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Elegance and the development of game systems.

MerricB

Eternal Optimist
Supporter
There's a game in the Alea Big Box range called Chinatown. It's recently been reprinted by Z-Man games, and that's the version I've played. The game is a fairly simple one: you trade with the other players to get sets of buildings which you then construct on the map. The more sets of buildings on the map you have, the more income you make.

I've only managed to play the game once, but what struck me about the game was how the rules got out of the way of the chief point of the game: trading. Basically, you can make any trade you want. Want to trade for buildings already on the table? You can. Want to do a three-way trade? You can.

The game rules provide a framework that don't interfere with the play of the game. They show you how you make money and get the buildings in the first place, as well as give a victory condition, but interfere very little in the fun part of the game.

On the other side of the equation, you have games like Advanced Squad Leader, where the system tends to be somewhat intrusive. What it has is a lot of chrome: your squad can produce a hero or leader who steps to the fore when most needed. Booby traps can get you as you cross the field, and enemy snipers are drawn to increased activity.

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However, I've spent some hundreds of dollars on ASL, and it's one of my top-rated games! Yes, it's fun, despite occasionally spending quite a bit of time looking up rules.

It's interesting to consider ASL and D&D together, because ASL has had a policy of not abandoning rules. Once a rule is included in the book, it is very, very unlikely to be jettisoned. A few rules have changed over the years, but normally, not much. (Rules are on loose-leaf binder pages so they can be exchanged with errata pages). The only big change was in the move from Squad Leader (which had acquired a bunch of contradictory rules in its three expansions) to ASL - which cleaned up a bunch of stuff and basically made a "new game" in much the same way as the transition from oD&D to AD&D.

Meanwhile D&D, which is likely a much-more played system, has had now four major "system resets": each of the editions of "AD&D", and one branch line (BECM D&D) that has only seen minor revision.

In no edition has D&D really been as elegant as Chinatown. The original D&D comes closest, but both it and AD&D are hampered greatly by the lack of a good editor and developer. From the first supplement, Greyhawk, D&D has acquired complexity. AD&D was, like ASL, recasting the complexity garnered through the initial supplements into a more robust system, but, unlike ASL, it didn't have a good editor, giving us such oddities as the initiative system and the monk's surprise chance. (Surprise in AD&D is rolled on d6s, with the number showing on the d6 indicating how long surprise lasts for. The monk uses d% to find out if he's surprised. How do they intersect? No idea - there are different approaches).

AD&D 2nd edition did have a good editor and development team working on it; the base system actually is pretty clean. Unfortunately, the system lacked oversight and, especially with its supplements, had great problems in maintaining an overall tone. (Indeed, the Complete Priest's Handbook recommends throwing out the standard cleric to allow its system - at a different power level - to work!)

Looking back on these systems, you can see the dual desires for completeness (which ASL aspires to) and elegance (which Chinatown displays). Elegance might not be the best word, but for my purposes it will do.

Can you have an elegant, complete system? To a certain extent, you can - depending on the subject matter. There is a certain elegance in 3E design, for instance, even as it attempted to be the most complete system of D&D (a title that, I believe, it still holds). To a large extent, it is the form of elegance displayed by Mark Rosewater in his controversial column on Magic design, "Elegance".

The trouble with trying to design a system that will handle anything is that, along the way, you have to make adjustments to cover things that you didn't think of originally. One of my favourite examples of this is in the introduction of monster intelligence scores to BECM D&D. You see, there's one spell that pays attention to how intelligent the creature is. (Maze, I think). Unfortunately, monsters in BECM didn't have those scores, so one of the BECM rulebooks (Companion? Master?) has a list of intelligence scores of every previously printed monster just to make one spell now function. Yes, the system is now more complete, but at a great loss of elegance.

I personally feel that 4E has sacrificed a certain amount of completeness to become a more elegant game. However, it's not like Chinatown: the rules and abilities are very present in your mind. (Compare to OD&D combat where, for the most part, it's just roll d20, compare to table, and do 1d6 damage). Where it differs from ASL and 3E is that you're unlikely to be looking up rules references all the time - well, assuming you have the condition chart handy.

Completeness or flexibility? That's another question. 4e may be (or become) as complete as 3e, but is it as flexible? Hmm. Or is it more flexible, in the hands of a group that knows it well? Perhaps in certain areas.

A recent World War 2 squad level game, cousin to ASL, is Combat Commander: Europe. This game has a certain correspondence to 4E, in fact: the game is card-driven, which somewhat restricts the play of the game (the main correspondence is to 4e combat, although the DM is free to go beyond the rules in 4e) , but because the special events have moved into the card text - unlike being die-trigger driven like in ASL - the requirement to remember all the special conditions is much, much less.

The point of all of this is not to say that one approach is better than another - certainly that is reliant on personal taste rather than god-given rules of game design - but rather to muse on some aspects of design and some correspondences I've noted between D&D and the board game world.

There are other musings I might make upon how retroclones may become even more elegant than initial oD&D, but I've mused long enough today.

Cheers!
 
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Interesting... yet I find this discussion of 4e and rules a little misleading. I mean honestly, everytime you are looking at a powercard... you are referencing and looking up a specific rule with alot of minutae (this has actually made me wonder, with the ever increasing aray of powers, whether 4e actually has more rules than 3e did at this point in it's lifecycle).

I honestly feel like the only thing that makes this games rules even remotely elegant is that the rules are usually on a card for easy reference. IMO, a test of 4e's rules elegance (in the way I feel you are using it here Merrick) would be how easy is it to play the game without referencing the rules at all (on cards or in the actual books).
 

Fascinating stuff Merric as always!

The idea of an axis with elegance at one end and completeness at the other with flexibility floating where it will in between or elsewhere, is an interesting thing to ponder.

