Sunday, November 15, 2009

Game Weights

Tabletop games, computer games, board games, all of them have a certain degree of weighting involved. The idea is where the majority of the power, the focus of the system, and the theoretical goals of the game lie. In my experience you either will see games weighted on the side of the player, games weighted centrally, or games weighted in favor of the system. Now, an important note, here is that none of these is necessarily inherently better or worse than the others, however they tend to lend themselves more easily to certain types of games. For example, a game weighted more towards the players tends to create excellent heroic games, more neutrally set games are theoretically more versatile and able to work with many genres, and the ones weighted more towards the system are best used for horror and survival games.

Games weighted in favor of the players are games that expect the players to win. The players are on average more durable and more powerful than the monsters and it is relatively difficult to lose if the game is used in its standard format. The players can be challenged but it is indeed difficult to wipe them out. Most heroic tapletop games follow this premise and in fact the d20 system could be said to be weighted heavily in favor of the players. A heroic game tends to give the players a greater margin of error, early levels have training wheels and the game tends to focus on approximate escalation, the players will sometimes face things stronger than them but their collective abilities will almost always outmatch it, they will also have more escape hatches and panic buttons than their opponents can match. In these games death for a character ranges from impossible to easily recoverable. Some games are actually set up where the player characters cannot die, one of the versions of 7th sea is like that. Others have death, but death is fairly easy to get around, either offering ressurection or similar means to return the character to life and continue on.

Games that have more neutral weight are fairly rare admittedly, but they do exist. By and large these games are point based, in this setup everyone has the same abilities to pull from and similar rules on the points spread. Characters can die and probably will. However, the idea in this case is more that the game assumes roughly equal chance between everything. These games are also a bit more diverse, usually allocating build points based off of the genrea involved. A game where the party is meant to hide and survive in a wasteland ruled by powerful mutants will have far fewer points than a superhero game for example. The theoretical idea here is that this game might show more skill, but it can also be problematic. SOmeone with a greater level of system mastery can wipe out less skilled people, and synergy is more important. Neutrally weighted games also tend to be somewhat unfocused, the game doesn't necessarily 'care' what each side does, the goal is more to create a game that is generally workable and the focus of balance is more towards ensuring that nothing shattering comes in rather than defending one side of the screen or the other.

The games weighted in favor of the system are a bit more complex, most of them are games like Chaosims Call of Cthulhu or certain whitewolf games. In this regard the game is either actively set against the players or it is designed to make the game essentially an ordeal for them. The game is set heavily against the players, odds are that their opponents least soldiers are 50 times stronger than they could ever be, they need all their cunning, caution and luck just to get away let alone have any hope of harming the thing. In these games you don't slay great monsters and horrors, instead you usually fight tooth and nail, more than half the group dying, to stop a cultist from summoning a great horror. Your greatest victories are phyrric, and your successes only fleeting. But there is another type, in this game you might be reasonably powerful, perhaps even above average. The problem instead is that you face a goal, a challenge, that does not yield to power, to most wit, instead you play the role of a tragic hero, perhaps to find redemption but more likely to become a figure who is cheered on despite knowing they will not succeed. White Wolf has several games like this, one of them being Promethean. The game itself is hard to describe but the tale of sisyphus is probably the closest example, however in this regard someone is constantly throwing stones at him as well as trying to pour grease on the hill.

These game types can allow for a lot of different interesting stories, for those starting in a genre these games can help explain and set a tone and scene. For those more experienced they can even make a horror game using a game weighted towards the players or a heroic game with a system weighted against them.

Tuesday, November 10, 2009

First post

This blog is meant to serve as sort of a general discussion on RPGs, mostly tabletop games but occasionally video games and MMOs. My topics are likely not going to have a central focus to them in terms of what I cover, my big things are going to be discussing design theory, balance, different styles of gaming and how different types of games are. If anyone has something they'd want mentioned say so in the comments section and I will see what I can do. Hope this goes well, thanks.