Dec. 10th, 2023

yhlee: d20 on a 20 (d20)
[personal profile] yhlee
[Repost from, uh, when I originally read this in 2017.]

I've been interested in game design for some time, but when I started in elementary school, either there were no resources or they were hard to find. It was already hard to find books in English when I lived in South Korea. We did have Base access for a couple years while my dad was still in the Army, and then he left the Army to teach at Yonsei University and we lost Base access and, with it, access to the library. In any case, it would never have occurred to me to look for books on "game design." I don't think I heard of it as an area of study until college or possibly after. I spent a lot of high school trying to design a cockamamie chess variant, and I did read up on real chess variants (Chinese chess, Japanese chess, Burmese chess, etc.). It wasn't *good*, and the one time a couple friendly strangers over the internet volunteered to playtest it, they confirmed the ruleset wasn't any good, no doubt because I had devised the pieces' moves to be ~symbolic~ for storytelling purposes (it was worldbuilding for a fantasy novel) and I didn't know anything about board game design.

Since then I have made a point of reading books on game design when I can find them, and the occasional article on the web. While I have released a couple of small interactive fiction games (IFs) and the narrative game Winterstrike (Failbetter Games), I don't really consider myself a game designer. It's more in the nature of something I do on the side because I find it illuminating to consider alternate ways to approaching narrative; I think primarily as a writer of static fiction. And for the purposes of the hexarchate, it's research because I decided that one of the factions (the Shuos) abuses game design techniques in their pedagogy, and one of the characters (Jedao) is a gamer.

The Kobold Guide to Board Game Design, ed. Mike Selinker, is a collection of essays by various designers. I was originally going to read the book through and do a report on the book overall, but I liked the essays enough to do individual reports on some of them. cut for length )

Thank you to the person who donated this book!
yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee
[repost from 2017]

I was delighted when I heard that Marie Brennan ([personal profile] swan_tower) was releasing her series of essays on storytelling and RPGs (tabletop and LARP) in ebook format. I've enjoyed these essays, but I am rather terrible at keeping up with essays on websites/blogs, and having them all in one place where I can read them in one fell schwoompf--to say nothing of being able to pay the author to encourage her to write more ;)--was very appealing.

Dice Tales discusses the RPGs and LARPs from several interlocking perspectives: that of the writer, that of the GM, that of the player, and that of the anthropologist. In terms of writing, Brennan talks about ways that the roleplaying experience has informed her writing and v.v., and ways in which storytelling differs between the media. There are also handy GM tips (I am all about handy GM tips, as a GM of limited experience) and exciting player anecdotes. And I have no background in anthropology at all, and Brennan was explicitly studying RPGs while doing anthropology, so it was very cool to hear about them through that lens.

Essays include discussions of what an RPG is, why the mechanics matter, the phenomenon of house rules, how GMs find leverage over their players and ways to use rather than abuse player trust, positive and negative uses of metagaming, the uses of costuming (mostly in a LARP context), when character death is appropriate, the question of consent in games, railroading and GM responsiveness...really, there's a ton here, and it's a great read all the way through.

I found this read especially timely because I am currently GMing a DW comm RPG, [community profile] hexarchate_rpg. Dice Tales doesn't explicitly address play-by-email or forum formats, but a lot of the GMing advice applies anyway. I personally find text media more comfortable because I am not a fast thinker and I have a terrible memory, so text gives me time to think up responses and plot things out and refer to previous moves, notes, etc. I am also shameless--I'm okay asking players directly what plot hook they want out of X development.

The anecdotes of great RPG/LARP experiences sound great, and I find myself envious--in GNS terms, I have rarely gotten to experience Narrative-focused play, which is right now what I prefer. (I used to be a split Narrativist/Simulationist in high school and college. I legit got into Fidonet arguments over whether AC represented damage reduction or damage avoidance. *facepalm* Then I grew up and realized that if you care about simulationism, you shouldn't be using AD&fuckingD in the first place.) When Joe ran his Eberron campaign back in Pasadena (notable for being maybe the only campaign I've been in that ran through to completion, in about a year meeting weekly), my very favorite session was the one in which we didn't even do combat, and I don't think there was a single dice roll. We had been handed the magical equivalent of the plans for the atomic bomb and had to decide what the ethical thing to do with it was, and we spent the entire session as a party discussing how to deal with it responsibly.