If you wish to explore more musings on their opposites (inelegance, incompleteness and inflexibility) and perhaps apply the concept of coherence to the discussion, I think you would have one of the most fascinating game design threads ever seen on EN World.

Good stuff, please keep it up!

Best Regards
Herremann the Wise
 

Interesting... yet I find this discussion of 4e and rules a little misleading. I mean honestly, everytime you are looking at a powercard... you are referencing and looking up a specific rule with alot of minutae (this has actually made me wonder, with the ever increasing aray of powers, whether 4e actually has more rules than 3e did at this point in it's lifecycle).

When is a rule not a rule? When it's an exception! :)

I refer to Mark Rosewater's column on Elegance because it reads a lot like 3e played: a stat-block was a lot more complicated than it appeared because keywords kept moving down and becoming more complicated. A simple spell reference (say, "Flesh to Stone") has layers of subreference beneath it.

3e also had cascading effects: use a Ray of Enfeeblement spell on a monster and you know what I mean. Some weren't quite obvious in effect, either.

This is not to say that 4e doesn't have rules, but I think it has much fewer layers of rules. There is a basic layer of rules you need to know, and it's not as basic as (say) OD&D's, and from there you have the exception (the actual power on your powercard) which doesn't really add much in the way of complexity to the rules (normally), just a new way of applying them.

(The worst aspects of 3e's reference system were ameliorated in 3.5e when they moved "typed" monster immunities back into the statblock - consider what undead were immune to in 3e, and then consider what actually showed in the statblock. Yes, it makes the statblock cleaner at the cost of needing the DM to keep a lot more basic rules information).

How much rules knowledge do you need to run a 3E game compared to a 4E game or a oD&D game?

The comparison with ASL and Combat Commander: Europe makes an interesting one.

In ASL, when you make an attack roll, you look up the die result in a printed table to see what effect the attack had. However, on top of that you need to...
...check if the DR equaled the Sniper Activation Number and thus caused a sniper to fire.
...check if the DR was a doubles and the unit might cower
...check if the DR jammed or eliminated any support weapon firing in the attack
...check if the coloured die indicated ROF retention

That's a lot of information to keep in mind for each die roll, and there are a lot of other die triggers in ASL.

In Combat Commander: Europe, the dice rolls are printed on the cards in proper proportions. However, each card may also have a "die trigger" such as "Jammed", "Event", or "Sniper" that occurs when that particular card is drawn, and thus eliminates the need to remember what various die rolls mean: it's right there on the card.

D&D 4E may have thousands of powers, but because most of those powers use a very limited number of terms, the knowledge you need to play the game is less than you might think because no-one needs to actually know what all the powers are: just the 20 or so that are used in a particular game.

The very basics of oD&D make an even simpler system to run and play, but there are some complexities there from its genesis on Chainmail and then added to through the supplements that make it requiring more basic rules knowledge than it strictly needed - although chrome does add a lot to the game!

Cheers!
 

As a follow-up note, I'd like to emphasize that I'm not convinced that "elegance" and "completeness" are entirely opposed, but there are certain games where having one makes it very hard to have the other!

Cheers!
 

That seems to wander a bit, so no surprise if my response does as well, eh?

"Completeness" first suggests to me that the rules-set covers every situation possible in the game. When you oppose that to "flexibility", it appears that what you mean is a degree of specificity. A very simple and general (in the hobby-game field, abstract rather than simulating) rules-set could be very flexible and -- in the first sense -- complete.

The specificity requirement appears to mean that no game can be complete without arbitrary limits on the situations possible, for any situation requiring an ad hoc ruling would demonstrate the incompleteness of the rules.

One thing that has happened with D&D is the transformation in players' perceptions of the work from descriptive and exemplary to prescriptive and limiting, of chrome from even more optional to "core rules". I can see the ASL analogy, as material from OD&D supplements and magazine articles was laid out all at once and largely undifferentiated in the AD&D volumes. There was at the same time a culling and synchronization, much as (if memory serves) ASL presents in some cases standardized systems where the SL series offered successive different approaches.

Although I am not a big fan of the 2e material, I appreciate how the "splats" offered variants while the basics in the PHB remained quite recognizable and back-compatible. I like that modularity, and that even the PHB explicitly addressed options so often. (See, e.g., the presentation of both secondary skills and NWPs).

Right through the TSR era, I cannot really see D&D as a "game system". There was nothing "systematic" about the accretion of material. Only with 3e do I see the laying down of a formal "system" structure, and part of that was locking in more complexity as "essential".

With 4e, I see the tendency to try for strict completeness by limiting possibilities becoming more prominent. As always, it is not just a matter of what the designers suggest in their text; interpretation in game culture entrenches "rules" as well.

There is an elegance in the original D&D concept, one that I see in all the presentations that really are just literal editions to me (as opposed to the new games that Wizards released). I can see how mechanisms serve key purposes in the design, where in other games they may seem at best pretty useless and at worst counter-productive because the basic goals have changed.
 

Well, one thing this post did was make me pull down my ASL box and start reading again.

That was fun! Now, to find someone to game with...
 

I mean honestly, everytime you are looking at a powercard... you are referencing and looking up a specific rule with alot of minutae
Yes, that occurred to me as well. I figured that the real point (perhaps poorly put) was that the way 4e is structured makes the rules more easily referenced.
 

Yes, that occurred to me as well. I figured that the real point (perhaps poorly put) was that the way 4e is structured makes the rules more easily referenced.
A bit of that, but I think the key difference is the reduced need for cross-referencing (something that I think MerricB was driving at when he mentioned "layers" of rules and putting monster immunities back into the stat block in 3.5e).

4E may have an exception-based design, but the exceptions are fairly self-contained and interact with other exceptions in fairly well-defined ways.
 

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