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Some Thoughts on Campaign/Game Design

Raven Crowking

First Post
When I play a game, I play it not only to “have fun”, but also to be challenged. This is true whether the game is a sport, a board game like Monopoly or Chess, a video game, or a role-playing game. If the game is not challenging, it isn’t worthwhile.

Of course, one might easily say that “being challenging” is then a component of “being fun” – and that person would be right. My objection to the statement “The purpose of games is to be fun” isn’t that it is incorrect per se, but that it is inadequate. Ultimately, unless “being fun” is somehow described in more concrete terms, the statement has no meaning. Worse, because of the implication that the game must be fun at all times to all participants, or else fail to live up to its purpose, valuable parts of the game experience may be lost.

For example, I don’t particularly enjoy striking out in baseball. Nor is it particularly fun to lose one’s queen in chess. However, the possibility of both are an important overall part of the satisfaction of both games. Hitting the ball is only meaningful within the context of not hitting the ball. Moving the queen is only meaningful within the context of the game, where doing so has both potential benefits and dangers.

Likewise, within the context of a role-playing game, the satisfaction of interacting with a coherent world is a large part of the reason that I play. Should the GM be running a world that doesn’t seem coherent – one that scales with my character, or one where the poison jumps from the wine to the fish based on which one my character tastes (either to protect my character or to punish him) – a great deal of the satisfaction of the game is lost. If it seems as though the world exists primarily for the game, as opposed to existing for the satisfaction of the GM in creating a coherent world, the word suffers, and the game suffers with it.

The same is true for games where I am expected to follow a pre-determined plot. While interacting with the fictional constructs of the fictional world can be fun (and is more fun the more thought the GM puts into the creation and motivation of those constructs), having limited improv abilities within the GM’s prewritten play is decidedly unsatisfying. To me, at least.

This is not to say that the GM need always be nothing more than an impartial referee. The GM creates and populates the world, and so long as the internal coherence of the world is given primacy, the GM may set up plots, hooks, and adventure sites to his heart’s content. Even within the most sandboxy of sandbox campaigns, the GM may create scripted encounters* that, when engaged by the PCs, allow the GM to set up scenes from his imagination – so long as he doesn’t also imagine that they will play through or end completely by the script.

I find that treasure parcels are “unfun” because they damage the coherence of the setting. The idea that, should the party miss some treasure in Encounter A, it will teleport to Encounters B, C, and D until they find it, is particularly “unfun”. To those who say, “But what does it matter if the players don’t know?” I respond “(1) The GM knows, and (2) unless that GM’s players are a lot less canny than mine, either they know already, or they will know soon.”

I find fudging die rolls “unfun” for the same reasons. It has always intrigued me that some GMs believe that fudging is OK when the GM does it, but not when the players do. It is somewhat telling that, in the 1e DMG, Gary Gygax also said that fudging the results of a die roll was OK under certain circumstances. I, for one, have never seen a case where fudging a die roll – by GM or player – did not ultimately work to the detriment of the game and the satisfaction of the participants thereof.

I believe it telling that those who claim to the contrary do not do their fudging in the open. If they believe that knowledge of fudging harms the game, do they really believe that the other people at the table don’t eventually catch on?

2nd Edition had the first official “Don’t let the PCs die; fudge!” advice, and following it led directly to a game of “Lets see how much plot protection we have!” In this game, players have their characters do increasingly foolish things, to determine just when the GM will stop fudging and will let the consequences of their actions actually take place. In those games of WotC that I witnessed where fudging occurred, the same game has sooner or later been played by those at the table. IMHO and IME, players want their choices to have meaning, and naturally want to know just how much protection from their choices is happening, almost as soon as they discover fudging is occurring at all.

It is my opinion that, in order to have a really great game, you must also have to include the possibility of real defeat. This is not only in terms of PC victory or defeat, but in all aspects of the game.

For example, the GM can only craft really great encounters if he has the ability to experiment with encounter design, and any experimentation means that some encounters will fall flat. The longer it takes to run an encounter, the more time during a game session that encounter will consume. The greater percentage of a game session an encounter consumes, the more important that it be at least adequate. Therefore, so long as encounters in a game move relatively slowly, the GM is under pressure to avoid experimentation and stick with the tried and true. This results in a series of adequate, but not stellar, encounters in most games, for fear that a lousy encounter will ruin the whole session.

A faster-paced game has more encounters per session, and therefore any given poorly-designed encounter has less “weight”, and the GM is given more leeway to experiment.

One might say that a stellar encounter in a faster paced game is given less “weight”, too. I grant that this is true, but argue better to have a few stellar encounters with less “weight” than no stellar encounters at all.

Fudging becomes a tool in WotC-D&D simply because any attempt at a stellar encounter in those systems balances on too fine an edge. This is, IMHO, primarily an artifact of the combat engine. IMHO, this makes the game both tedious and meaningless, which is the antithesis of “fun”. There are several good suggestions for speeding up the combat engine in various EN World threads, both for 3e and 4e. In the case of each game, though, speeding combat only solves half the problem. IMHO, 3e enables player choice at the cost of encounter design efficiency, whereas 4e enables encounter design efficiency at the cost of player choice. There has to be a happy middle between those two extremes (5e? C&C? RCFG?). It seems to me that Pathfinder is following the course of 3e. I suspect that 5e, when it comes, will be a better game than 3e or 4e, WotC having learned from the problems and benefits of those games.