On the other hand, I can't help but reflect that I'm not good at tabletop (and would probably be even worse at LARP). As I said above, I'm not a fast thinker. I usually end up spending all our Pathfinder Society sessions being unofficial designated party notetaker (I have fountain pens and I like to use them?) and sketching randomly until someone tells me we're in combat and it's my turn to Power Attack. I can't act my way out of a paper bag, and usually by the time I've thought of a contribution, the play has moved on. So I just have to accept that I'm never going to be particularly useful in a live roleplaying situation. This thing where advanced roleplayers stretch themselves by playing different character types is basically unimaginable to me. I usually ask Joe to design the easiest viable character, mechanics-wise, to play, which is why I ended up with a barbarian in a team feat barbarian (me) + blood rager (Dragon) + skald.

My most successful experiences GMing tabletop/in-person were (a) a one-shot using Over the Edge, a very rules-light system (and even then, I used very few dice rolls and let people freeform most interactions since with a one-shot there's no reason not to) and (b) the Hidden Emperor L5R AU campaign that Joe and I co-GM'd; I handled most of the description and Joe handled the mechanics. :]

(It's hilarious how much I hate crunchy systems. I have a B.A. in math, for God's sake. But I want the math to...mean something? And most systems just feel like they get in the way, for me, because as a writer I'm effectively used to freeforming the hell out of everything.)

Still, even if I'm not a good gamer, I like reading about gaming, and I find different gaming systems and anecdotes (my God, the gazebo story!) inspirational as a writer. :)

Anyway, enough personal maundering--this ebook is a lot of fun, and it's available from Amazon (and probably a couple other places) or Book View Cafe in mobi or epub. Recommended.
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
[repost from 2017]

Raph Koster's A Theory of Fun for Game Design (2nd ed.) has been on my wishlist for something like the past five years. I picked it up recently by ordering it through my local game store (which is technically also a bookstore and is in the process of signing on with distributors or however that goes). It is an absolute delight.

I'm glad I sprung for the hardcopy of this for two reasons: one, I like to mark up my nonfiction, and two, its formatting! The left-hand page in every two-page spread is text; the right-hand page has an illustration related to the material on the left-hand page. While the illustrations are not technically the most accomplished, they are generally extremely effective communicative cartoons or diagrams.

This book comes with a ton of blurbs, and Cory Doctorow's--"Does for games what Understanding Comics [by Scott McCloud] did for sequential art"--pretty much sums up how I feel. I've read other game design books that were insightful, or thorough, but the Koster is accessible and very interesting in its approach to what makes games games, and how to make them fun (in the instances where that's a thing--cf. Brenda Romero's Train).

One of Koster's arguments is that "with games, learning is the drug" (40)--a game that interests us is one that strikes the necessary balance of not too easy (Tic-Tac-Toe, for most adults) and not too hard (multiple failure modes possible, depending on the individual--witness me and chess or go [1]). He suggests that games (and play, which is common in a lot of young animals!) are an artifact of how we try to learn survival skills, and moves forward into making suggestions as to how to move the form forward into values/skills more suitable for the modern era than "kill things" or "jump over things" or "search for all the things."

[1] Joe gave up on teaching me go when I told him I have severe difficulty with visual patterns. In fact, I am starting to wonder if aphantasia just screws me over for this kind of game in general. :p

There's also a particularly interesting chapter on ethics and entertainment where he discusses the difference between the game system and the flavor/dressing:

The bare mechanics of a game may indeed carry semantic freighting, but odds are that it will be fairly abstract. A game about aiming is a game about aiming, and there's no getting around that. It's hard to conceive of a game about aiming that isn't about shooting, but it has been done--there are several games where instead of shooting bullets with a gun, you are instead shooting pictures with a camera. (170)

and
The bare mechanics of the game do not determine its meaning. Let's try a thought experiment. Let's picture a mass murder game wherein there is a gas chamber shaped like a well. You the player are dropping innocent victims down into the gas chamber, and they come in all shapes and sizes. There are old ones and young ones, fat ones and tall ones. As they fall to the bottom, they grab onto each other and try to form human pyramids to get to the top of the well. Should they manage to get out, the game is over and you die. But if you pack them in tightly enough, the ones on the bottom succumb to the gas and die.

I do not want to play this game. Do you? Yet it is Tetris. (172)


In general, Koster has a background in game design AND writing AND music, and he draws on all three in his analysis of games, as well as other disciplines (e.g. psychology). It makes the book a scintillating read. I can't believe I waited so long to read this--but it was exactly what I wanted to read last week, so hey. Highly recommended.

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