Friday, June 23, 2006
No Design Survives Contact With The Players
There's a saying about combat that "No plan survives contact with the enemy." In game development, the same thing often happens with your game design coming into contact with the realities of development, and then the end users.
I have seen this happen several times, but my favorite story actually comes from a "dice and paper" RPG. It wasn't Dungeons & Dragons - it was another system called Fantasy Hero.
The Fantasy Hero system was based on the Champions rule system, which was designed for simulating comic-book super heroes. So it was extremely flexible, mostly-kinda-sorta balanced, and could handle all kinds of cosmic-level capabilities. I had an idea for YEARS about a cult of mages that had a "Doomsday Spell" which was devastatingly powerful, but also reasonably cheap in character-cost points because it was uncontrollable and only triggered on the moment of their death.
The idea was that this band of "doomsday mages" had a scarred magic symbol written on their palms that designated them as possessors of this Doomsday spell. Killing them would trigger this effect, which was a collossal explosion that covered over a kilometer radius.
These mages would make no secret of this symbol, raising their palm to those they'd meet so that everyone would know NOT to mess with these guys, as killing them would almost certainly guarantee the death of whomever killed them. They would be feared - and, grudgingly, protected, by anybody they came into contact with. They were the ultimate emissaries of evil. And perfect fodder for recurring villains - the enemies who would smile smugly KNOWING that the heroes wouldn't dare attack them.
I waited for a long time to bring these guys to bear against the players. I came up with the concept YEARS before I got to use them. And oh, boy, was I prepared for their dramatic appearance in a campaign. The forces of evil were invading the nation of good, and had occupied a fair portion of the eastern territories. They had a gigantic encampment around one major city they had just seized, and were getting ready to move again.
The attacking army sent one of these doomsday mages (whom they were in alliance with) to negotiate a surrender with the defenders - who were in turn joined by the player characters. I'd put a lot of time and effort into this doomsday mage. I expected him to be a recurring villain, a thorn in the player's side for some time, as I was sure they'd hate not being able to kill this guy.
He appeared. I played him up cocky and oily and just rubbed it in. Nobody could touch him - he knew it, and the players knew it. The players hated him INSTANTLY.
And so they jumped him on the edge of town. And beat the crap out of him. But they did not KILL him. They knocked him unconscious, and kept him alive with healing spells. Just barely.
So now they had an unconscious Doomsday Mage that will self-destruct if he dies. What would you do with him?
Well, one of my inventive players had a summoned mount that could fly. It could carry both him (the character was a him, the player was a her) and this unconscious mage. So they flew up to an altitude of about 5,000 feet, flew off to the invading orcish army encampment, and let the unconscious mage drop.
Even assuming a terminal velocity of 20d6 damage, the mage didn't have many BODY points left to live. He hit the ground and died instantly. The explosion was kind of a Hiroshima / Nagasaki type thing. The flying PC and his mount were too far above the explosion to take any damage, but the orc army was DEVASTATED, as my entire campaign was about to be. I sat in stunned silence as the players looked at each other, grinned from ear-to-ear, and asked, "Where can we find more of these Doomsday Mages?!?!"
After years of expectation, my great plans for the Doomsday Mages were ruined. Overnight, they become nothing but a mere footnote in the history of my campaign world. The Doomsday Mages found themselves hunted to be uses as involuntary weapons of war. Those without means of flying them to their death could kill them with slow-acting poisons. The Doomsday Mages scattered to the winds, seeking magical means to remove the awful doomsday spell and the scar on the palms of their hands.
The orcish advance was halted by the devastating blow to their front lines, allowing the defending kingdom to finally mount a solid counterattack (with the players' help, of course). Dropping the mage-bomb was the pivotal point in the war and in the history of the world.
And the players ---- man! When they realized that I'd never INTENDED to let them use the Doomsday Mage to bomb the attacking army into the stone age, they were simply beside themselves with glee for their own cleverness. And that game session became one of their favorite adventures of all time.
