Common Pitfalls in Game Design

The reason you might not have seen your new idea out in the wild is that it’s not actually that great, not because you are the first to think of it. However, that is not to say you won’t be the first person to really crack it.
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Picture courtesy of Pixabay.

To help you on your games design journey, here are the common pitfalls in the journey you might like to be aware of. I have fallen for all of these in some way at some point. These are specific design choices or approaches that often lead to challenges or suboptimal outcomes.

The D12 Dice Trap​

There is an ocean of games that use D10 dice pools and all manner of D20 games. D6s are ubiquitous and while games like D&D use all the dice, the poor D12 tends to be rolled very rarely. Most designers notice this and seek to redress the balance by deciding to make a game system driven by only D12s. No one else is using this much maligned dice, making your new system unique.

Now I have nothing against the D12, it’s a great dice. But part of the problem here is the starting point. Trying to make a game specifically to use a certain dice is not a good idea. Use the dice that works best for the system you want to use instead. There is also the matter of marketability. Any gamer will have a crop of D10s and D20s, and any non-gamer will have a pile of D6s. Making a game based on D12s means a trip to the dice shop for most people (which is expensive but not all bad…).

The main reason the D12 tends to get left out as a core dice is the range though. Humans think mostly in base 10, so dealing in 5, 10 and 20 is more natural for most people. When it comes to difficulty numbers any dice with fewer than 10 sides might not give you enough variety, hence why many low sided dice systems use multiples of said dice. So for your “roll 1 dice to resolve an action” system we tend to come back to D10s and D20s.

So, if you are going to use a D12, use it to do something other dice can’t do. Just as with the Imperial versus Metric measurements, values of 12 can divide in half without going to fractions one more time. For a d12 that means 12, 6, 3 instead or 10, 5, 2.5. That gives you four distinct sections for any D12 roll (0-3, 4-6, 7-9, 10-12). However, a D20 can also break down to 4 sections (1-5, 6-10, 11-15, 16-20, another reason they are popular) so you’ll need to create something that divides rather than just uses stages ideally.

Respecting the Tarot​

Many of us get into Tarot at some stage as plenty of geeks run with the alternative crowd. I’m an occasional Tarot collector myself so I get the attraction. Tarot has been used as a storytelling aid for many years and it works very well for this. You have four numbered suits and 22 numbered trump cards making them cry out to be used as a gaming tool. This is doubly so when the suits and trumps divide the same numerical results into different sections.

The problems with Tarot cards are twofold. Firstly, Tarot decks have significant spiritual meaning to some, both those who practice its use and those who are unfamiliar with it. This means that there is more likelihood people playing the game will be seen as “playing with dangerous occult forces,” to say nothing of just trying to get hold of a pack to play the game.

The other issue comes from those who do know Tarot. The cards have meanings that have been passed down over centuries and just grabbing them as a “say what you see” narrative tool or a random number generator can sound very disrespectful. While the meanings are often vague and complex, if you don’t know them better than the tiny booklet that came with your first deck, you will stand out as an amateur. So, you should know how the cards are used if you are going to use them. This is no bad thing as the meanings have stood the test of time and using them properly will give you better narrative options.

Having said all that, these last few years has seen several games driven by Tarot cards. Many are journaling games, which is very close to the Tarot storytelling that’s been going on for years. The joy of crowdfunding has also allowed such games to be delivered with a deck created for the game (although 78 images from an artist is expensive so count that into your budget). There are also several gaming companies that have made even standalone Tarot decks. However, most of these games use the pictures and meanings as narrative prompts rather than the numbers as a game mechanic. Tarot, when used respectfully and with some forethought, can make for a great game mechanic -- just be aware of the pitfalls.

Magical Narrative

If you tire of rules systems you can go too far in the other direction and let the narrative decide the whole system. Go completely diceless! Let players do anything they can imagine! Their very words define success and failure! On the face of it, that sounds like the purest form of role playing.

The problem here is that rules are not actually a burden, they are an assistant. Rules give you structure not to control or limit but to build upon. If you want a totally narrative game (and that’s fine) you actually have more work to do, not less, than a more rules heavy game.

Firstly you need to figure out how your narrative will guide the story so everyone can take part, not just the loudest player. If the words people use will become the keys to success and failure, you need to define which words, how they do this, and how the players will be able to know which ones. A lot of this can be figured out by just letting them do as they will. Most story games do this by setting up a situation and letting that give the players the parameters their characters work with.

The second problem is explaining how you do it. It is not enough for a game designer to just say “and then you just tell a story”. It’s not actually that easy to randomly tell a story for most people. They need some help, some prompts and guidelines. The rules usually do this by telling them what actions their character can do and how good they are at them. Narrative games are much harder to do this with.

