Archive for January 2nd, 2012
Writing about Dungeon World in my 2011 round-up post made me think more about it. And if you listen to today’s Podge Cast episode where David Pinilla & I talk about hacking games, you’ll hear me spout forth love for Dungeon World. Oh, that reminds me…
I talk about hacking games on the Podge Cast! Also I hit on David. A lot. And I’m apparently an accidental dubstep DJ when my Skype goes to pot.
And you only have a couple days left to get your submission to me for Don’t Hack This Game! The pitch window closes on this Wednesday, January 4th, 2012. 11:59PM Pacific Time.
Back to Dungeon World
The way Dungeon World works in combat is interesting, because it puts everything on the player’s roll. If you do the Hack and Slash move, on a 6- you get fucked, a 7-9 you hit & get hit, and 10+ you hit without getting hit in return (or can boost damage in exchange for getting hit).
When a player damages someone, they roll damage dice. But when they’re hit, the DM just tells them the amount they take in damage. And the more I think about that, the more that feels flat. Recently in looking at board game mechanics & terminology, I have a better vocabulary for articulating that:
That removes a great deal of the Push Your Luck vibe that D&D and other games inherently have with random damage rolls. If I can determine whether or not I know getting less than 10 on 2d6 plus my stat will kill me for certain, there’s something uninteresting there. Like the way crap skill challenges can be run.
There’s nothing to say you can’t push the randomness back in. Give monsters variable dice. Don’t say that a monster hits with four points. Roll a d6, d8, d4+2, 2d4, whatever works. This is the sort of thing that could be tailored by level, naturally.
One of the elements to DW (and its predecessor Apocalypse World) has is that only the players roll dice. Now, I can take or leave that in design, so I don’t really care if it’s the DM rolling damage or the players forced to roll their own pain. Either way suits me fine enough.
Now that we’re rolling for damage, we’ve introduced Push Your Luck. Say you’ve got 5 hit points left, and you’ve discovered that the monster does 1d8 in damage. Well, now you can choose whether or not you’ll risk another straight-on Hack and Slash, or if you’ll try something else. If you know for sure that the monster does, say, 6 points of damage, you know you’re dead — there is little interesting choice there.
The other way makes sense when you have a game with six hit points, three of which are “and you’ll eventually get better on your own”. Not so much for a game of increasing hit points.
Anyway, once dice are added, if you want to add a bit of chaos, you could have monsters have custom hard moves that are triggered upon how those dice react. Like, say, having a giant slam a character across the field of battle when a 1 is rolled on damage. There is still the fiction-in-fiction-out elements: the giant is attacking & inflicting harm on the character, and the character is being hit across the field. The only thing added here is a sense of a critical effect against the character.
Maybe that’s too much to the hack, maybe not. I’m curious to try it out. As with many hack brainstorms, some ideas are shittier than they appear. But trying tells you something you didn’t know before about game design.
 Some will argue that “what about setting up a meaningful death”? Sure, but that requires actually setting something up. And using dice doesn’t remove or add to this element anymore than a fixed, known amount does.
Atlas Games is doing this thing called “Reverb Gamers 2012″, with 31 question prompts to kick off 2012. I’m going to post one up each day, including weekends, throughout January. I invite you to do the same! And check out @ReverbGamers on Twitter or Facebook.
REVERB GAMERS 2012, #2: What is it about gaming that you enjoy the most? Why do you game? Is it the adrenaline rush, the social aspect, or something else?
Roleplaying games, in my mind, live and thrive at the intersection of narrative arc & chaos. They’re only really organized in the retelling of those stories, either to others or to ourselves — just like in real life. I love the stories we tell, the sense of reality or surreality in those worlds, but it’s the shared experience that cranks my engine.
That isn’t to say I don’t enjoy other aspects of gaming, of course. I’m right-brained at times, and I like a good puzzle. I sometimes like (friendly!) competition. And I love drama. But I can get all those things elsewhere — computer games, board games, movies, novels, etc. It’s the social element that makes gaming something special.
But there’s a little more. You can get the social aspect from MMOs, of course, but tabletop gaming with loose rulesets forces interpretation of edge cases to the group, and that along with the shared reinterpretation of what’s happened is hot.
In short: I just fucking like people. So let’s play together. :)
 Or to the GM, if the group is the sort that says “the GM rules that”…which means it’s still to the group, since that’s the chosen group dynamic. Not that that’s my chosen dynamic.
 Word order is key to communication.