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How much math should RPGs require?
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9182254" data-attributes="member: 32075"><p>No, but it was written down in the saved file:</p><p></p><p>Newsgroups: rec.games.frp.misc</p><p>From: <a href="mailto:morrow@gandalf.rutgers.edu">morrow@gandalf.rutgers.edu</a> (John Morrow)</p><p>Subject: Re: Human factors in game design</p><p>Date: 1 Mar 1995 19:52:42 -0500</p><p></p><p>EDIT: I'm going to go ahead and repost the entire thing here:</p><p></p><p>--- begin quoted repost ---</p><p>I mailed this to Lea Crowe but maybe I should post it for comment...</p><p></p><p><a href="mailto:lea@hestia.demon.co.uk">lea@hestia.demon.co.uk</a> (Lea Crowe) writes:</p><p></p><p></p><p></p><p></p><p>My current motto in design is, "Speed, the other realism." To make a</p><p>system "fast", you need to make it easy to use -- intuitive. Below</p><p>are some of my thoughts on that subject. They are all based on diced</p><p>systems although some of the comments should be portable to diceless</p><p>systems.</p><p></p><p>[Shadowrun vs. Storyteller mechanics deleted]</p><p></p><p>One thing to consider when installing a mechanic is whether or not the</p><p>overhead of a detail provides a critical bit of information that makes</p><p>the mechanic more useful or fun. For instance, Hero divides damage</p><p>into stunning and killing damage which requires you to keep track of</p><p>two sets of numbers. But doing so produces comic-book like combat</p><p>effects quite well. A more common example is combat modifiers which</p><p>exist in most games. They let players provide a certain level of</p><p>tactical input into a combat situation, even though there is a lot of</p><p>"overhead" involved. Do the added bits of overhead in the Shadowrun</p><p>system add anything necessary for simulating the genre? (I'm not all</p><p>that familiar with either game beyond the basics)</p><p></p><p></p><p></p><p></p><p></p><p>The first thing you need to do for any mechanic is divide it into</p><p>mental talks needed to get the result. Types of tasks include:</p><p></p><p>o identifying the appropriate mechanic</p><p>o referencing the character sheet</p><p>o simply reading the dice </p><p>o mathematical operations and modifiers</p><p>o table or chart look-ups</p><p>o additional mechanics requiring further resolution (e.g. damage rolls)</p><p>o record-keeping (e.g. points, damage, etc.)</p><p></p><p>Any of these, in excess or handled badly, can bog a game down. Taking</p><p>each one separately...</p><p></p><p>o identifying the appropriate mechanic</p><p></p><p>The first thing the GM and/or players need to do is map a PC's or</p><p>NPC's action to a game mechanic that will resolve it. Clearly, the</p><p>fewer types of mechanics a game has, the easier it is to figure out</p><p>which one to use in any given situation. If the final choice is to</p><p>use a single mechanic, then that single mechanic must work reasonably</p><p>across all types of actions. But there will certainly be no question</p><p>of which mechanic to use. Since this is often difficult (it is easier</p><p>in some genres than others), a secondary or tertiary mechanic might</p><p>come into play or a set of specialized combat mechanics different from</p><p>the basic resolution mechanic. I would personally say that more than</p><p>three different types of resolution are excessive and you should try</p><p>to get by with one of you can.</p><p></p><p>A side issue here is what type of die or dice each mechanic uses. If</p><p>each mechanic uses a different type of die (e.g. D&D uses D20 and</p><p>percentile as well as other dice), then players must think about this</p><p>(and maybe ask if they are unsure), pick out the dice, and then</p><p>remember how to read them in this instance (more on that below).</p><p></p><p>o referencing the character sheet</p><p></p><p>Most mechanics will generally require a player to pluck a bit of</p><p>information off of their character sheet to factor into the</p><p>resolution, be it an attribute, skill, or some other piece of</p><p>information. That information might be a word (ala FUDGE) or a</p><p>number. It may be one piece of information or a couple. The more</p><p>pieces of information a player must pull off of their character sheet,</p><p>the longer it will take. Whenever possible, character creation should</p><p>encompass all the math needed to generate skill and attribute numbers</p><p>up front so that players don't need to do math (see below) in order to</p><p>get the information they need to start resolving the mechanic. The</p><p>ultimate result should generally be once piece of information to</p><p>retrieve.