mearls said:
I don't support everything that comes out of the Forge, but I do support many of the key points, or at least twist them to meet my own ends.
Hm.
1. Simulation As Tool, Not Goal.
This is the big one for me, and the example that The Shaman pulled from the RPG.net thread is what I'm talking about. There's a vast world of difference between trying to simulate a reality in an RPG because that's what you think you're supposed to do, and doing that because you know it's what you're supposed to do.
To take the starship fuel example, I might want a tightly focused game where the players spend 90% of their time talking to aliens, negotiating treaties, and so on. I don't really care about running scenes where the PCs fly their ship around.
OTOH, I might want the game to incorporate that because it makes for more interesting gaming. Do you press on to a primitive alien world knowing that you might not have enough fuel to make it there, but your rivals from the Klingon Empire have already sent a delegation? Do you risk being stranded at the cost of stopping the klingons from exploiting the planet?
The key is that, as a designer, I'm making a conscious choice. I add, or ignore, such rules with the intention of shaping how the game plays. I recognize that simulation is useful for extending the game and for making things easier for the players to cope with, but I also recognize that a game can't do everything. Ideally, if I choose to ignore rules for space travel, I make it very clear in the game that it doesn't support that style of play. OTOH, if I try to do a more thorough job of simulation, I don't write about how my game is designed purely to support storytelling. It isn't - there's a level of sim there that, unless you're willing to ignore rules, pushes drama behind it. The GM can't just say "You're low on fuel and have to land on this planet."
See, they lose me once they talk about a monolithic play style. The fact of the matter is that the play contract is a sham, and designs that assume one will be in force support a basically dysfunctional group dynamic.
You have startship fuel rules not because it will be more fun for everybody. You have it as an option for the bean-counting player. If no such bean-counting player exists you, as a halfway intelligent designer, ought to have an explanation for why the option need not be used higher up in the hierarchy that begins at the core mechanic and devolves into various individual manifestations.
This method is handy because it formalizes the way people actually play RPGs, which is by erratically ahering to specific mechanics but defaulting to core if they can't or won't bother with complex by-case system.
2. System Matters
This is another big one. The rules of the game shape how the game works. If a group has to make lots of house rules, then maybe the game doesn't fit what they want. They may have been better off with something else. This isn't always the case. Sometimes, only a homebrew does what you want. But, all in all, a designer should strive to build his game so that the closer the players stick to the rules, the more fun they have.
Ah, but doesn't this contradict the idea that the rules serve the player? This is part of the problem with the Forge -- the schizophrenic leap between "serving" a play group and ordering them to behave in a certain way, usually by simply removing the tools players could use to explore individual niches. Of course, this is awfully handy at letting Forge folks generally write far less than a commercial designer has to.
I truly and utterly hate the idea that if the game goes wrong, it's always the players fault. Could you imagine a car dealer telling you that it's always your fault if a car breaks down? Would you buy an XBox if it crashed every half-hour and Microsoft's tech support said, "It's your fault, you weren't playing the game the right way"?
But you see, Mike, this contradicts:
"But, all in all, a designer should strive to build his game so that the closer the players stick to the rules, the more fun they have."
There is an implicit punitive component to this. As the designer, you are now telling folks how to play instead of enabling different kinds of play. The best games present emergent modes of play that are not part of the intentional design --i.e, I can do this cool thing with this spell/power/skill.
You cannot simultaneously be saying that you are serving players while applying coercive tactics to create a rigid consensus on how to play.
It's not like a faulty XBox. It's like an XBox that's bought to serve the needs of the family PC. I want to word process, she wants to use the Net, little Billy wants to play RTS games -- but instead we have an XBox that does one thing decently and only does the rest if I pry open the case. The difference with the XBox is that I pay a discount *because* it comes crippled.
This is, of course, why rules light games often suck.
I hate the idea that rules get in the way of fun even more. If that's true, and if a GM can make any game system fun, why even bother buying an RPG? Why not just find a good GM and play in all the games he runs? What's the point of even designing games? The designer's efforts mean nothing if we accept that rules don't make any difference. I've played lots of RPGs, and I can categorically say that some games are more fun than others.
I think how the rules are framed by exposition is a significant factor. Few players understand the substance of the rules without some extended play. Look at Exalted: Its rules are framed by text that reminds you how cool your character is, but it is a game with a lot of discrete strictures on what you can actually do.
3. Many Game Play Problems are Relationship Problems
If Bob's the one who always plays the character who ruins plots, attacks other PCs, willfully tries to derail interesting scenes, and can't shut up when others are trying to talk, the problem is with Bob, not his character. If Bob says, "But that's what my character would do," he's just hiding behind the game. Kick him out of your game. Don't try to use game rules to "reform" him into playing the way you want him to play. The problem isn't with Bob's character. The problem is Bob. Game rules won't make Bob into a different person.
True, but IME Forge discussion talks about Bob's problem's with Capitalized Terms, not that Bob is a jerk for sensible, real-world reasons.
RPGs are collaborative exercises. Even in a pure hack n' slash game, everyone is there to have fun. If someone is doing things to prevent others from having fun, kick him out of the group. If you have a friend who hates bowling, who when you go bowling does everything he can to get you kicked out the alley, would you keep inviting him to go bowling? Of course not. Same applies to RPGs.
RPGs are *coercive* exercises. The idea of a magical creative sharing in the geek noosphere is one of the single most destructive folk ideas in gaming. There are people whose ideas about what happened in the game win, and those who lose. There are those who impose their will on the game and those who must mediate their vision with the coercive pressure of other members.
It's about time the community admitted that, in fact, that non-idealized power struggles determine how and how well RPG sessions fly. I've observed many, many groups where the dysfunction came from the group antagonizing an individual to the breaking point and then blaming him her for "trouble."
4. Put Up or Shut Up
This ties into system matters. If your game has the same basic design paradigm as D&D, and if it features heavy sim, don't slap some prattle in the intro about how it's the "true inheritor of the shamanic story telling tradition," or some other bunk. It's a game designed to simulate something, or it's built to provide interesting challenges to the players. If it's all about storytelling, then that's what the rules should talk about. Don't just tack on some grad school reject essay about theme and expect that your game is now about storytelling, and people who play it are suddenly Real Roleplayers.
My objection ties into the objection about system, too. A game that provides a central mechanic and a devolving hierarchy of specialized rules by case is ten times the Storytelling game that tells you to spend Dilemma points to create a pickle or make a Hate roll or something like that. The essays are a framework for tuning the resolution of a hierarchical system, so you know when spaceship fuel points ought to matter and when they ought not to matter. Forge darlings replace this with rules that remove most of the options for players outside of what the designer wants. This isn't really "serving players."