Despite role playing being among the most imaginative and creative people, not everyone is able to just jump into a game or pull narrative out of a hat at a moment’s notice. When we made the Doctor Who game I remember talking to people at conventions who would ask “So what characters can you play?” to which my answer would be “Anything you like across all of time and space!” For me that’s a selling point, you can play literally anything or base a character on anyone in the series across 60 years. But for many people that was just a scary option with no direction to help them out. The same applies to rules and system. So whatever your game is like, write examples, for everything, a lot.

Your Turn: What common issues have you seen in game design or tackled yourself ... only to discover it in another game?
 

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Andrew Peregrine

Andrew Peregrine

I recall a time I tried to expand the Risk game and made about three times the number of countries and regions. I added new shortcuts from South America to Australia and other options. I think the board itself was almost a whole sheet of plywood. We tried to play it once when I was mostly finished with making all the index cards. There was some big holes and mostly quit after the 4 hour mark. It needed to be able to complete in 2 hours to make it something we wanted to play.

I also remember having a cool critical/fumble chart back in 2e days that a friend had from his old DM. It made for some fun times like when the mage broke his Staff of Power on a fumble and killed the BBEG and himself. The rest of the world honored him as a hero, but it was a fumble. It mostly slowed the game down every time someone rolled a 20 or 1. There was a chart to confirm it was a critical and then a chart to the location of the hit after you determined the type of creature or body type. I tried to make it again in 3e, but it was not cool anymore. Maybe the number of other options in 3e make things like this less unique or fun.

Kind of the same thing when I made a super Deck of Many Things that used all 54 cards in a deck of poker cards.
 

I can't remember what game convention we were at - maybe Winter Fantasy one year(?), but a friend of mine got to sit in on a play test with a version of European Axis and Allies that Tom Wham was noodling around with. It was just the European powers with the US eventually having some presence via lend lease for Soviet and UK players in some later turns.
We discovered that with only a slightly luckier than average set of dice rolls, Germany could fairly easily invade the UK across the North Sea spaces. We realized that unless that got fixed, it was always going to be a fatal flaw for the game.
 

The biggest issue I've seen is when someone wants to design a game, but has only played a handful of games, or even one. I'd say I've seen dozens of people come in saying how their game is unique because it doesn't have classes and levels and is entirely skill-based. Or that it uses 2d6 rather than a D20. Or, I suppose you get the idea.

The first step in being a game designer is: play lots of different games.
 
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What I've seen a lot of is people designing games where they have excessively massive amounts of rules ideas covering character creation, the game world and its history/interesting NPCs, and perhaps even a rock solid task resolution system -- but little or nothing related to a central loop of expected play (and mechanics which support or facilitate it).

TSR-era D&D had the ubiquitous treasure-hunter game facilitated by the gp=xp mechanic (and for those not looking for that, it was easy--with some house rules on xp acquisition -- to turn it into some epic quest). Any of the other 'make rent'/'get more funds to get better at making funds' games like Shadowrun or Traveller likewise have obvious gameplay loops. As do any with assumptions of quests (like, say, in Star Wars games you are likely fighting the empire). But what about a generic 'you play as a _____ in a _____ world' game without an obvious central goal or conflict? You (the DM or party) can obviously choose a goal (and so long as accomplishing it is an uncertain task, it'll likely be fun), but it works better when there are clear tasks, avenues towards those tasks, and contributions towards those tasks with defined values.

A recent example my group picked up is Wildsea -- a delightfully creative setting in an imaginative world. It's like Waterworld/Pirates of the Caribbean, except that the ocean is impossibly tall trees on a all-forest world, and the ships sail using massive conveyor treads or chainsaws or spider-like limbs or what-have-you. The problem we have with it is that unlike Waterworld, there is no central plot around a girl with a MacGuffin map tattoo or an irredeemable enemy ship/captain or dryland to achieve. Instead there's an endless sea (of treetops) -- with a few landmarks/port cities, some vague territorial boundaries, maybe a few resource-rich spots worth capitalizing upon, and few real goals except survive. Even the economy is nebulous. So if you are trading 20 giant wolf-spider pelt specimen units for someone else's 30 wroth-iron dreadnought scrap-fragments, that's good or bad because... you think you might need scrap more than specimens (for now)? Of course an imaginative group can rise to the occasion and decide the spider-pelts the 'ferocious' flag no one has a special ability tied to that, but wroth-iron has the 'haunted' flag and you have an Augur character that can boost their foresight ability with nails crafted from them and that will lead you to a plot line about searching for the Ghost Tree of Kwizzlewig which... etc. etc. etc.... but again that's something that works for imaginative groups with any system.

This can be easy to overlook with your own system, as you likely have ideas for what characters will be doing. Likewise any group where the players and DM can just start a plot with anything. But for the rest, man is it helpful to have both ideas of what you might be doing in this game, but straight forward avenues to do it and quantify success in doing it.
 

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