goal. Where I think the article falls short is that it assumes players stop at beginner level heuristics. In contract bridge, players might start with making bids they can absolutely meet and/or striving to win tricks in off-suits or with the lowest possible card they can win with. Those work well when everyone is at beginning skill level, and eventually yield to better heuristics when players start using bidding languages.

When you're specifically designing heuristics for players to discover, you want to make sure they hit at different levels of skill, so your game offers space for players to learn about it. Players prefer powerful heuristics that have strong and low variance impacts on the game state because they're trying to succeed. As a designer, part of the task is to keep your heuristics satisfying to use (players should feel like they gained and made better decisions by employing them) without actually making them so powerful that they truncate the decision space.

The assumption in this article (and I think a lot of discourse about RPGs) is that it always seems to assume players will never get better at the game. Take the whole trap discussion: players will use whatever mechanic is least likely to injure them when engaging with traps. If the Rogue can dismiss them with a die roll consistently, they'll go that way, if the GM rewards conversation (and especially if there's a routine procedure they can develop to have that conversation) they'll approach that way.

The damage-first, Fireball everything Wizard is a beginner heuristic that gives way eventually to control spells, which gives way eventually to pre-combat battlefield setting spells. Outside game discussion can speed this up, though it actually varies, you can't always skip someone past earlier stages of learning about gameplay effectively. I don't know that's necessary a problem, outside of the ultimate power of the heuristic being too overwhelming.
Whether or not the players ever "get better at the game", the constant remains: both in and out of character, players will quite reasonably tend to choose and-or gravitate toward the path of least resistance.
 

Whether or not the players ever "get better at the game", the constant remains: both in and out of character, players will quite reasonably tend to choose and-or gravitate toward the path of least resistance.
You're describing the approachability or obviousness of a heuristic. Players will find those first or faster, but if they aren't satisfying or powerful, they'll still upgrade given more exposure. Similarly to above, it's often good to have heuristics of different levels of obviousness in your design, again to give the players the feeling of learning/growth.
 

You're describing the approachability or obviousness of a heuristic. Players will find those first or faster, but if they aren't satisfying or powerful, they'll still upgrade given more exposure. Similarly to above, it's often good to have heuristics of different levels of obviousness in your design, again to give the players the feeling of learning/growth.
It's possible that you are overestimating the amount of deep thinking the average player does about game mechanics. I don't disagree with you mind, but I wonder how many 'average players' are really reflective of the game rules and deeper heuristics at all, except by accident. That's not a criticism, people play RPGs primarily to have fun, not to earn degrees in Postmodern Ludological Theory (I'm making fun of myself there, not anyone else).
 

It's possible that you are overestimating the amount of deep thinking the average player does about game mechanics. I don't disagree with you mind, but I wonder how many 'average players' are really reflective of the game rules and deeper heuristics at all, except by accident. That's not a criticism, people play RPGs primarily to have fun, not to earn degrees in Postmodern Ludological Theory (I'm making fun of myself there, not anyone else).
See, that's sort of exactly what I'm taking shots at. I used contract bridge, a very old and very popular game as an example, and this kind of heuristic development is the basis of interaction with board games and video games. You make up a theory about how to play Slay the Spire or which resource you should start with in Agricola, and over repeated plays discard and form new ones. Analyzing a game's proposed heuristics might be advanced designer stuff, but it's very basic player stuff.

I don't think RPGs are special, except in so much as we choose to treat them as special in the design. People who play games play all those other games too, and do all these same things. I think it's pretty obvious that RPG players learn about the rules (even if in a lot of games, that means learning about what procedures their GM likes them to deploy) and play through similar patterns.

That the "average" player doesn't, I think, is as much a reflection of RPGs generally not actually having designed far enough for them to learn much. Board states are too similar, action choices are too constrained or FOO, games are too fragile and get redesigned when players try strategies too far outside the norms, and we've built a culture that rhetorically tries to suppress players from pushing past initial heuristics, with the optimizers and the munchkins and the rules-lawyers and all of it.