Of course, everyone is different (to varying degrees), and YMMV on the above. These are just some thoughts I’ve been having about game design, based on various EN World threads in which I am participating.

Best of all possible gaming!

RC

* Using the terms set up on another thread for Scripted and Unscripted Encounters.
 

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I like to use the term "cool". It's more nebulous. ;)

Can you expand on this a little more: "4e enables encounter design efficiency at the cost of player choice"? I think I see where you're coming from but I'm not sure.
 

I am not an impartial referee. I have a broad idea of what I like, and what my players do enjoy.

My players enjoy to be challenged, and there are certain story-lines they will probably find compelling, while others don't interest them. I will try to facilitate both. That also means that I won't put in unfair (either too easy or too hard) encounters, and if they happen, I'd fast-forward through them - but I'd rather script the scenario in a way to avoid this.

I try to avoid restricting the players freedom, but if it seems necessary, I will give them hints and hooks that lead them to a path I feel best prepared for and that will probably lead to the most interesting outcomes.

I am not a perfect referee. I will make mistakes. But any short-comings that will result of this will be "my" fault, not that of some random table, and I can use it to learn and do it better the next time.
Sometimes I forget an important note or element of the game world, which turns out to make it impossible for the players to gather a vital information.
My original world might have been a perfectly coherent world, but just because I forgot to describe a detail of the world, the world I am actually playing in is already inconsistent of the original. And that forces me to adapt the "play instance" of my world further

I have the most fun if I see the players having fun and being focused on the story, not wasting time on rules arguments or talking about off-topic stuff. This also means I am willing to modify things I thought up - or create something on the fly - if it seems to lead to more "fun" of the players.
The world I designed is a starting point, but it is not a guarantee I or my players will enjoy it as envisioned.

Why fudge:
1) I, as the DM, made a bad call. I created a situation that seems unfair, because I left out information the players needed to judge it adequately enough - possibly because I misjudged a certain element. (Maybe I thought the players would walk a different route, I underestimated a monster, I myself fracked up and forget to leave a vital clue).
2) The dice just suck and make the entire encounter unbeatable (or pointless).
My experience tells me I did the right thing.


All this doesn't mean I am invalidating the choices of my players or their PCs. All this doesn't mean I am not trying to create a consistent game world, where things happen for a reason and are affected by the actions or inactions of the PCs.

What it means is that I am aware of the bolts and nuts of my game. I know what is just a facade I created, and what is a fully fledged adventure. I know where I fudged or diverted from my original notes, and where I did not.
Overall, I manage to keep my game world pretty intact and consistent.

That's what I do, that's my anecdotal experience. If it works fine for you doing it differently, that's pretty cool.

The end goal is to have fun. But you are absolutely right, there are different ways to "have" fun. Whether designing a game or designing a game world or designing an adventure, you will have to figure out what is most likely fun for your target audience, and what is less so.
 

Anyone who has taken the time to read any of your other posts shouldn't be too suprised by this. These opinions are pratically your trademark at this point!

The player choice/encounter design efficiency spectrum is a nice point though. Have you examined this in other systems like True 20, Shadowrun, Sypcraft, etc? Can people who played other systems give their opinions about their place on said spectrum?
 

Raven- Some of what you said I'm not really going to argue with. It's opersonal prefference in how the game runs. If you like "moving" treasure parcels cool... If not, shrug. I'm of the second type, if my players don't find the treasure, they don't find it. Too bad.

But I do have an argument against the long playing time = less experimentation. It's only based on personal experience, but what else do I got? :)

I've found myself experimenting with my encounter designs a lot more lately. A WHOLE lot more then I did in 3e, and somewhat more then I even did in 2e and basic. The reason?

Encounter building is a WHOLE lot quicker in 4e then it was in 3e, and since I have tools to work with for judging things like relative strength, and chances, I have more info to go on then I did in 2e.

So as a result I experiment like crazy with my encounter designs.
 

Anyone who has taken the time to read any of your other posts shouldn't be too suprised by this. These opinions are pratically your trademark at this point!

Well, I was just trying to give some coherence to some of the things I've been thinking, and there should be no surprise that there is significant overlap.

And I'm not really surprised that there is some disagreement with some of the things that I am thinking. Who knows? Two years from now, I might disagree with what I believe at this point! :lol:

It sort of surprised me, though, when I was writing this that I was looking forward to seeing 5e. I thought I was completely done with WotC-D&D, except for raiding it for conversion to RCFG. Just goes to show you. :)


RC


EDIT 1: MichaelSomething, I take it that you are the poor, deluded individual who took the time to read some of my other posts. I officially apologize for subjecting you too them. :lol:

EDIT 2: I am not really interested in arguing these points in this thread, but I am interested in how other folks' experiences and ideas differ from my own. So, if I haven't responded to your post directly, please do not think that I wasn't interested in reading it.

