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

Your Turn: What common issues have you seen in game design or tackled yourself ... only to discover it in another game?
(Note: I begin what sounds like a bragging session, I know there are many many many other game designers here that have experienced and done the same thing.)

I am going to flip this question on its head, well not really, more like on its side

I have developed rules or created systems that I would later see in print. Advantage/Disadvantage (I called it Boon/Bane) long before D&D did it. Using the "to hit" roll to increase damage or effects, so a player never completely misses. Using magnetic inventory pieces to be placed inside a box to show carrying capacity. "Tapping" cards years before I ever played MtG. Combining cards and TTRPG the same year as Ascension (although mine focused way more on the RPG side). Handing skills and DCs over to players. Making death a penalty to the character as opposed to permanent, i.e. near-death experience. Building and using "lair actions" before I read about them. Using culture instead of racial bonuses. Blah, blah, blah.

All those things happened before I ever saw them in actual play, and I tried just about any game my friend group would allow. But, I know there were probably systems that did all those things prior to me, and I am sure many of you did those things prior to me as well.

The reason I bring all this up is, if you are in this hobby, there is a good chance you are creative. If the hobby is a passion or work, there is a good chance you think about it - a lot! And it doesn't help we have all been encouraged to build "house rules" at some point in our gaming life! The point is, the combination of those things is bound to lead to what we believe to be new roads.

There is a saying in fiction writing: The road to fiction is very well travelled. I think the same can be said for game design as well.
 

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Tarot cards started as playing cards. People who object to your playing a game with them aren't respecting history
Sure, but swastikas started as symbols of spirituality and luck and we all know what happened after they were appropriated. So for any of these situations, which history should be respected?
History doesn't stop with something's origin.
 

Sure, but swastikas started as symbols of spirituality and luck and we all know what happened after they were appropriated. So for any of these situations, which history should be respected?
History doesn't stop with something's origin.
Tarot never actually stopped being playing cards. Tarot cards are currently used in trick taking games in France, Switzerland, Austria, Slovenia and other European countries. The French game in particular has the most apps for it on Google Play and other app stores.
 

Enjoy not being able to count beyond ten without taking your boots off while the Babylonians could count to 12 on one hand and 60 with both. (They used the fingers of the other hand for 12s).

Counting to ten on your fingers is simply the most basic way you can do it and where you start varies culture to culture. Base 12 on one hand is simply better - but not by enough to make a real difference
Base 12 is probably much better suited for small(ish)-scale commerce than base 10, by virtue of being easily dividable by 2, 3, and 4. And since much of the need for mathematics had commercial applications, it makes sense that moneys and quantities where exchanged in base 12 for a long time in history.

Personally, I still find that Imperial measurements are more intuitive than metric on a small scale (like a house) and a where resolutions don’t need to be much more precise than 1/16 or 1/32. But the very small and the very big is so much easier in metric.
 


Not everyone will be a talented John Milton, but Milton locked himself away purposefully from public life to just read before he wrote Paradise Lost.
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Had things worked out differently I don't disagree that we might be thinking in twelves not tens and it has better factorization. But I think most people do think in base ten.
Imagine trying to teach my kids the easy way of leaving a 12% tip.
There actually is anthropologic research-backed evidence to corroborate the belief that humans do think in base 10 for good reason, and it surrounds our ... fingers and toes! Most of us don't, in fact, have 12 fingers and 12 toes.
And this little piggy- went the way of the dinosaur.
 

Coming back to pitfalls in game design, I’d like to talk about one that occasionally comes up in the games I read, which is metacurrency.

The word itself means a lot of things, but for now I’ll stick to “a game currency which doesn’t represent anything that corresponds to a specific effect or resource in the game world (such as hit points, stamina dice, or mana points) but is mainly narrative, perhaps representing luck, destiny, or plot protection.” Good examples include FATE’s Fate Points, Savage Worlds’ Bennies, Cortex’s Plot Points, and Unisystem’s Drama Points.