It's the games, not the players that are the problem. They either lack depth so that beginner heuristics remain correct or aren't stable enough for players to do it and fall apart when players deviate from an expected baseline gameplan.
 

See, that's sort of exactly what I'm taking shots at. I used contract bridge, a very old and very popular game as an example, and this kind of heuristic development is the basis of interaction with board games and video games. You make up a theory about how to play Slay the Spire or which resource you should start with in Agricola, and over repeated plays discard and form new ones. Analyzing a game's proposed heuristics might be advanced designer stuff, but it's very basic player stuff.

I don't think RPGs are special, except in so much as we choose to treat them as special in the design. People who play games play all those other games too, and do all these same things. I think it's pretty obvious that RPG players learn about the rules (even if in a lot of games, that means learning about what procedures their GM likes them to deploy) and play through similar patterns.

That the "average" player doesn't, I think, is as much a reflection of RPGs generally not actually having designed far enough for them to learn much. Board states are too similar, action choices are too constrained or FOO, games are too fragile and get redesigned when players try strategies too far outside the norms, and we've built a culture that rhetorically tries to suppress players from pushing past initial heuristics, with the optimizers and the munchkins and the rules-lawyers and all of it.

It's the games, not the players that are the problem. They either lack depth so that beginner heuristics remain correct or aren't stable enough for players to do it and fall apart when players deviate from an expected baseline gameplan.
Huh, well, I don't think I completely agree. My first disagreement is that contract bridge players are somehow the straight equivalent to RPG players. I don't think that's obvious at all (or particularly accurate). I suspect that contract bridge players are way more serious about the rules that your average RPG player.

Second, I think that you seriously discount the actual nature of the game, by which I mean the conversation that happens at the table, as a primary site of learning for players. I think that players are quite possibly as concerned, or perhaps even more concerned, about being 'better' in terms of their at-table play as they are concerned about delving into the rules to develop better heuristics. This idea of being better is only peripherally concerned with the rules, but is very concerned with all the other stuff that happens while we play RPGs.

I don't disagree that some RPGs don't provide a lot of heuristic levels for players to plumb, I think that's quite obviously the case, and I think that the games that is true of will lack a lot of extended or replay value for canny players. That doesn't mean those are bad games, they just aren't deep in the way you want them to be. Not every RPG needs to be that. There's lots of room for games that great for a short run, or a palette cleanser between other games.

I don't think we have any major disagreements here, I think we just differ on the shading. With one exception. RPGs are special, at least insofar as they really aren't the same as games like bridge, or a board game - there's a whole other set of enormously important things going on in RPGs that make them their own case. This isn't simply a matter of better or worse design (although that is undeniably important) but I think that your argument is entirely focused on the rules, rules as interpretable text, and ignores what I think is the core element of RPGs, which is the conversation that happens at the table. That exchange of interpretations and meeting of hermeneutic horizons that characterize the recursive exploration of the shared diegetic space. It's really not that much like bridge.
 

It's the games, not the players that are the problem. They either lack depth so that beginner heuristics remain correct or aren't stable enough for players to do it and fall apart when players deviate from an expected baseline gameplan.
I dunno about the players, but over the years I've found a variety of RPGs that don't have the lack of depth/stability that you describe: Rolemaster, 4e D&D, Marvel Heroic RP, Burning Wheel, Torchbearer 2e, and others.
 

It's possible that you are overestimating the amount of deep thinking the average player does about game mechanics. I don't disagree with you mind, but I wonder how many 'average players' are really reflective of the game rules and deeper heuristics at all, except by accident. That's not a criticism, people play RPGs primarily to have fun, not to earn degrees in Postmodern Ludological Theory (I'm making fun of myself there, not anyone else).

It often only needs one player to be learning the higher options for it to propagate, though; even some players who won't put in a lot of effort themselves, if someone finds a better path, they'll take it.

(Some people just can't be arsed, of course).
 

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