</p><p></p><p>Actually finding the information on the character sheet another</p><p>consideration. People naturally order things in rows or columns so</p><p>some variation of that is probably good. Shaded bars, darkened</p><p>borders, and large, easy-to-read type always help. Things that go</p><p>together should be together on the sheet and they are best if ordered</p><p>for retrieval, not for generation (e.g. One might put experience</p><p>points into a skill to achieve a level. It is best to put the level,</p><p>not the experience points, next to the skill name since that is what</p><p>the players will reference at game time). Ample space should also be</p><p>given to make player written details (e.g. skill names) legible.</p><p>It also helps a lot of the information is simple enough that players</p><p>can remember it.</p><p></p><p>The final bit I'll mention here is the quantity of information on a</p><p>character sheet. It is easier to find a skill name in a list of 5</p><p>skills than it is in a list of 50. After about a dozen skill names,</p><p>it actually becomes possible to overlook skills (e.g. I once saw a</p><p>player have his character beaten up for two round because he forgot he</p><p>was a master at unarmed combat. He had lost all his weapons and</p><p>missed the unarmed skill on his sheet.). Character sheets should</p><p>probably focus on the things that are unique to that character and</p><p>those things should be represented as minimally as possible.</p><p></p><p>o simply reading the dice </p><p></p><p>There are several things at play here -- the number of dice, the</p><p>number of faces on the dice (and how the numbers on the face are</p><p>represented), and how they interact with one another to produce a roll</p><p>(e.g. a straight read, percentile, add, sames cancel out, etc.). Some</p><p>general rules in my experience:</p><p></p><p>- It is easier to read one die than many because you don't have to</p><p> visually track them all down to find all the numbers. More than</p><p> two or three dice can often cause significant delays as a player</p><p> must visually track with them all.</p><p>- It is easier to read larger number than smaller ones. This is </p><p> one side effect of large numbers of faces -- the numbers are</p><p> generally visually smaller the more faces you have.</p><p>- I'm not sure if it is easier to read pips than numbers. I </p><p> personally feel they are about equal.</p><p>- Remember that some roll types require a conversion (e.g. "0 = 10" on</p><p> some D10 rolls) which is a minor step and not always intuitive.</p><p>- It is generally fastest to simply read a single number off of a </p><p> single die. </p><p>- Percentile rolls are generally very quick so long as the "10s die"</p><p> is clearly marked. There is some potential for "cheating" here</p><p> (I've seen it, personally). The D1000 is possible but slower.</p><p>- Adding two dice together is generally pretty quick, provided the</p><p> numbers involved don't exceed 20 or 30 and don't generally go negative</p><p> (e.g. 2D6 or even 2D10 are pretty easy to do for most people while</p><p> 2D20 or 2D30 would slow most people down -- see my math comments</p><p> below).</p><p>- Adding three dice together is OK so long as they are 3D6 or similar</p><p> small numbers. Most people are conditioned to read 3D6 from their</p><p> D&D days or GURPS so it generally goes pretty quickly. </p><p>- Adding more than 3 small dice together should be avoided.</p><p></p><p>- Other "strange" mechanics vary in speed but often have a steep</p><p> learning curve. People are used to adding dice and reading</p><p> percentiles. They are generally not used to, say, cancelling</p><p> out doubles. Testing is the best way to be sure. Blind test</p><p> if possible (as Steffan O'Sullivan does with FUDGE).</p><p></p><p>All this gets you to a basic die result number. Now we move on to the</p><p>next step... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>o mathematical operations and modifiers </p><p></p><p>Many systems "modify" die rolls in some way. This can be a significant</p><p>step. First, you need to identify the appropriate modifier which puts</p><p>us back up at the "identifying the mechanic" step, here modified to </p><p>be "identifying the modifier". If modifiers are fixed, this requires</p><p>a rule book look-up and/or a reference sheet look-up. If the modifiers are</p><p>more flexible or subjective, the GM has to pause to think about it </p><p>(generally faster than a look up). The time spent on these add up</p><p>so the more you have, the longer it takes.</p><p></p><p>With respect to math, addition is the fastest. Subtraction and small</p><p>multiplications are the next best. Division is, by far, the worst.</p><p>Do some assembly language programming if you don't know why <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />. Avoid</p><p>division at all costs unless it something done outside of game play</p><p>(e.g. at character generation time). Multiplication are subtraction</p><p>can be OK if done <em>once</em>. In generally, you should try to stick with</p><p>addition only if you can.