Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Why Don't You Move Your Queen Every Turn?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dausuul" data-source="post: 5206837" data-attributes="member: 58197"><p><em>Edited to add: Since this seems to be causing some confusion, the analogy I'm trying to draw is "Each chess piece equals a spell or ability possessed by a PC," not "Each chess piece equals a PC." Although feel free to run with the latter if you see something interesting there!</em></p><p></p><p>So, I was musing on game design and balancing character options and stuff like that, and drawing analogies to other types of games, and I got to thinking about chess. And I found myself asking:</p><p></p><p><strong>When you're playing chess, why don't you move your queen every turn?</strong></p><p></p><p>Each turn of chess, you get to take exactly one action. You have a number of options available for that action; you could move a pawn, or a knight, or a bishop, or a rook, or your queen, or your king. Out of those options, the queen is indisputably the most powerful. So why (aside from the initial pawn move required to open her up) would you ever move any other piece?</p><p></p><p>That's not a request for explanation of the basics of chess, incidentally. I play chess and I would certainly never, in practice, attempt to play a game moving only my queen. What I'm getting at is, what's the underlying principle of game design that makes pawns and knights and bishops viable in a game that also contains the queen?</p><p></p><p>So far, I have come up with four answers:</p><p></p><ol> <li data-xf-list-type="ol"><em>What each option can accomplish is not static, but depends on the state of play.</em> If there's an enemy piece that you want to capture, it's quite possible that, in this particular game on this particular turn, the queen is not in position to capture it but a pawn is.</li> <li data-xf-list-type="ol"><em>Exercising a given option affects your ability to exercise that option in the future.</em> If you're playing aggressively with your queen, there's a good chance your opponent will trap her and take her off the board.</li> <li data-xf-list-type="ol"><em>Exercising different options in combination is better than repeating the same option over and over.</em> The queen is powerful, but not as powerful as several lesser pieces working in concert.</li> <li data-xf-list-type="ol"><em>The threat to exercise a given option can affect the game as much as actually exercising it.</em> A well-placed queen can tremendously constrain an opponent's maneuvers, simply because there are so many ways she can punish the opponent for making the wrong move. In many cases, moving her out of that position and sacrificing that implied threat is not as beneficial as keeping her where she is.</li> </ol><p>What do you think? Have I missed anything? And how would you go about applying these principles to RPG design? D&D has historically made some use of #1 (AoE effects are more or less powerful depending on the position of the monsters) and #2 (Vancian spellcasting, 4E's daily and encounter powers), but I haven't seen much of #3 or #4.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5206837, member: 58197"] [i]Edited to add: Since this seems to be causing some confusion, the analogy I'm trying to draw is "Each chess piece equals a spell or ability possessed by a PC," not "Each chess piece equals a PC." Although feel free to run with the latter if you see something interesting there![/i] So, I was musing on game design and balancing character options and stuff like that, and drawing analogies to other types of games, and I got to thinking about chess. And I found myself asking: [b]When you're playing chess, why don't you move your queen every turn?[/b] Each turn of chess, you get to take exactly one action. You have a number of options available for that action; you could move a pawn, or a knight, or a bishop, or a rook, or your queen, or your king. Out of those options, the queen is indisputably the most powerful. So why (aside from the initial pawn move required to open her up) would you ever move any other piece? That's not a request for explanation of the basics of chess, incidentally. I play chess and I would certainly never, in practice, attempt to play a game moving only my queen. What I'm getting at is, what's the underlying principle of game design that makes pawns and knights and bishops viable in a game that also contains the queen? So far, I have come up with four answers: [LIST=1][*][i]What each option can accomplish is not static, but depends on the state of play.[/i] If there's an enemy piece that you want to capture, it's quite possible that, in this particular game on this particular turn, the queen is not in position to capture it but a pawn is. [*][i]Exercising a given option affects your ability to exercise that option in the future.[/i] If you're playing aggressively with your queen, there's a good chance your opponent will trap her and take her off the board. [*][i]Exercising different options in combination is better than repeating the same option over and over.[/i] The queen is powerful, but not as powerful as several lesser pieces working in concert. [*][i]The threat to exercise a given option can affect the game as much as actually exercising it.[/i] A well-placed queen can tremendously constrain an opponent's maneuvers, simply because there are so many ways she can punish the opponent for making the wrong move. In many cases, moving her out of that position and sacrificing that implied threat is not as beneficial as keeping her where she is. [/LIST] What do you think? Have I missed anything? And how would you go about applying these principles to RPG design? D&D has historically made some use of #1 (AoE effects are more or less powerful depending on the position of the monsters) and #2 (Vancian spellcasting, 4E's daily and encounter powers), but I haven't seen much of #3 or #4. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Don't You Move Your Queen Every Turn?
Top