Worlds of Design: The Simplicity Solution

Designers tend to add something to a game in order to fix a problem. This often leads to clunky games. It’s much better to simplify it to fix it.
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“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.” --Antoine de Saint-Exupery, Frenchman, airmail pioneer, World War II pilot, and author of The Little Prince.

Simplify, Don’t Add​

When I'm referencing "simple games" I'm specifically discussing games that are simple, but have some depth to them. I prefer to design simple games - games that are fundamentally simple in rules, though not in strategies.

That said, simple doesn't meant the rules are transparent; that is, games that are easy to see how to play well. A simple game can be deep, and gameplay depth is what I want in most games. Simplification of rules also makes it easier for players to deal with the mechanics, and is usually desirable. But here I’m focused on simplification to solve design problems.

The Complexity Problem​

It's common for designers to start with something simple but keep adding things to it, until (we hope) they realize that they have weighed the game down too much and need to go back to being simpler. When I see a problem in my design, I try to find a simple solution rather than add something to the game, but too many designers end up adding more and more to "fix" a problem. Those additions can eventually make a system rules heavy. You've often heard of the acronym KISS (“Keep it Simple, Stupid!”) and that applies here, though I prefer not to imply designers are stupid for not making things simple.

In role-playing games, a game master has to know the rules often better than the players, and thus complexity means more cognitive load for the GM. The more rules there are, the more the GM has to learn and remember, the more room for “rules lawyers” and squabbles over rules. Mastery of the game becomes much more challenging.

Consider combat in Dungeons & Dragons. What started out as combat highly complicated by weapon modifiers (there was an entire chart dedicated to Speed Factor for each weapon, potentially changing turn order), was gradually changed to a much simpler system: hit points, a to hit roll, and a damage roll. Other systems had even more complicated combat, including hit locations, armor absorption, even defenders rolling to block an attack.

This is not to say that D&D combats are necessarily simple. But the game has streamlined the core mechanics to allow complexity during the game itself, both on behalf of the GM and players with their multitude of options. This spreads out decision-making so a player's proficiency in the game is not solely reliant on understanding the rules; a fighter can just swing to hit, while a wizard can use a mechanically complex spell, and both players hopefully have fun in the same game despite their different understanding of the rules. Core simplicity allows layers of gameplay for players with levels of experience with the rules.

How to Simplify​

So how do you simplify a game? I discuss this at length in my book Game Design.

First you must prioritize the elements of the game in order to decide what’s least important. Make a list of the prominent elements of the game, say about 20 things. By the time you’ve done that, you may realize that there are elements you can leave out, thus simplifying the game. If not, then you need to break them into four priority groups, from top to bottom.

If you have active playtesters you can ask them to do this, or even to make the list of elements in the first place, so that you can see what they think is important. When you finish, you’ll know that the fourth group of rules are the targets for elimination, while the other groups can be considered for simplification less urgently.

If there’s a specific problem to fix, the groupings can help you decide how much or how little you want to change a particular element of the game. Presumably the most important elements are the ones you should be wary about changing, if the game is otherwise in good shape. In any case, harmony should to be one of your guides.

In the next article we’ll discuss some ways of achieving simplicity.

Your Turn: How simple do you prefer your role-playing game systems?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
The Golf Bag is definitely worse for sure but there's a sameyness that seems to happen especially when PCs end up being overspecialized in the same thing. Getting people to push other buttons besides the same default attack and to push the players out of their obvious comfort zones is worthwhile to at least try IMO.
Well, our mileage obviously varies here.
 

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I agree that 3.X's damage reduction got silly, but what frequently happens is that players just use the exact same weapon over and over without incentive to change it up. So there's a balance that can be tricky to strike.
If a character has invested in being very good with a 2 handed battle axe, why punish them repeatedly? One aspect of the game encourages specialization, then another aspect makes that specialization mostly useless.

You can accomplish the goal of shifting the balance of an encounter with the basic Slashing, Bludgeoning, Piercing mechanic. If the barbarian with the 2 handed great axe encounters a critter that resists slashing, easy enough to pull out the mace of massive smashing. No golf bag needed but the big damage focus might shift to the character with specialization in smashing things vs cutting them and no one gets totally sidelined.

Another downside to the pages long list of DR things is the very real possibility that an encounter might happen where none of the characters has a weapon with Silver, Cold and Ghost touch and you get an unintended TPK when the monster does full damage and the party is limited to 1 or 2 points per.
 

Another downside to the pages long list of DR things is the very real possibility that an encounter might happen where none of the characters has a weapon with Silver, Cold and Ghost touch and you get an unintended TPK when the monster does full damage and the party is limited to 1 or 2 points per.
If the party doesn't run away, doesn't find the silver, cold, ghost touch spear held by the statue on floor -5, or doesn't kite the monster while the wizard hammers it with magic . . . They deserve that TPK.

Also, damage reduction rules shouldn't be in the essential-tier of a game's rules. Mine don't show up until the fourth module 🤓
 

I didn't play Chainmail, but I recall things like speed factor in early D&D being even more optional than the complications in today's "streamlined" D&D. Weapon tags like Finesse come to mind.

For simplifying though, I remember feeling like I was abandoning my entire game idea when a rule or two had to be pulled out. Just remember, you can add salt to your recipe, but you can't remove it.
Most people playing AD&D used some (often unique in their area) subset of the gygaxian spew of rules text...
 

If the party doesn't run away, doesn't find the silver, cold, ghost touch spear held by the statue on floor -5, or doesn't kite the monster while the wizard hammers it with magic . . . They deserve that TPK.