</p><p></p><p>The other major mathematical consideration is the size of the numbers</p><p>you are dealing with. Most people can quickly add numbers below ten</p><p>and fairly easily add numbers up to 20 or 30. Double digits, of</p><p>course, take more time. Subtraction and multiplication become more of</p><p>a problem in double digits and should be avoided. Division, as stated</p><p>above, should be avoided at all costs except, perhaps, division by 2,</p><p>3, 4, or 5. Any higher math (powers beyond squared or cubed, algebra</p><p>plug-ins, differentials, etc.) shouldn't even be considered. In</p><p>short, the smaller the numbers are and the less you do with them, the</p><p>faster it goes. If players need a calculator to resolve things, I'd</p><p>say that you've failed to produce a reasonable play-time mechanic.</p><p></p><p>o table or chart look-ups </p><p></p><p>Tables and charts allow you to roll a great deal of detail into a very</p><p>simply mechanic (a look-up). They also let you do things</p><p>mathematically that you can't do easily on the fly (e.g. charts based</p><p>on exponential curves). The problem is that they are quite slow. Use</p><p>them only if you absolutely have to. The problem with tables is </p><p>that they require you to look in yet another place for yet another</p><p>piece to the puzzle. If the chart isn't on the character sheets,</p><p>then you have the added problem of making sure you can find a chart</p><p>when you need one (this is sometimes a problem in my group). Better</p><p>to avoid them if you can. If you can't, put it on the character</p><p>and don't have more than one or two of them.</p><p></p><p>o additional mechanics requiring further resolution (e.g. damage rolls)</p><p></p><p>Certain mechanics require additional die rolls. They include damage</p><p>rolls, criticals, fumbles, hit locations, etc. Any time you need to</p><p>roll again, you go back up a few more steps and start over again</p><p>(e.g. find the needed info, fiddle with the dice, etc.). It is </p><p>best to do this only when absolutely necessary. Better yet is to</p><p>figure out how to roll most of this into a single roll or chart</p><p>look-up. </p><p></p><p>o record-keeping (e.g. points, damage, etc.)</p><p></p><p>Keeping track of numbers on a character sheet takes time. You </p><p>need to figure out the modification and then actually pick up a</p><p>pencil and write it down. This step can take a significant amount</p><p>of time if you keep track of a lot of things. They key here is to</p><p>keep record-keeping to a minimum.</p><p></p><p>For all of the above, the idea is to use the simplest and fastest</p><p>system you can while still getting the detail you need to simulate</p><p>a genre. It is often in adding the details that a system falls</p><p>apart. Why add details? Because players want do differentiate</p><p>things. </p><p></p><p>I've come to the cynical conclusion that most details are thinly</p><p>veiled attempts at giving the players cookies--er--positive modifiers</p><p>for clever thinking. Note the amount of time spent on positive </p><p>modifiers in most systems and by most players. Then note the</p><p>amount of space given to negative things like fatigue and </p><p>encumbrance and factor in the percentage of players who actually</p><p>pay attention to such things. I can go into this more if you </p><p>really want to hear me ramble... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p></p><p>Gee, can you start a useful discussion like this on the game design</p><p>mailing list... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>John Morrow</p><p>--- end quoted repost ---</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9182254, member: 32075"] No, but it was written down in the saved file: Newsgroups: rec.games.frp.misc From: [EMAIL]morrow@gandalf.rutgers.edu[/EMAIL] (John Morrow) Subject: Re: Human factors in game design Date: 1 Mar 1995 19:52:42 -0500 EDIT: I'm going to go ahead and repost the entire thing here: --- begin quoted repost --- I mailed this to Lea Crowe but maybe I should post it for comment... [email]lea@hestia.demon.co.uk[/email] (Lea Crowe) writes: My current motto in design is, "Speed, the other realism." To make a system "fast", you need to make it easy to use -- intuitive. Below are some of my thoughts on that subject. They are all based on diced systems although some of the comments should be portable to diceless systems. [Shadowrun vs. Storyteller mechanics deleted] One thing to consider when installing a mechanic is whether or not the overhead of a detail provides a critical bit of information that makes the mechanic more useful or fun. For instance, Hero divides damage into stunning and killing damage which requires you to keep track of two sets of numbers. But doing so produces comic-book like combat effects quite well. A more common example is combat modifiers which exist in most games. They let players provide a certain level of tactical input into a combat situation, even though there is a lot of "overhead" involved. Do the added bits of overhead in the Shadowrun system add anything necessary for simulating the genre? (I'm not all that familiar with either game beyond the basics) The first thing you need to do for any mechanic is divide it