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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="pemerton" data-source="post: 9196877" data-attributes="member: 42582"><p>Vincent Baker posted this blog nearly 14 years ago, but I don't think I've seen much discussion of it on ENworld: <a href="http://lumpley.com/index.php/anyway/thread/497" target="_blank">anyway: Things on Character Sheets (2)</a></p><p></p><p>The core ideas are this:</p><p></p><p style="margin-left: 20px">*A character sheet will set out different aspects of a character - <em>position</em> (who am I? who am I related to? what is my motivation? etc); <em>effectiveness</em> (how well do I do the things I do? - in Vincent's example, this is how well the enforcer he is imaging can impose is will, and withstand pain); and <em>resources</em> that can be drawn on to stay active (fatigue or wound levels; adrenaline or hit points, etc).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*RPG design involves making choices about how these different elements of the character in the game rules relate to the fictional character - eg which details are emphasised and which elided? which things are quantified, and which left qualitative?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*RPG design also involves establishing how position, effectiveness and resources are related - Vincent's gives some examples, like <em>What's the relationship between <u>I'm afraid</u> (position)</em></p> <p style="margin-left: 20px"><em>and <u>Adrenaline expenditure</u> (resources)?</em> Or, <em>If I've got Blood Loss (resources), does that affect my Will to Action (effectiveness)?</em> These relationships, he calls "currency". Currency can be formal and mechanical, or can be informal but nevertheless an established part of the process of play.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*And finally - "crucially", says Vincent - there is the design questions about whether the game's currency and, how this relates to both fictional and real world dynamics, says what it is meant to say. To quote: <em>This is where you make sure that your game's design supports fiction that is compelling and convincing.</em></p><p></p><p>In comment 16, Vincent says that how to relate the fictional and the mechanical, other than just telling participants to "narrate stuff properly", is <em>one of the ongoing and outstanding crises in rpg design</em>. In comment 18, he makes this related remark:</p><p></p><p style="margin-left: 20px">In play . . . your rules impose a structured causality upon your game's fiction. If they were a good match in design, then in play the game works the way you meant it to. If they were a bad match in design, then in play the game doesn't work how you intended. Bold barbarian warriors maximize their armor and when they go into battle it's a matter of grinding ablation, not decisive action; your grim & gritty noir detective has to carry an assault rifle because a .38 won't kill a dude; the team of morning-cartoon superheroes bicker, bean-count their resources, and wind up working for the highest bidder.</p><p></p><p>I think this is all pretty insightful stuff.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9196877, member: 42582"] Vincent Baker posted this blog nearly 14 years ago, but I don't think I've seen much discussion of it on ENworld: [URL="http://lumpley.com/index.php/anyway/thread/497"]anyway: Things on Character Sheets (2)[/URL] The core ideas are this: [indent]*A character sheet will set out different aspects of a character - [i]position[/i] (who am I? who am I related to? what is my motivation? etc); [i]effectiveness[/i] (how well do I do the things I do? - in Vincent's example, this is how well the enforcer he is imaging can impose is will, and withstand pain); and [i]resources[/i] that can be drawn on to stay active (fatigue or wound levels; adrenaline or hit points, etc). *RPG design involves making choices about how these different elements of the character in the game rules relate to the fictional character - eg which details are emphasised and which elided? which things are quantified, and which left qualitative? *RPG design also involves establishing how position, effectiveness and resources are related - Vincent's gives some examples, like [i]What's the relationship between [u]I'm afraid[/u] (position) and [u]Adrenaline expenditure[/u] (resources)?[/i] Or, [i]If I've got Blood Loss (resources), does that affect my Will to Action (effectiveness)?[/i] These relationships, he calls "currency". Currency can be formal and mechanical, or can be informal but nevertheless an established part of the process of play. *And finally - "crucially", says Vincent - there is the design questions about whether the game's currency and, how this relates to both fictional and real world dynamics, says what it is meant to say. To quote: [i]This is where you make sure that your game's design supports fiction that is compelling and convincing.[/i][/indent] In comment 16, Vincent says that how to relate the fictional and the mechanical, other than just telling participants to "narrate stuff properly", is [I]one of the ongoing and outstanding crises in rpg design[/I]. In comment 18, he makes this related remark: [indent]In play . . . your rules impose a structured causality upon your game's fiction. If they were a good match in design, then in play the game works the way you meant it to. If they were a bad match in design, then in play the game doesn't work how you intended. Bold barbarian warriors maximize their armor and when they go into battle it's a matter of grinding ablation, not decisive action; your grim & gritty noir detective has to carry an assault rifle because a .38 won't kill a dude; the team of morning-cartoon superheroes bicker, bean-count their resources, and wind up working for the highest bidder.[/indent] I think this is all pretty insightful stuff. [/QUOTE]
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