Also, damage reduction rules shouldn't be in the essential-tier of a game's rules. Mine don't show up until the fourth module 🤓
I am including the wizard in the "didn't bring the right spells to the party list". DR often works against spells. A fire specialist will be mostly useless fighting a fire resistant/immune critter. Also, kiting may not work if the BBEG has a +2 Composite Long Bow of +4 strength backed up with several bow feats. "Go ahead and back off, I can shoot you just fine from over here...."

Also see the discussion on "What do you mean 'Run'?" Many players have been trained that they are supposed to win and running away just isn't on their list of viable tactics. A definite Session 0 discussion point.
 

When it comes to simplifying games, I wonder how many have really tried to understand how the hobby as a whole remains so niche and apparently inaccessible, despite having plenty of examples of simplifying and minimalizing down to practically nothing.

Fundamentally I think the hobby is still too married to the oral tradition that has to be conveyed to new players, even with the simplest of games, the simplicity of which only serves to remove frictions but not add any accessibility.
This really depends on what you're trying to accomplish. I've never seen it as a priority for the hobby to try to be truly mass-market, like TV or supporting sports teams. It's intrinsically an activity of small groups, and while I've seen attempts to create plots and stories that extend over many groups, I've never seen any of them work, in the sense of creating a satisfying experience for everyone involved.

An industry of small-to-medium sized companies serving a highly varied market seems like the natural state of the TTRPG industry. I've seen original TSR grow large and then shrink dramatically. I've seen WotC/Hasbro grow large, and then suffer the natural fate of weird intellectual products that most of the company doesn't really understand, when there's a downturn in sales.
 

If a character has invested in being very good with a 2 handed battle axe, why punish them repeatedly? One aspect of the game encourages specialization, then another aspect makes that specialization mostly useless.
Main reason is I want the players to have to think and change things up and not just attack in exactly the same way over and over again. Specialization is IMO one of the things that has made for samey characters, particularly because there's usually a few dominant options that everyone takes. (5E is rife with this if you follow optimized builds.)

You can accomplish the goal of shifting the balance of an encounter with the basic Slashing, Bludgeoning, Piercing mechanic. If the barbarian with the 2 handed great axe encounters a critter that resists slashing, easy enough to pull out the mace of massive smashing. No golf bag needed but the big damage focus might shift to the character with specialization in smashing things vs cutting them and no one gets totally sidelined.
Absolutely. No reason to do this the super complicated way. It's one reason I actually like using some kind of vulnerability mechanic, which is an incentive rather than a punishment.

Another downside to the pages long list of DR things is the very real possibility that an encounter might happen where none of the characters has a weapon with Silver, Cold and Ghost touch and you get an unintended TPK when the monster does full damage and the party is limited to 1 or 2 points per.
Yes. I'm not defending the way DR got proliferated in 3.X. It was way too much of a thing.
 

I am including the wizard in the "didn't bring the right spells to the party list". DR often works against spells. A fire specialist will be mostly useless fighting a fire resistant/immune critter. Also, kiting may not work if the BBEG has a +2 Composite Long Bow of +4 strength backed up with several bow feats. "Go ahead and back off, I can shoot you just fine from over here...."
Some of this is just how 3.X implemented old skool "you need to do your research and be prepared for your foes", something that in games like D&D have existed since way back. I think 3.X just took it to its logical extreme point.

Also see the discussion on "What do you mean 'Run'?" Many players have been trained that they are supposed to win and running away just isn't on their list of viable tactics. A definite Session 0 discussion point.
A lot of RPGs also make running essentially impossible due to the locked action economy, monsters frequently having higher movement rates, etc. At one level this might be realistic for someone to have to take one for the team but it's not super likely to happen. Agreed that this is a Session 0 point and putting in mechanics that actually allow for coordinated flight would help a ton.
 

Well, our mileage obviously varies here.
May be.

The problem I have with the way a lot of games have come to be written is that there's often 0 reason to do anything but the optimal thing, which is, IMO, boring. This is particularly true for PCs that are operating under a specialization mechanic that is very specific, such as one specific weapon as opposed to a class of them or the like. I'd like to see the dwarf axe guy have to use something else, maybe try to push the foe off a cliff, do some chandelier swinging, run a foe over with a speeding carriage, etc., change things up, and not just chop with his trusty axe, or at least feel like there's an option to do so. Unfortunately the way that bonuses usually work, there's mechanically no reason to do it and often disincentives to do it. Players frequently optimize their way out of fun and the game rules encourage that.
 

I also think we need more nuance in the conversation when we describe a game as "crunchy" or "light". When people say "crunch" they often conflate two very different things: rules complexity, and options. If the core book has 300+ pages, people are quick to say the game is "crunchy", but is it really complex? What if it contains a bestiary that takes up 100 pages? What if the spells take up another 100 pages? That's 200 pages of options, but it doesn't add to the cognitive load needed to play the game if everything works off the same simple mechanics. In fact, having these options actually makes people's job easier if it means you don't have to make them up from scratch.

In my experience, most gamers shy away from complexity, but they want options..players especially. It seems to me that a lot of "light" games are designed with only GMs in mind, because in the quest for simplicity everywhere, they fail to provide players with meaningful character building and advancement options. Yet, most players like to have options that have a meaningful impact on game play (not just flavor...and no "trap" options!). That's why my taste tends towards "rules-light, options-rich" games, and it's a sweet spot I've tried to chase in my own designs.
 
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