into mental talks needed to get the result. Types of tasks include: o identifying the appropriate mechanic o referencing the character sheet o simply reading the dice o mathematical operations and modifiers o table or chart look-ups o additional mechanics requiring further resolution (e.g. damage rolls) o record-keeping (e.g. points, damage, etc.) Any of these, in excess or handled badly, can bog a game down. Taking each one separately... o identifying the appropriate mechanic The first thing the GM and/or players need to do is map a PC's or NPC's action to a game mechanic that will resolve it. Clearly, the fewer types of mechanics a game has, the easier it is to figure out which one to use in any given situation. If the final choice is to use a single mechanic, then that single mechanic must work reasonably across all types of actions. But there will certainly be no question of which mechanic to use. Since this is often difficult (it is easier in some genres than others), a secondary or tertiary mechanic might come into play or a set of specialized combat mechanics different from the basic resolution mechanic. I would personally say that more than three different types of resolution are excessive and you should try to get by with one of you can. A side issue here is what type of die or dice each mechanic uses. If each mechanic uses a different type of die (e.g. D&D uses D20 and percentile as well as other dice), then players must think about this (and maybe ask if they are unsure), pick out the dice, and then remember how to read them in this instance (more on that below). o referencing the character sheet Most mechanics will generally require a player to pluck a bit of information off of their character sheet to factor into the resolution, be it an attribute, skill, or some other piece of information. That information might be a word (ala FUDGE) or a number. It may be one piece of information or a couple. The more pieces of information a player must pull off of their character sheet, the longer it will take. Whenever possible, character creation should encompass all the math needed to generate skill and attribute numbers up front so that players don't need to do math (see below) in order to get the information they need to start resolving the mechanic. The ultimate result should generally be once piece of information to retrieve. Actually finding the information on the character sheet another consideration. People naturally order things in rows or columns so some variation of that is probably good. Shaded bars, darkened borders, and large, easy-to-read type always help. Things that go together should be together on the sheet and they are best if ordered for retrieval, not for generation (e.g. One might put experience points into a skill to achieve a level. It is best to put the level, not the experience points, next to the skill name since that is what the players will reference at game time). Ample space should also be given to make player written details (e.g. skill names) legible. It also helps a lot of the information is simple enough that players can remember it. The final bit I'll mention here is the quantity of information on a character sheet. It is easier to find a skill name in a list of 5 skills than it is in a list of 50. After about a dozen skill names, it actually becomes possible to overlook skills (e.g. I once saw a player have his character beaten up for two round because he forgot he was a master at unarmed combat. He had lost all his weapons and missed the unarmed skill on his sheet.). Character sheets should probably focus on the things that are unique to that character and those things should be represented as minimally as possible. o simply reading the dice There are several things at play here -- the number of dice, the number of faces on the dice (and how the numbers on the face are represented), and how they interact with one another to produce a roll (e.g. a straight read, percentile, add, sames cancel out, etc.). Some general rules in my experience: - It is easier to read one die than many because you don't have to visually track them all down to find all the numbers. More than two or three dice can often cause significant delays as a player must visually track with them all. - It is easier to read larger number than smaller ones. This is one side effect of large numbers of faces -- the numbers are generally visually smaller the more faces you have. - I'm not sure if it is easier to read pips than numbers. I personally feel they are about equal. - Remember that some roll types require a conversion (e.g. "0 = 10" on some D10 rolls) which is a minor step and not always intuitive. - It is generally fastest to simply read a single number off of a single die. - Percentile rolls are generally very quick so long as the "10s die" is clearly marked. There is some potential for "cheating" here (I've seen it, personally). The D1000 is possible but slower. - Adding two dice together is generally pretty quick, provided the numbers involved don't exceed 