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RPG Writing and Design Needs a Paradigm Shift
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<blockquote data-quote="kenada" data-source="post: 9275315" data-attributes="member: 70468"><p>Regardless of the quality of AD&D’s properties, the format has persisted. That’s my point. Everything 4e adds with keywords, action type, etc are all clearly an evolution of that format.</p><p></p><p></p><p>That’s why I’m suggesting to look at games other than tabletop RPGs. They manage to present effects in a clear and short format, often to players who have never seen them before the first time they’ve used them.</p><p></p><p>For example, these are abilities (as close as I can get to <em>magic missile</em> and <em>fireball</em>) from <a href="https://middara.com" target="_blank">Middara</a>, and adventure board game. These images are taken from <a href="https://www.dropbox.com/sh/wty3w9kl7v8u40t/AADt8REccBGvh0Qw8KKiOmsZa?dl=0" target="_blank">Middara’s dropbox downloads</a>.</p><p></p><p>Ruination is an ability from a summon, but it’s effectively an AoE attack. The bolded elements call out the game mechanics. <strong>SPELL 6</strong> means to roll your casting die and add 6. The targets have to make conviction checks or take the result (Diem’s casting die worth of <strong>MAGIC DMG</strong>). The number in the circle is the <strong>SP</strong> cost to use the ability. You get <strong>SP</strong> at the start of your turn, which is spent to use abilities, move, etc. An <em>Effect</em> is a beneficial thing (like Haste) or negative (like Poison). Effects are tracked with tokens. Diem is the name of the summon.</p><p></p><p> [ATTACH=full]348449[/ATTACH]</p><p></p><p>Life Tithe is a Discipline, which is how you customize characters. The XP cost is how many XP you pay to buy it. It costs 3+, meaning three plus how many other <strong>LVL 1</strong> Disciplines you have. Disciplines with costs will have icons down the side. This one is “free” but can only be used one per turn by exhausting (i.e., tap) the card. Exhausted cards are recovered at the start of your turn. <strong>SOI</strong> is a standard distance. By default, it is four squares, but some things can increase it. The player with Life Tithe in our game has an item that increases <strong>SOI</strong> to six squares.</p><p></p><p>[ATTACH=full]348450[/ATTACH]</p><p></p><p>Is this the best format? Consider <a href="https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=221550" target="_blank">Fireball</a> from <em>Magic: the Gathering</em>. That page in particular is interesting because the sidebar itemizes the costs, type, etc like tabletop RPGs typically do for spells. You can see the card next to it (reproduced below). The cost (X + 1 fire mana) is in the “chrome” as is the type (“Sorcery”). It doesn’t bold elements like Middara, but references to costs (usually) use the formatting they use in the chrome.</p><p></p><p>[ATTACH=full]348455[/ATTACH]</p><p></p><p>The issue I see with “natural language” in tabletop RPGs is it tries to avoid stating plain mechanics by describing them instead in rules-lawyerese. Consider this version of <em>fireball</em> from 4e that is only plain language. Note that I’ve omitted the action under the assumption that default rules needn’t be restating (and that casting as a standard action is the common rule). I consider the heading part of the chrome. Alternatively, it could be done as a symbol like PF2 does.</p><p></p><h4><p style="margin-left: 20px">Fireball (Daily ✦ Arcane, Fire, Implement)</p> </h4> <p style="margin-left: 20px">A globe of orange flame coalesces in your hand. You hurl it at a point in <strong>RANGE 20</strong>, and it explodes in a <strong>BURST 3</strong>. Deal <strong>3d6+INT</strong> fire damage to targets hit <strong>(INT vs. Reflex) </strong>in the burst or half on a miss.</p></blockquote><p></p>
[QUOTE="kenada, post: 9275315, member: 70468"] Regardless of the quality of AD&D’s properties, the format has persisted. That’s my point. Everything 4e adds with keywords, action type, etc are all clearly an evolution of that format. That’s why I’m suggesting to look at games other than tabletop RPGs. They manage to present effects in a clear and short format, often to players who have never seen them before the first time they’ve used them. For example, these are abilities (as close as I can get to [I]magic missile[/I] and [I]fireball[/I]) from [URL='https://middara.com']Middara[/URL], and adventure board game. These images are taken from [URL='https://www.dropbox.com/sh/wty3w9kl7v8u40t/AADt8REccBGvh0Qw8KKiOmsZa?dl=0']Middara’s dropbox downloads[/URL]. Ruination is an ability from a summon, but it’s effectively an AoE attack. The bolded elements call out the game mechanics. [B]SPELL 6[/B] means to roll your casting die and add 6. The targets have to make conviction checks or take the result (Diem’s casting die worth of [B]MAGIC DMG[/B]). The number in the circle is the [B]SP[/B] cost to use the ability. You get [B]SP[/B] at the start of your turn, which is spent to use abilities, move, etc. An [I]Effect[/I] is a beneficial thing (like Haste) or negative (like Poison). Effects are tracked with tokens. Diem is the name of the summon. [ATTACH type="full" width="371px" alt="Middara - Ruination.png"]348449[/ATTACH] Life Tithe is a Discipline, which is how you customize characters. The XP cost is how many XP you pay to buy it. It costs 3+, meaning three plus how many other [B]LVL 1[/B] Disciplines you have. Disciplines with costs will have icons down the side. This one is “free” but can only be used one per turn by exhausting (i.e., tap) the card. Exhausted cards are recovered at the start of your turn. [B]SOI[/B] is a standard distance. By default, it is four squares, but some things can increase it. The player with Life Tithe in our game has an item that increases [B]SOI[/B] to six squares. [ATTACH type="full" width="251px" alt="Middara - Life Tithe.png"]348450[/ATTACH] Is this the best format? Consider [URL='https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=221550']Fireball[/URL] from [I]Magic: the Gathering[/I]. That page in particular is interesting because the sidebar itemizes the costs, type, etc like tabletop RPGs typically do for spells. You can see the card next to it (reproduced below). The cost (X + 1 fire mana) is in the “chrome” as is the type (“Sorcery”). It doesn’t bold elements like Middara, but references to costs (usually) use the formatting they use in the chrome. [ATTACH type="full" width="296px" alt="1708963431037.png"]348455[/ATTACH] The issue I see with “natural language” in tabletop RPGs is it tries to avoid stating plain mechanics by describing them instead in rules-lawyerese. Consider this version of [I]fireball[/I] from 4e that is only plain language. Note that I’ve omitted the action under the assumption that default rules needn’t be restating (and that casting as a standard action is the common rule). I consider the heading part of the chrome. Alternatively, it could be done as a symbol like PF2 does. [HEADING=3][INDENT]Fireball (Daily ✦ Arcane, Fire, Implement)[/INDENT][/HEADING] [INDENT]A globe of orange flame coalesces in your hand. You hurl it at a point in [B]RANGE 20[/B], and it explodes in a [B]BURST 3[/B]. Deal [B]3d6+INT[/B] fire damage to targets hit [B](INT vs. Reflex) [/B]in the burst or half on a miss.[/INDENT] [/QUOTE]
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