EDIT 3: LostSoul, I'm willing to assume that you know where I'm coming from.


RC
 
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I agree regarding the treasure parcels. I made the mistake of complaining to a player that, in the core rules, if the PCs were to miss a treasure, I should just give it to them anyways. The player said, "Cool! We will stop searching for secret doors, then!"

He was joking, but it bugged me. I eventually compromised, and said "around three of the parcels will be 'hidden', and can only be found through play". The rest I just give out as necessary (I wing it a lot). So, while I may have to give out a 300 GP reward, the exact nature of that reward will depend on the nature of the impromptu encounter I've created - it could be some finely-made weapons, some ancient Imperial Coins, a mechanical parrot (yes, I have given out a mechanical parrot as "treasure", and it was loved), or whatever else. I'm also finding that giving out ritual components is a good idea.

I agree mostly with your analysis on things, though I for one actually enjoy 4e. I know I gripe about it a lot on the forums, and there are some tidbits that annoy the hell out of me (skills! GAH!), but overall, I like the approach the game took. Especially regarding flavour.

Fudging die rolls can be a good GM tool, though I've moved away from using them. I used to fudge all the time in 2e, and even carried the habit on in 3e. The last few times I fudged die rolls were a while back, though - I once fudged a major villain's die rolls a few times so he'd actually HIT his enemies (he kept missing, and I felt that robbed the encounter of it's due drama)... plus, in the first encounter of the Savage Tide Adventure Path, one of the PCs was actually knocked to -10 on a critical, and I "fudged" by pretending to "forget" the ruling on negative hit points, and said "actually, you die at -11", which gave the cleric enough time to heal the fighter.

Because killing a PC in the first encounter of a campaign is a pretty easy way to kill the campaign.

Nowadays, though, I let the dice fall as they may. Which, I admit, is a lot more fun. Except when my beloved monsters miss with their encounter powers.

My major disagreement with you is in encounter design. I do think D&D is taking longer and longer to run through an encounter, and I do see that as a fault with the game. I enjoy games like Savage Worlds, where I can run through numerous combat encounters quickly and then get back to problem-solving/role-playing, whereas in 4e, we don't get nearly as much covered. However, the combat encounters in 4e are quite a bit of fun!

I disagree with you in terms of encounter building in 4e. As another poster already mentioned, the depth of encounter rules and ease of doing so in 4e is the system's greatest strength, and I am definitely able to mess around with my encounter formats. In the encounter I wanted to throw at my PCs today, I've messed around with things to really experiment, and it should be interesting (5 level 5 PCs against a level 6 Brute Solo + 3 level 2 Skirmishers, with interesting terrain features).

Because of the versatility of 4e's encounter system, I can throw huge numbers of weak monsters at the PCs (20 minions), a decent-sized group of enemies (5 Standards), two tough baddies or a tough baddie and a trap (One or two elites), or one really big bad guy (Solos). Whereas, because of the nature of 3e, the system really only supported fights against "Elites" or "Solos".

And I have not fudged once that I can remember since 4e has come out. Since the game started, I think I've had about 5 PC deaths. Maybe six. However, most times, those deaths were due to PC craziness (the one TPK we had was because the group decided running was for suckers... the other deaths were a result of allowing yourself to get surrounded, or stepping out into the open against 10 archers). I don't think the current edition really encourages fudging in encounters - they are not on a razor's edge, for example.
 

I don't have a DMing perspective on 4E encounter design, but as a player I notice some "unfun" things going on. For example, when our party is faced with a fair number of enemies there are two possibilities: 1- Some or most of them are minions. We will quickly bowl them over then spend the better part of an hour or more grinding down the real foes, or 2- None of these are minions so the grindfest is going to take even longer.

Both situations are unfun. It doesn't matter if we feel like our characters could die or not, but rather that win or lose nothing is gonna happen quickly enough to feel exciting. For us its a balance issue, theres too much of it.

A crappy encounter is easy to forget if its over in 10-20 minutes or so. Likewise an encounter where the big bad (or a PC) gets one shotted and only lasts 10 minutes or less can provide memories that last forever.
 

Raven, what you described is the way I run a world and what my players expect, which is why we found the default rules in 4.0 to be somewhat lame at best.
 

And I have not fudged once that I can remember since 4e has come out. Since the game started, I think I've had about 5 PC deaths. Maybe six. However, most times, those deaths were due to PC craziness (the one TPK we had was because the group decided running was for suckers... the other deaths were a result of allowing yourself to get surrounded, or stepping out into the open against 10 archers). I don't think the current edition really encourages fudging in encounters - they are not on a razor's edge, for example.
I think the trick is that not everything hinges on a very few dice rolls. The final, killing blow, might, but without attacks that are likely to kill a PC at full (or even half) hit points in one blow (or one save), you just take away the pressure from the individual rolls. I think the willingness to fudge changes again at the end of a hard encounter when a party member might already be down, and the others are close.
 

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