20 or 30 and don't generally go negative (e.g. 2D6 or even 2D10 are pretty easy to do for most people while 2D20 or 2D30 would slow most people down -- see my math comments below). - Adding three dice together is OK so long as they are 3D6 or similar small numbers. Most people are conditioned to read 3D6 from their D&D days or GURPS so it generally goes pretty quickly. - Adding more than 3 small dice together should be avoided. - Other "strange" mechanics vary in speed but often have a steep learning curve. People are used to adding dice and reading percentiles. They are generally not used to, say, cancelling out doubles. Testing is the best way to be sure. Blind test if possible (as Steffan O'Sullivan does with FUDGE). All this gets you to a basic die result number. Now we move on to the next step... :-) o mathematical operations and modifiers Many systems "modify" die rolls in some way. This can be a significant step. First, you need to identify the appropriate modifier which puts us back up at the "identifying the mechanic" step, here modified to be "identifying the modifier". If modifiers are fixed, this requires a rule book look-up and/or a reference sheet look-up. If the modifiers are more flexible or subjective, the GM has to pause to think about it (generally faster than a look up). The time spent on these add up so the more you have, the longer it takes. With respect to math, addition is the fastest. Subtraction and small multiplications are the next best. Division is, by far, the worst. Do some assembly language programming if you don't know why :-). Avoid division at all costs unless it something done outside of game play (e.g. at character generation time). Multiplication are subtraction can be OK if done [I]once[/I]. In generally, you should try to stick with addition only if you can. The other major mathematical consideration is the size of the numbers you are dealing with. Most people can quickly add numbers below ten and fairly easily add numbers up to 20 or 30. Double digits, of course, take more time. Subtraction and multiplication become more of a problem in double digits and should be avoided. Division, as stated above, should be avoided at all costs except, perhaps, division by 2, 3, 4, or 5. Any higher math (powers beyond squared or cubed, algebra plug-ins, differentials, etc.) shouldn't even be considered. In short, the smaller the numbers are and the less you do with them, the faster it goes. If players need a calculator to resolve things, I'd say that you've failed to produce a reasonable play-time mechanic. o table or chart look-ups Tables and charts allow you to roll a great deal of detail into a very simply mechanic (a look-up). They also let you do things mathematically that you can't do easily on the fly (e.g. charts based on exponential curves). The problem is that they are quite slow. Use them only if you absolutely have to. The problem with tables is that they require you to look in yet another place for yet another piece to the puzzle. If the chart isn't on the character sheets, then you have the added problem of making sure you can find a chart when you need one (this is sometimes a problem in my group). Better to avoid them if you can. If you can't, put it on the character and don't have more than one or two of them. o additional mechanics requiring further resolution (e.g. damage rolls) Certain mechanics require additional die rolls. They include damage rolls, criticals, fumbles, hit locations, etc. Any time you need to roll again, you go back up a few more steps and start over again (e.g. find the needed info, fiddle with the dice, etc.). It is best to do this only when absolutely necessary. Better yet is to figure out how to roll most of this into a single roll or chart look-up. o record-keeping (e.g. points, damage, etc.) Keeping track of numbers on a character sheet takes time. You need to figure out the modification and then actually pick up a pencil and write it down. This step can take a significant amount of time if you keep track of a lot of things. They key here is to keep record-keeping to a minimum. For all of the above, the idea is to use the simplest and fastest system you can while still getting the detail you need to simulate a genre. It is often in adding the details that a system falls apart. Why add details? Because players want do differentiate things. I've come to the cynical conclusion that most details are thinly veiled attempts at giving the players cookies--er--positive modifiers for clever thinking. Note the amount of time spent on positive modifiers in most systems and by most players. Then note the amount of space given to negative things like fatigue and encumbrance and factor in the percentage of players who actually pay attention to such things. I can go into this more if you really want to hear me ramble... :-) Gee, can you start a useful discussion like this on the game design mailing list... :-) John Morrow --- end quoted repost --- [/QUOTE]
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