The take-away I learned from this was to always consider a new, untested feature that you want to add to your game / design from the point of view of a player looking to game the system. This is particularly important in a multiplayer game, as any trick that gives a minor advantage will rapidly propogate to become the only way of playing. And of course, playtest playtest playtest (not appropriate for dice & pencil RPGs, but critical for designing computer games).
The other thing I learned - and this is really only more appropriate to RPGs - is that the players LOVE to feel like they "out-clevered" the designer. So let 'em bask in their victory for a while. THAT will be the thing that they remember for years.
Labels: Game Design, Roleplaying Games
Comments:
Links to this post:
<< Home
The first thought that sprang into my head when the Doomsday Mages were mentioned was "catapult ammo"!
LOL - so apparently *I* was the only one who didn't immediately think of exploits when the idea occured to me.
I was young(er). And naive!
I was young(er). And naive!
i though of the "beat them up without killing them" part ahead of time. it's a standered for dealing with guys you can't actually kill. didn't see the mage bomb tactic.
You know, I'm running a D&D campaign now set in this same world, a hundred years later. I'm gonna have to have the players (some of whom were there for the Doomsday Mage thing, some of whom were not) uncover some little text or remnant of some kind mentioning this "short-lived" cult of Doomsday Mages. I wonder what happened to them when they died of old age? Or did they die of old age?
Yeah, my first thought was catapult ammo too. That was keeping the title of the post in mind, but still.
Couldn't you just say that, rather than having a massive explosion as their death, that any person who kills them is in turn struck down by their spell?
This seems like a less exploitable method. Heroes could definitely "take one for the team" to kill the guy. Presumably you could capture one of the mages and try to convince an 80 year old grandfather to kill the guy. And in some cases assigning blame could be tricky (GM fiat comes in handy, there). But it seems like, in general, you'd have to let them survive (throw them in a prison somewhere), which means they could be recurring villains.
This seems like a less exploitable method. Heroes could definitely "take one for the team" to kill the guy. Presumably you could capture one of the mages and try to convince an 80 year old grandfather to kill the guy. And in some cases assigning blame could be tricky (GM fiat comes in handy, there). But it seems like, in general, you'd have to let them survive (throw them in a prison somewhere), which means they could be recurring villains.
The "any person who kills them is in turn struck down by their spell" workaround would be more difficult than it sounds. Would a falling mage be killed by those who dropped him (and did no direct damage) or by the orc that he falls on. What if the orc has spiked armor? What if the killing strike is from a crossbow bolt fired at a monk who deflects the shot? What if the "killer" is currently not in control of their actions? And what would happen if the party decided to leave them tied up in the wilderness and stole their food? Or just knocked them unconscious and tossed them in a river?
And then you have to wonder exactly what "struck down" means.
No, I think a mushroom cloud is much less ambiguous, and just so much more fun.
And then you have to wonder exactly what "struck down" means.
No, I think a mushroom cloud is much less ambiguous, and just so much more fun.
But would the workaround have been as much fun? :) I mean, okay, so my campaign was temporarily trashed... guess which adventure from that campaign the players remember the most? And then there was the time the rogue got lucky against the 20th level Vampire Wizard with an arrow of undead slaying she'd almost forgotten was still in her inventory...
The challenge I keep facing is that my players continue to surprise me with their cleverness when I don't expect it, but then they will miss what I consider obvious when I DO expect it. As a game-master, I just can't win.
The challenge I keep facing is that my players continue to surprise me with their cleverness when I don't expect it, but then they will miss what I consider obvious when I DO expect it. As a game-master, I just can't win.
GM: I attack you with the clue-bat to beat some sense into you and leave you some obvious plot points.
Player: I dodge and follow up on the non-story you didn't plan for.
Post a Comment
Player: I dodge and follow up on the non-story you didn't plan for.
Links to this post:
<< Home