As written, such metacurrency can be a nice little bolt-on to many systems. The players usually have a fairly small number (3-5 per session, say) and can typically spend them to reroll a failed check, reduce damage taken, heal damage, or make a Declaration about the plot (which, depending on the game, may vary between “there’s a fire axe on the wall here” and “I’m actually the Emperor’s illegitimate heir - how many Plot Points does that take?”).

Their presence generally implies a more cinematic or fun system where you want the PCs to be big damn heroes of some sort. But there can be a couple of common pitfalls in their implementation.

1) They can overshadow the players’ other choices or genre preferences. Some players don’t like the overt feeling of plot protection, or the fact that you can overcome an obstacle by throwing Plot Points at it rather than skill point investment, system mastery, or careful planning. This is of course an issue for discussion before starting the game in the first place, but it can crop up later especially if there are too many Plot Points in play.

2) Many metacurrency using systems aim for some version of the Fate point economy in FATE, where certain player choices (e.g, getting yourself in trouble) generates metacurrency which you can use later. That’s great, but it can be hard to get the cycle moving or to encourage players to use it, and attempts to get it moving can put too many points in play or vary through the session or campaign. For instance, I wonder if the Hope/Fear mechanic (where player and GM metacurrencies are generated both by events and by dice rolls) in Daggerheart could cause unexpected bumps and troughs in the metacurrency economy.
In the version of Cortex+ that I know - Marvel Heroic RP - "plot points" don't work like you describe. They are used, primarily and in my experience overwhelmingly, as part of dice pool building and manipulating the results of a roll. Not to reroll checks or step back consequences (those require particular SFXs). And making "declarations" about the fiction is just an ordinary action - creating an Asset - not too different from Create Advantage in Fate. In all these cases, this is a manifestation of system mastery, not an alternative to it.
 

In the version of Cortex+ that I know - Marvel Heroic RP - "plot points" don't work like you describe. They are used, primarily and in my experience overwhelmingly, as part of dice pool building and manipulating the results of a roll. Not to reroll checks or step back consequences (those require particular SFXs). And making "declarations" about the fiction is just an ordinary action - creating an Asset - not too different from Create Advantage in Fate. In all these cases, this is a manifestation of system mastery, not an alternative to it.
In Cortex Prime IIRC you can use PP to add rolled or kept dice as you say, but also to add an Asset or create a Relationship, which are both Declarations of a sort. The description doesn’t cover all metacurrencies mentioned - it’s just about the sort of things metacurrencies can do.
 

Tarot never actually stopped being playing cards. Tarot cards are currently used in trick taking games in France, Switzerland, Austria, Slovenia and other European countries. The French game in particular has the most apps for it on Google Play and other app stores.
This takes me back many years (to the 90s ... man I'm old) I used to go to a bar where there was a guy who would do tarot readings for beer money. We used to go there once a week, and became friends. He introduced us to a game he just called Tarot, and said was originally from France. We'd play in between his readings for drunk college students. And then the building the bar was in burned down, and my time playing the game was lost to history.

And now it's time to go down the rabbit hole of looking into that old game, so thanks for giving me something to do for the evening. :)
 

this article sucks dawg. people who use tarot cards do not dislike them being used in games. they love it. who do you think is making the games that use tarot as a resolution system? and opinions of some insane reaganite moral majority weirdo who's somehow reading indie rpgs can be safely ignored because why would anyone care about this hypothetical person's opinion?

you should also probably say the name of any of these alleged diceless games that don't have rules, cuz otherwise it's obvious you've probably never read one. they have pretty important rules that are necessary to follow! you ever hear of nobilis, dawg? chuubo's? amber?

these "common design pitfalls" are all hyper-specific examples of random things you, specifically, do not like, and have to just make stuff up to make your point. this post has all the informational content of a spam email. can any random poster get the big fancy article header? you clearly aren't actually interested in any sort of discussion given you haven't even replied to this thread.
 

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